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  1. I have a few problems with some tames , namely : Rabbit - make its predator warning call more obvious , as of now when it start to bark usually it is too late .Make it mark the location of predators . Or , make it predict weather , that would be great . Bull - This tame do nothing but being a source of prime meat . Suggestion , make it a bit tougher than horse , slower , carry more weights , deal extra damage against carnivores and can have cargo saddle . Lion - The main feature of its - grabbing attack - is disabled on PVE , making it it a poor man tiger at best , the lion should only able to grab small animal and human , also give them pack bonus to reflect real life lion being pack hunter . Bear - Nerf its HP more and move to tier 3 instead of tier 2 . Razortooth - taming it is very problematic and the stats are not reflecting its status of being a freaking dinosaur , bear can beat it easily , buff its HP more and have better Stamina regen , increase fear roar debuff immunity timer so that no one can keep using razor roar ability to scare everyone .
  2. .... but we still love it! I play sandbox games for the oft fleeting moments of joyous satisfaction, the unexpected, the triumph after the incredible grind and to do wonderful things with the wonderful people we meet along the way. Yes, we've lost galleons and brigs to what appeared to be bugs, yes we've been stripped of the contents of our small foothold house by glitchers, yes we've faced seemingly unending packs of wolves, spiders, tigers all ganging up to put a complete halt on our building for the evening... but through it all we've made friends, allies and enemies alike... Now that we're 6 weeks into the game I want to share some of my favourite times and hope that people can chime in with their own joyous moments.. we know there have been bad times, there are many threads for that, lets focus on things that have been truly memorable. Number 1 for me comes most recently, 2 nights ago; Having decided to head to our ice claim and establish it for breeding purposes, we took 2 hours to get our freshly launched brigantine ready to depart. We then had to drop and run in a hurry so we left a few things behind, namely enough cannons to efficiently down ships of the damned. No drama we thought, we've got plenty of cannons on the rear and enough repair resources to make it through. FOUR frustratingly slow HOURS into the journey from A9 to G1 thanks to some awful headwinds we finally limped into our new home grid on the back of a weak poseidon's fart. We spied a ship of the damned, only level 8, and, grumpy at the hand we had been dealt on our journey we decided to vent some of our frustrations at the poor lad, the winds were finally with us after all. The call to man the cannons went out and like any good first mate I readily obliged our captain. Our first volley all hit him square on and our hearts were raised along with our blood, just a couple more volleys and we'd have some more crew, some gold, maybe even a couple blueprints we could use. One more volley was fired away when a red glow crept across my field of view, looking up from the cannons the nameplate was clear, a level 24 had joined in the fray. I immediately raced down the flights to the lower deck and retrieved a couple repair hammers and a bucket just in case. I heard panic in the voice of my captain as he was calling for repairs, a quick lap around below deck checking the planks, setting the men to work and i popped my head back out to see what the commotion was. No less than 3 more ships had joined the battle and were trailing us, in the other direction a whale was speeding right for us, suddenly our 4 hour journey was looking like it might come to a rapid end so close to our destination. We weaved and dodged cannonballs as best we could but the winds had died down, so we were taking tremendous damage and the whale was not letting us escape in the direction of the wind... things were looking grim. Back down below I went to see if I could get some better repairs going as the cannonballs were raining down on us fairly frequently now, splinters and numbers flying all over the place. I did the rounds hitting the perfect repair and the planks were starting to look fairly safe, still the tense tone in the captain's voice was concerning, a final volley landed and we instantly sprung a leak, not sure if i had missed the repairs on that plank or they just managed to focus fire on the one spot all at once but the captain's tense tone quickly turned to panic as the whale was on its way back to us again. I ran straight over to the plank with the leak and quickly sured it up and moved to the next one... "Not enough resources on you or in the ship's resource box for repair" ... Uh oh. "Captain, we're out of resources, i'm going to run the sails we need to get the hell out of here" I shrill as I run topside and mount the lieutenant's podium.. suddenly what had become eventful had turned into a cluster.. and was highly likely going to sink our ship and ruin our evening's efforts, though it would be a tale to tell, it would be bitterly disappointing.. For a good 10 minutes longer we had to sail like our lives depended on it, catching what little wind we could as efficiently as possible and attempting to dodge the numerous ships, hoping beyond home we wouldn't spring another leak as the cannonballs rained down all around us.. When the ships finally broke chase we were alone in the polar region, not a wisp of wind and the sun starting to creep over the horizon... A completely serene moment juxtaposed against the prior 45 heart-racing, nightmarish minutes. We sat there, relieved we had made it and drinking in the sunrise trying to steady our pulse whilst pondering how we could possibly make the final leg with no ability to repair.... We gained nothing in the fights, only a story to tell and 45 minutes of full edge of the seat excitement.. but that is sandbox games, you get what you give.. sometimes you get a lot less but its the moments like this that I play for. What's your story?
  3. Both charts are historical data about past performance. A disclaimer that must by law be prominently displayed on every securities prospectus: "Past performance is not an indication or guarantee of future returns." This is the legal codification of what I was alluding to about Buffet's views, namely that whether the chart is about gaming or any kind of security, trying to use data about the past to predict the future has never proven remotely reliable. Tell me you think Wildshot™ irretrievably effed up their launch and it seems doubtful they can ever recover from the negative press, reviews and word of mouth. Tell me you think tone deafness to their playerbase is turning people off in droves and the cognitive dissonance between their vision for the game and what players actually want is leading them down a path that won't end well. Hell, tell me you really honestly think that some vast number of people will quit and never play again over stone nerfs and the age debuff (I am skeptical of this notion, but not skeptical over the idea they will !@#%$ to high heaven about it). I am perfectly willing to agree that available information suggests strongly they are off to a poor start. But don't try to tell me a chart can tell anything conclusive about a game's future, because the simple plain truth is it can't. Do not confuse simplicity for accuracy or usefulness. Changes next week or next month or six months from now could cause that chart to look very different. I would be saying the same thing btw if the chart was through the roof and everyone was proclaiming Atlas the game to dethrone WOW. Past performance is not indicative of future results. A chart can tell you a trend. It cannot tell you why that trend is happening, for how long it will continue, or what may cause it to change.
  4. from Xbox Controller thread -- " I have been playing Atlas for a while now, and using the Xbox controller, as I used to do in Ark, I could never go back to keyboard and mouse totally. The issues I have noticed are that some controls do not seem to work with the controller active. Namely, The H key on the keyboard does not show hud info or resources, works fine with game-pad disconnected. The firing trigger with Lions, does not pick up other animals, mouse click does not work either, unless you disconnect gamepad. The mini-game for water, and reloading your weapon, does not stop the marker with the trigger on Xbox controller, even though the left and right trigger is supposed to be the same as left\right mouse click. There are probably more than I haven't found yet, but these are the most annoying. So either some Xbox pad controls are not functioning and having the Xbox pad connected actually stops some keyboard commands from working. Please fix asap devs." " he same exact issues as the OP. Also at times if I have a sword or gun equipped the right trigger button will not fire or swing the weapon " "
  5. Yes!!! This. This. This. This. Way to take a great idea and run with it. So many benefits to this approach and solves a number of problems. It addresses the most core issue related to land, namely how to deal with land ownership and tenancy when land is finite but playbase is variable.
  6. So, I've been wondering how to do this as well, and I have some *possible* insight into the problem. Namely, our server has had this wierd issue where whenever traveling between servers, the game... forgets, for lack of a better word, certain aspects of your stats. We have to literally kill ourselves and respawn to get our weight/fort/HP to be correct. I don't know all the details, because I'm not the one that does our ini files, but I've been told that this is an issue some modders have run into as well, regarding how server-crossing transmits/reads/loads/etc config files. It occurs to me that its *possible* that this is the same bug... meaning your ship would need to die and respawn to fix its stats. Which... obviously isn't going to work especially well, ergo you would never see the 'correct' stats even if you *did* have the right config entries.
  7. Hi! Welcome to Atas! Many of us are excited to be here. If you're not familiar with GrapeCard™, the game's developers and the creators of Ark, let me acquaint you with a relevant bit of their track record with that game that seems to be carrying on the same tradition here. Namely that these folks are almost comically bad at hitting their own deadlines. I would strongly advise not taking any publicly announced date from them seriously. Use it as a vague guideline at best. The dev kit will be out when it comes out. Expect it Soon™
  8. They would still be making choices. Namely, high speed vs slower speed and more carry.
  9. OK, so I found a solution. However, best I can tell, it MAY be relevant to only my specific server provider, SurvivalServers. I say that because this code below is NOT added by the default map making tool, but was present in SurvivalServers' custom server data, which actually can't be loaded by the editor. When we first set up the server, I tried to copy some of that stuff over because our servers weren't launching correctly, and once I did add the code in, things started to work correctly instead of crashing immediately. However, that doesn't mean it won't work for you - for all I know you use SS. A bit of brief background first - We first encountered this issue when I edited the servergrid to add in some trade routes. During the process of trying to solve the tribe bug, I discovered that somewhere along the line, there was a bit of a mixup in our ServerGrid.ServerOnly.Json - there was supposed to be server-specific information in there, at least I'd thought there was. I know I'd changed it at some point to have server-specific IPs and passwords and stuff copied from all the RCON info. However, somewhere along the line, all that info was changed to be all the same values - whether by us or by SurvivalServers during a recent feature upgrade, I have no idea. Regardless, it meant that my 'map update' had created a major mismatch between the database info section of every server we were using, compared to what we had been using. On the offchance it worked, I replaced the 'new' ServerGrid.ServerOnly.Json with the older backup that had the 'wrong' info (in my mind, because it wasn't using the RCON data I thought it was supposed to be). Lo and Behold, suddenly I can join/create tribes again. I can't, at the moment speak to whether it fixed the 'No longer in a tribe' issue for everyone else, because they're all at work, and I had actually rerolled my character in an attempt to fix it, so the new one wasn't in the tribe in the first place. I CAN confirm that the tribe still has all the old members listed in the tribe list once I used admin tools to force myself back in, however. ------------------------- When you export your stuff from the map editor, you should get a file titled 'ServerGrid.ServerOnly.Json' For our server host, there's some extra bits present in that file that aren't present in the normal export - namely, some stuff regarding the databases the game uses to look for tribes and players and stuff. In the normal default export, that field of 'DatabaseConnections' is there, but empty. Ours is not. I've scrubbed our info from it, but I'll put it at the bottom for people to see. So, the 'Name' here seems to be the name of database - I'd assume you don't want to change that. 'URL' is just the server's IP address in our case. And yes, the quotes are supposed to be there. (The XX isn't). I will note that we have a 4 server cluster, and ALL FOUR servers use one single server's IP for all the below fields. I'm not sure it matters which server. There's a bit of a story involved there, but I'm just giving you the basics here - ymmv depending on your setup. 'Port' is... I actually don't know. See, the IP and Password that got added into this config is the same as what we use for RCON on our server.... but the port number is wrong. That is to say, the one listed here in the file isn't any port that I recognize - SurvivalServers Control Panel tells us the ports for Query, Game, Seamless, and RCON ports, but the number we have in the code below is different. (On the offchance it matters, it's our RCON port # increased by 5.) Note that the port number is NOT in quotes, unlike everything else. 'Password' here for us was the same password as our RCON password listed on the control panel. The password is in quotes. Also, note that one of those marks is a square bracket, not a curly bracket - no idea if it matters, but I imagine it does. "DatabaseConnections": [ { "Name": "Default", "URL": "XXServer'sIPAddressXX", "Port": XXXXX, "Password": "XXXXX" }, { "Name": "TribeDB", "URL": "XXServer'sIPAddressXX", "Port": XXXXX, "Password": "XXXXX" }, { "Name": "TravelDataDB", "URL": "XXServer'sIPAddressXX", "Port": XXXXX, "Password": "XXXXX" }, { "Name": "TerritoryDB", "URL": "XXServer'sIPAddressXX", "Port": XXXXX, "Password": "XXXXX" }, { "Name": "LogDB", "URL": "XXServer'sIPAddressXX", "Port": XXXXX, "Password": "XXXXX" } ] }
  10. Most MMORPG's worth a salt have KNOWN how to implement siege mechanics for a long time Dark Age of Camelot Shadowbane Just to name a couple and namely those two because of there age, to show how long this knowledge has been around!!! Attacker places a siege!!! Defender has a 72 hour window to set the time of Defense, when the window is set the attackers follow thru..... its really that easy!
  11. I was having a blast playing the first several hours. I started off in L12, got the feel of the game, and then moved to K12. Once there, I established myself, and set up shop. I mingled with the locals, got the lay of the land, and explored the seas. Then after several hours I managed to build my first Sloop. It was great! It felt like a radical step up from using the raft. I found a couple of Common low level maps (I assumed, since the bottles related to me that their "rarity" factor was 1 or 2. So I set off to J12. I crossed the boarder and the area was different enough for me needing to adjust, had some scares with the sharks, grabed some extra flotsam, etc. I proceeded to the nearest island, and here is where my adventuring took an abrupt end. I lowered my anchor, and before even leaving my ship, I was brutally assaulted by what appeared to be Godzilla. This crocodile was large enough to attack me from the Sea, and I had no where to run. After dying I realized that the Croc did not leave the area, and would continue to maul me and my ship. I somehow managed to get out of this scrap, circled the island, and thought, let's try again. This time I found a spot on the North face of the island and I actually managed to step foot on shore. However, it must have triggered a trip wire or something because out of nowhere an Alpha Wolf, level 168, ran up, struck me once, and I died. I respawned at my ship, and once again was molested by a pair of crocodiles. Now whenever I spawn I don't even get to see the horizon before I die again. Now I am discouraged to go out exploring at all. Are the other islands like this? Is this the hardest area of the game? Am I somehow so under-prepared that I need to go back home, and hunt snakes until I have leveled out the skill tree, only to explore then? I don't know, but I saw some glaring issues that I hope are addressed. Besides the obviousness of my story (Namely that predators are way too aggressive. If this were a special event with a special monster with special mechanics, then I could understand, but there was nothing special about this), there are some glaring issues that need to be addressed about exploration. If all of the above is how it should be, then the biggest problem is creature density. There was a crocodile on every shoreline of this island. Or perhaps, I am just... REALLY bad at this game. I don't know, but this seemed ridiculous to me. I just wanted to provide some kind of feedback that's all, and in no way want this to be seen as a way for to vent my frustrations because I am really enjoying it so far, albeit with some exceptions.
  12. Big Scurvy NeighboRs Has J11 / K11 namely as their territory.
  13. many of the female characters emotes have a male voice, namely the laugh and cheer,
  14. [UPDATE 1] I've done further testing, specifically to see what is cause the most amount of load, to see what could be impacting performance during loading, again using the windows resource and performance monitor. It turns out that the two main files that is being read and loaded by the Atlas.exe file, is LoadingScreen.wmv being the highest and some times having several of the files being run simultaneously, and the other one is Atlas.exe itself, those are the two with top highest amounts of reads. Whats even more weird, during the loading screen the AtlasTitle.wmv where also read, meaning it was being access for a purpose, which I only can think would be to display it, but wasn't, and the LoadingScreen.wmv were also present simultaneously, even with several duplicates of it. What does the above actually mean and what are the consequences in terms of impact on loading times and results? Generally speaking, the impact can be quite high and it reduces the amount of reads that can be done to other files, as harddrives and even solid state drives have actual hardware limitations, and amount of reads per second is no exception to this limitation, in fact it's one of the main ways to measure how fast the drive actually is. So in other words the more NON-ESSENTIAL reads it performs the less efficient it actually will be in terms of effiency towards loading into the game. This directly translates into unnecessary longer loading times and potential not being able to log in due to the initial networt connection being dropped or being unable to be maintained until the loading is complete, hence why a lot of people get the "Host Connection Timeout" message once the loading is actually complete. As mentioned before, the .wmv is a windows media file, which only has the purpose of making it look nice while it's loading, but this comes at a cost, namely loading times, efficiency and stability. Furthermore, the game isn't the only thing that relies on and needs the HDD/SSD to operate, in fact the operating system, in short the OS, also continuously uses the HDD/SSD to remain operational and responsive. So when the game is attempting load into the game after one has clicked join/connect, it will attempt use all of the drives resources and read capacity to load, and it would seems it tries to use ALL and not whats currently available for use, which would make the game become unresponsive and the system will also become unresponsive at some point or at several times during load. There could also be another reason why the game immediately becomes unresponsive, which could be due to the fact that the Atlas.exe seems to be reading itself from the disk rather than from memory to perform various things, which also seems to be quite unnecessary as it's already loaded into memory when you run it, and also makes it affect loading times, stability and efficiency, and above all it might be the sole reason why the game and system ends up becoming unresponsive. So with the above being said, why do not all seem to be suffering from it? There can be many reasons, but generally speaking the most likely reason simply is that they have much stronger systems and thus more stable system that can handle these kinds of issues caused by this. But even if this is the case, there is absolutely no reason to make it this way, as it's very inefficient and could handled a lot more efficient and smooth. I would like to recommend that the developers consider some options, both for stability and performance issues but also to make it more efficient and smooth, which would make require even less resources and which will translate into better game experience. The possible solutions below are not mutually exclusive, in fact I recommend that all of them are implemented ASAP! 1st Solution Add a debug option for the players to enable, this should be to collect important key information about various things, such as system specs, what processes were performed during load, load times, crashes, etc. Basically put any type of information that will identify the problem. WHY? First and foremoremost, since this is in early access it's EXTREMELY IMPORTANT and I cannot stress this enough, because this is still in development and in early access the technical feedback from players are extremely important, especially when it's accurate information that help pinpoint the problem but also provides more information in regards to the problem that also might point in the direction of a solution. 2nd Solution Make it possible to disable the AtlasTitle.wmv and LoadingScreen.wmv and replace those with a static image of them. According to the resource and performance monitor, the amount of reads being doen 3rd Solution Make it read from the Atlas.exe loaded in memory, rather than from disk, especially since both HDD and SSD has actual hardware limitations, and by making it read from the memory rather than the disk, it would actually leave more room for the other files that needs to be read from, and also most people are using HDD rather than SSD.
  15. It could be... What I'm going to try is different though. I have my server sitting on the floor right here beside my main PC. If I can connect to it then that will answer several questions. Namely; 1) Is it a problem with the client? No 2) Is it a problem with my PC hardware/software configuration? No 3) Is it a problem with my network setup? No If I can connect to a local dedicated server then the issue is specifically with the way the Official/Unofficial servers are handling how players connect across the internet. Could be region, gateway, or even coding... But it will confirm that it's not a problem with the client/settings/hardware on my end.
  16. Right now the players that are lucky enough to login and get a large company are claiming more and more islands without effort or resources. I feel that each company should only be able to plant ONE flag but have the claimed 'bubble' expand both over a period of time and for a certain resource - namely GOLD. Gold is in the game and as of yet there don't seem to be purpose to buy anything so paying to increase the size of your companies claim makes much more sense that just having infinite flags you can plop down for free. It could be part of the gameplay, paying gold to the 'Crown' to expand your domain and in PVP worlds even could make Pirate Claims for Player Killers/Looters and make them function different. Basically they should function as an expanding circle growing until it hits another claim bubble but could envelope that other claim without actually taking it over. The maximum size for a territorial claim should be a single map tile/server giving around 200 companies minimum access to having a claim. This would make abandoning your claim much more likely once you find a better area for resources preventing the game from stagnating or a company from getting far too powerful/owning the whole map.
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