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  1. I’ve never had this issue till today, and to my knowledge I did nothing to cause it. Every time I load up the game it either waits a few seconds before freezing completely; or freezes when I click on join server, options, or any other button on the screen; waiting for it to resolve itself or load does nothing; validating and reinstalling multiple times have not yielded any change either. I’m stuck on what to do and would be happy for any suggestions…. I have 16GB of ram and am running the game on a very nice computer, the game is on an HDD as I don’t own an SSD but it’s never been a problem for me before playing atlas. Would appreciate any advice!!! Thank you!!
  2. After purchasing 4 copies of the game three as gift and had my two sons also purchase this game , I’m so disappointed. I played for hours and then when I thought I was understanding the game , it won’t even full launch any more. It just gets stuck on the ATLAS Screen loading PRonalGameData_BP for over 20 mins time after time. we get together to play and this happens . Then on other occasions I see them on screen but they see my body in a totally different location. I can’t interact with things. I was told in world chat , because they ch oils see my text , that I desynced from the server ???? Really why?? I was told to die and that may resolve the issue. Well after a long time waiting to die in the ocean swinging my axe I got exhausted and finally drown , it was truly a terrible waste of time and truly painful. however I did respawn alive and was finally able to react with things and my sons. do disappointed with this game I figured since it’s been out for over a year they would have had all the bugs out?? Really
  3. I'm not to report other players without trying to resolve things first but when people start to ruin the experience of new people who never played ATLAS before, that bothers me. The report player submission hasn't been working for a few days now and I hope someone who has anything to do with the company sees this and get's it resolved.
  4. Ahoy Pathfinders! This week we have a quality of life update to fix a few of the more troublesome bugs players have been running into on the open seas. We’ve also made a few adjustments to resolve some of the server issues some players may have been running into lately. We hope these changes will improve gameplay overall and lessen unwanted/unintended interactions. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v529.02 Bug Fixes: Version synchronization fix Fixed issue causing Xbox connection losses with the servers Fixed issue where cannons were not visually synced with the servers Fixed instances on ships where painted areas would revert to the default color Misc: Removed height limit from bed placement Removed repeated items in skill tree descriptions Defense Tower Buffs Blueprint versions of these can now be found Fire Rate increase Armor stat added Damage increase Health increased on Modular Ship pieces Crew requirements adjusted on Mortar Ship and Turtle Ship 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
  5. Ahoy Pathfinders! This week we have a quality of life update to fix a few of the more troublesome bugs players have been running into on the open seas. We’ve also made a few adjustments to resolve some of the server issues some players may have been running into lately. We hope these changes will improve gameplay overall and lessen unwanted/unintended interactions. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v529.02 Bug Fixes: Version synchronization fix Fixed issue causing Xbox connection losses with the servers Fixed issue where cannons were not visually synced with the servers Fixed instances on ships where painted areas would revert to the default color Misc: Removed height limit from bed placement Removed repeated items in skill tree descriptions Defense Tower Buffs Blueprint versions of these can now be found Fire Rate increase Armor stat added Damage increase Health increased on Modular Ship pieces Crew requirements adjusted on Mortar Ship and Turtle Ship 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
  6. i have this is issue did you find a way to resolve?? thanks
  7. The best way to resolve this issue, is to make sure you have port forwarding completed for all of the required ports. If your server is hosted on a windows server, you also need to make firewall edits allowing the ports that you forwarded to get thru the OS firewall.
  8. I just had this happen after friends finally got me to try this game. They play on the official PvE server. Is there anything I can do to get around this error? I made a crude tool and equiped it. As soon as I hit 1 to use it, the game crashes with the same fatal error others have pointed out. After this happened, I found this thread. So I went to a random server, repeated the steps above and have the same experience. So it does appear that this is caused by the crude tool, as others have pointed out. Is there anything I can do though to resolve this on an official PvE server?
  9. I found a fix for it on the steam pages. If you opt out of the Steam Betas, it seems to resolve the issue
  10. Now loads of them are coming up as "aborted". Any idea why that is or how to resolve it?
  11. This wipe is very unfair to all of your Xbox players,while we cannot get online at all the PC players are taking all of the claimable islands and leaving us nothing. Do you care about your Xbox fan base at all? When you resolve the Xbox server issue please reset your servers/do another wipe. You would make the game better for everyone if you removed the island claiming system and made extra servers that are non crossplay for players that would prefer to just play with others on there specific platforms
  12. 1. Armored docks need to be removed from the game Nope, nope, nope. They are giving us great oportunity for stopping people from harbour runs. They are also easy to destroy, i for example destroyed small and large dock at the same day with 2 ships and 3 ppl so you can't say you need big company to do that in order to get all gold from inside them or take their ship down. 2. puckle npc's need to be vulnerable - Don't agree These are practically basic defense of your base and taking them too easy will cause more fight on the land that we don't want. We want more sea fights. You can use just one cannon to overrange them and take them down easily. 3. Gold cost for self crafted ships needs to be removed - Don't agree Not agree, it is good like it is. It prevents big companies from having hundreds of galleons. Big companies still will have more gold than smaller ones but also they will have more peoples so they will able to handle more ships at once. If you have small company with 6 people you don't need 10 galleons and gold costs will keep you on the sea for treasures, whaling etc. 4. No gun mini game - Don't agree You just like complaining, don't you? 5. HP of shipyards needs to be lowered They are super easy to destroy. Totaly not agree 6. Lighthouses are too cheap So what? Theirs only purpose is to show you the way or warn you if you're getting close to island during fog time. Leave them in peace 7. mortars on ships need to be allowed to counter mortars on land Definitely not. Are you mad? even if you would have them you will never counter mortars on tower 20 walls high. 8. ships should be insta captured if beds are destroyed, and ship is decrewed Here you got point for the first time, but insta captured? Nope, i would rather greatly decreas capturing time from 1-2 days to lets say 5 hours and 12 hours when fully anchored. If you would start claiming ship on the beach and you have 5 h timer and everybody is dead and ship would drop anchor, the timer should automatically increase till 12h so the owner can have time to fight back for it. In open sea you cannot anchor so 5h is enough (it could also be destroyed by SoD or whale) 9. structures must be capturable You just played too much rust my friend. It is not quick pvp, it is open mmo sandbox game, how would you feel going to work and cominb back every day just to see you lost everything you had. They develop similar system to the lawless which is complety absurd to me. I would rather enable to steal teritory which would highly increase decay time for every non company structure like for 4 days and 3 days for doors so you can actually loot it. So people could fight for teritory in order to defence theirs bases. 10. small characters should get a damage penalty, while super large ones get a damage buff Wow, i wouldn't think i ill agree in something with you. Here you are right, something for something. We need to have balanced options not just one sided benefits from choosing one option. 11. cannons need to be pick-up-able and be placable on enemy foundation to raid efficiently Well, they could be picupable but not placable on enemy's foundation, would rather allow to place them directly on the ground close to enemies foundation but also with 10 min timer. 12. fix that bug where after u use praying eyes u cant pull out ur weapons, and increase duration Yes, just report it as a bug and they will work on it. 13 .remove peace/combat phases Again i do not agree with that. We want keep people more on sea for sea fights, we all came here for pirates fights not ark 2.0 didn't we? 14.blueprints need to be removed Blueprints are bit overpowered if it comes to big companies so i can agree with that, add more stuff instead of blueprints and increase base stats of all stuff to be a little bit higher. Unless we can find solution to boost small companies to help them with crafting those blueprints. 15.aging/hair growth is way too fast atm Not agree, just deal with it. Next. 16.remove shaking earth effect caused by animals I guess you never checked your graphic options in menu, did you? 17. no more crew limits on ships Talking about unreality in game, want unlimited crew on ships. Totally not agree. Next. 18. remove all chores like treasure hunting, floatsam etc. from the game That's most pirate thing in game, treasures/floatsam/hunting, leave them alone. They could do special regions on each island for treasures where people can't build structures so everyone can do them. Still need to land on an islands and that's different story You don't like them, you don't have to do them, pick them up. 19. players shouldnt spawn on freeports, and freeport, there shouldnt be a safe zone That's exaclty where players should spawn, there is lot's of newcomers, they have to learn some basics about the game. Instead of that i would highly increase decoy time on every ship (in example, you can stay with any ship maximum 4 hours no matter if you're fixing planks or not, after that time, ship despawn, and of course give a proper info about it to every player) For animals instead allow us dmg them after 1 day of being in freeport. That should resolve problem with storagging all items in safe zones. What about shops? Allow only few per company with limited space in it 20. nerf barrels Maybe a little bit but mostly we need to remove catapults from ships or make the barrels not throwable by catapults on ships. You could still use them by manually throwing them at enemy ship but that applies only in very close distance 21. remove ships of the damned Do not agree, game without them will be super boring. 22. regarding animals I would only increase hp on lions/tigers a bit. Rest is good expect all the saddles that are coming with new patch. Saddles are supper shit and will brake the game especially with torpedoes on the land. Could say, welcome to ARK 2.0, no more pirate game. 23. nerf mace, shield stun, buff crossbow/bow/guns, nerf shield, nerf hook Mace is good, maybe increase bit crossbow dmg, guns are okay, hook is okay. Nerf shield bash cooldown, once someone start bash you, is super hard to run away, instead put ie. 10 sec on bash, same for power strike on pike and fists. 24. Handcuffs need to be removed or there needs to be a solution Tottaly not agree, it is very realistic, that is also one of the most piracy thing in game. Next. 25. Cannon balls fly too slow Yes! This is very annoying. Speed them up 26. after destroying a warehouse you should get all the loot inside, not a fraction You are getting basically all loot from it. You will not even able to carry it at once 27. bar shots need to be removed Nope. Barshots are good, leave them alone. 28. no character upgrades like HP etc. Are you serious? You want no gap and differences between people who spend thousands hours in game on leveling character and people who only started? Bullshit. Get real man 29 .player name join notification needs to be removed I agree on that 30. customizable zoom for ships needs to be added I agree on that 31. remove customizable ships I do not agree, mmo sandbox is all about customizable stuff. Would rather say work on performance but they're already doing it 32. increase ship weight capacity Not really capacity but increase amount on which weight penalty is applied from 30% to 50% 33. remove limits for alliances and company size No, no, no and again no. We don't want any supremacies in game that will make pvp into pve if you're with them or totaly anihilation if you're against. 34. handling sails get greatly outperformed by speed sails They are not. All of them have different purposes and they are doing good. I only wonder about weight sails, nobody is using them, they need to be reworked 35. wood/stone pillars's HP needs to be reduced Pillars spam is pain in arse. Enemy should not be able to build anything on your island expect cannons (placed on the ground) so pillars spam will not exist anymore and thanks to that performance of game will also increase. 36. remove ownership ???? In company setting you have option like "personal owner", that means that everything you build/own (ships,animals) is personal and if you leave company everything will leave with you (structures/ships/animals), you need to have proper settings set in your company dude 37. remove custom building Custom building is good, it gives you more posibilites but yes i would prefer ready structures. On one hand, performance is greater but on the other hand it's kinda boring because everything looks same (expect colors if you're able to paint stuff) and technically you know base of every single company. So i would rather put them togeather 38. allow saving ships (save + load) Yes! Allowing to save your ship projects would be very handy 39. Reduce a companies income based on their member number, increase crew cost for bigger clans Why would they punish people in bigger companies for playing togeather and having fun? Nobody want split players, it is rather a goal to get great communieties than lonely wolves. They can work on boosting small companies not punishing bigger.
  13. Where is the supposed community Manager? Never replies so obviously doesnt know the meaning of the role. - Feedback to Both Parties... Are you even relaying any of the community concerns regarding the state of ATLAS? as we dont see replies from you or your Customer Relations. Everytime you submit a ticket its just solved never a reply to the concerned. (GREAT COMMUNICATION SKILLS THERE) Armoured Docks OK to be spammed everywhere? with 30m HP (Can we add a freeport NPC vendor in them too) LOL. = x2 Per Company per grid atleast Maximun. The whole point of creating Harbour runners is to do what it states and create CONTENT but that just got burnt out. Claim Islands - I thought you couldnt build on them? You can place an armoured dock on the isle as ive seen a few with Boats in there. SEASON 1 claim system - All thats been done is revamped and added the ability to claim someones possible BP'd Ship (Why would you go backwards?) Lawless was created for the smaller companies who choose not to claim ISLANDS, Stay hidden and not seen Now theres a target on there locations = LOL.... Barrels on SHIP should not be fired from anything if you want your ship to have barrels drop over the side (HandBall) and allow the vessal to sail into them. People are not wanting to build there ships and sail because of the x3 Barrel sink. An update with Q&A doesnt resolve anything, because your fellow employee asked a question and your dev team replied lol. The questions your Team have come out with is beyond belief Half of them have never crossed my mind since playing upon release and possibly others?. Then theres the performance before any of this fancy stuff, Did your company not drop the size of servers to help performance? - Where is the help when you still get 120 players in one grid lol.. This is supposed to be a game that can hold how many? 8k plus over multiple servers IM NOT 100% sure but COMEON now. Theres still the shield BASH to sort (A naked with a Shield can win a fight lol) then the Torper from a mace i could go on. BUT IT ISNT MY GAME OR MY COMMUNITY.. Bring back the OLD devs who actually created a ROAD MAP to keep us informed (AS WE KNOW THATS NOW OUT THE WINDOW) Or bring some of the guys in that do the UNOFFICIAL as they seem to be doing something right. Where there is Critism there has to be good Points - This is from an Appraising point of view if you know what that is being a manager The few things this DEV team has given in the correct way has been - Stam Drain and Glider Movement +1 / Dolphin +1 for Having in Harbour instead of having to search one for crafting purpose / +1 SeaHorse (Good defence for Harbours aswell as scouting lol) so well done on these goals. You have a WIPE comming as you state... NO DOUBT its for the easter sale on steam as that is your companies revenue - SALES. Just alittle help here: You want new customer for the easter wipe? SORT THE GAME OUT LOL. - RELAY THESE CONCERNS AND THEN RELAY TO UR COMMUNITY. Is that not why you have a website up and running? so the community can voice together on forums, is that not why you have seperate managers for each section? Everytime you have done a Q&A no names have been mentioned. Give them the Voice that they asked you the question and show there names so they can admit if they asked it. Then you wouldnt get called out for the BOGUS questions asked and replied.. - ITS CALLED FEEDBACK TO X Y AND Z.... Thanks for hearing my concerns (and possibly Majority of the community but who knows).
  14. In the current state of game for pve, I can't really sail anywhere remotely far away. Where can I anchor when I'm 2hrs away from my claim? I sail 2 hrs to do a map then sail 2hrs back all in one jaunt? I'm SEVERELY restricted when sailing ANYWHERE. How am i to go anywhere or do anything in this game anymore? Was this completely overlooked? Am I missing something? A claim bouy can be placed by my anchored ship and I'm sol, right? So how do we go anywhere that isn't close to our claim? I'm baffled. Here is a great way to resolve this. How about at the cost of gold at x per day, I pay the claim I'm on to anchor there. Another way to distribute gold. Hotspots will be points of interest. Another issue is I have an unclaimed ship in my claim and they left it to rot but it's seems to not be decaying. The npc's are now gone but the planks have the same health as they did before the update. So now I have to claim it or it will never go away. Was this also overlooked? Am I missing something here as well? I am just in a state of utter confusion to when new things are implemented, that these types of things are issues? It feels like devs are spitballing new ideas with complete disregard for the repercussions. This is going to be a long and frustrating road at this rate. Or Is It to give the players ideas to give back to them, but that would take them listening to the feedback and I don't feel that the players are getting heard as much as they should. I'm not trying to hate or be harsh, it's that this is the persona of the game and I'm not the only one that feels this way. This isn't difficult stuff imo. Other games jump these hurdles with ease. This feels like the hurdles in the special Olympics. I'm sorry that this is how I feel. It's just frustrating as all hell.
  15. @jared.lapsley@gmail.com You said it already also one thread away... Stop throwing rocks from a glass house... Also I do have a better solution.. Submit an accurate bug report and wait for them to perform their job.. All of my company is owned by my xbox account, how the hell would buying a 3rd account on steam resolve anything? Now, respectfully, piss off.
  16. Locked out of game. Keeps giving me could not retrieve address message. Was traveling through grids and was booted. Tried loading eu and pve server with the same results. Anyone know how to resolve this?
  17. As soon as I rejoin Atlas I have the intro animation of my Great-great Grandfather Edwin. Soon as he's done talking I get a fatal error crash. Tried it over and over again its always the same thing. I can't seem to resolve this issue. It did not do this during my first try but all my key bindings were changed and I was unable to interact with my tame's behaviour or my NPC's for that matter. I changed my key bindings back to my personal preferences and since then crash, crash, crash. Any help or suggestions appreciated. Did this from my phone so sorry if I made mistakes
  18. I have seen this as well, I think devs are still tweaking. Replacement of market seems to resolve it, just keep the warehouse running stay under your limits of trades and try not to duplicate.
  19. "What about the players that do not wish to utilize the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants." If you are trying to get people out on the Sea more, then reduce the cost of making a decent ship. 5000 gold to build schooner keeps people at port until they can get the money saved up; especially smaller groups. I understand using it as a gold sink; however, you went to extreme with this venture. ---------------------------- "CLAIM SYSTEM We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas." The old system was so broken that some groups used it to grief people, who not just split some of the larger islands in half if you want to have people own only a portion of the island, or better yet go back to the 15x15 square map and put back the islands you took out. Then more people will be able to claim an island. Another thought reduce the number of islands a company can own, there are groups out there who own over 3 islands. Address this issue first and then the other may resolve itself a little easier. -------------------------- When are you going to resolve the present bugs first and then bring content to the game? You mention using the market system and yet it hasn't been fixed. Secondly you mention all these great things for PVP and yet forget about the other half of your player base in PVE, a lot of folks don't enjoy the PVP aspect of the game. You have to appease both sides not just one for your game to be successful. And finally have your Devs play the game, with all these ideas you are putting forth it is obvious they don't play, otherwise they would see the issues that the players are complaining about.
  20. Ahoy Pathfinders! We have set up the Sea Forts for route control, the Markets for Trade configurations, and now Trade functionality is on the way with the next patch! As a reminder, it is currently scheduled for Tuesday 11/10 at 7:00 PM PT and includes a Wipe. The first iteration of Trade functionality will introduce virtual shipments only, meaning no tangible NPC Trade Ship will be created and all Trades that are started will reach its destination Market after a certain time. Players can still blockade Trades via control of Sea Forts, in which case a Trade will not start if there are no routes it can take to reach its final destination. The automatically generated Trade Ships that players will be able to impede and attack are still undergoing testing will be implemented later. We are also introducing Random Events to Trading, and these will appear in the Trade log when they occur. It’s wild out in the Seas, and you never know what can happen. Perhaps your ship sailed into a group of NPC pirates who took some of your stock. Or maybe you got lucky and ran into a treasure chest, gaining you extra gold! Maybe the amateur cook on board accidentally set your ship on fire so you lost some of your cargo - but inadvertently gained coal! Random events can be negative, neutral, or good, so be sure to keep an eye on your Trading Log or you’ll be caught by surprise! Multiple Random Events may trigger, and all Random Events are virtual and do not get resolved until the end of the shipment. The weights of several resources have been adjusted in relation to the Trade System as well. Economy The Trade system will be the main way for players to generate gold. We will be starting with very conservative numbers with the gold generation rate from Trades, and will adjust the numbers accordingly. With Trade Functionality now in play, we have increased the cost of building Ships. Players will need to Trade consistently and/or control Sea Forts to build income for Ships. Acquiring top-tier Ships is going to take some work and we are expecting to see a lot of Sloops at the beginning. The first Schooner, and subsequent Ships should feel like a big deal and a job well done! Whales, Ships of the Damned, Shipwrecks, Flotsam, and Treasure Maps are other avenues for gold as well. Re: Upcoming Wipe As noted, the next Patch will include a Wipe with the introduction of Trade Functionality. The Wipe will also resolve some previous issues such as interference from the old Sea Fort structures and problems with claiming Sea Forts on Lawless. We also received some questions about whether the Wipe would change the map or multipliers for the new “season.” We would like to start off by clarifying that with our recent change to our direction in development, we are shying away from defining official “seasons” while we are still in Early Access. In the Summer, we announced that we were renewing and essentially resetting the ATLAS development journey. Since then, we have come to realize that we cannot expect to have “seasons” while we are still shaping out the core gameplay mechanics. At this stage, we will be rolling out changes continuously and wiping whenever it becomes necessary. Meanwhile, we will consider how we may want to run seasons when it makes sense. The upcoming Wipe will not introduce any map or resource distribution changes, at least not right away. We are still looking at how we want to change and balance the distribution of resources. We like the idea of having Hot Spots/contested locations and want to bring more of that into the gameplay. Once the NPC Trade Ships are in, it will also create opportunities to attack the Trade Ships that are carrying rarer goods. The changes to resource distribution will be happening later in this cycle. This means that the value of certain locations can and will change until we strike the right balance, and it will mix up whatever the current circumstances at the time may be. Base multipliers/rates will also remain the same. There are no planned changes at this time, although we will likely look into readjusting them later down the line. Private Servers A wipe is not necessary for Private Servers, but it is recommended as there may be outstanding issues that a wipe would resolve if you had already added the original Sea Fort structures to your map. Be wary that adding Sea Forts now may cause unintended changes as well. Sea Forts are also not necessary to enable Trading on your server. Trading is set up so that if there are no Sea Forts in the server, it is considered an open route and there is no tax when passing through. If the origin or destination market is on a server with no Sea Forts, the trip will be virtual. In other words, Trading is allowed for everyone if there are no Sea Forts on a server. Unless you desire to add the gameplay surrounding Sea Forts, it is not a requirement for the Trade System. Tentative Changelog *** Please note that this is only a preview of the next patch and may be incomplete. Final Patch Notes for the Live build may differ and will be reposted once it goes live. Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This results in increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratinoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Ships Increased Gold cost for crafting ships Schooner: 50 → 5,000 Gold Brigantine: 250 → 25,000 Gold Galleon: 500 → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports 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 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
  21. Ahoy Pathfinders! We have set up the Sea Forts for route control, the Markets for Trade configurations, and now Trade functionality is on the way with the next patch! As a reminder, it is currently scheduled for Tuesday 11/10 at 7:00 PM PT and includes a Wipe. The first iteration of Trade functionality will introduce virtual shipments only, meaning no tangible NPC Trade Ship will be created and all Trades that are started will reach its destination Market after a certain time. Players can still blockade Trades via control of Sea Forts, in which case a Trade will not start if there are no routes it can take to reach its final destination. The automatically generated Trade Ships that players will be able to impede and attack are still undergoing testing will be implemented later. We are also introducing Random Events to Trading, and these will appear in the Trade log when they occur. It’s wild out in the Seas, and you never know what can happen. Perhaps your ship sailed into a group of NPC pirates who took some of your stock. Or maybe you got lucky and ran into a treasure chest, gaining you extra gold! Maybe the amateur cook on board accidentally set your ship on fire so you lost some of your cargo - but inadvertently gained coal! Random events can be negative, neutral, or good, so be sure to keep an eye on your Trading Log or you’ll be caught by surprise! Multiple Random Events may trigger, and all Random Events are virtual and do not get resolved until the end of the shipment. The weights of several resources have been adjusted in relation to the Trade System as well. Economy The Trade system will be the main way for players to generate gold. We will be starting with very conservative numbers with the gold generation rate from Trades, and will adjust the numbers accordingly. With Trade Functionality now in play, we have increased the cost of building Ships. Players will need to Trade consistently and/or control Sea Forts to build income for Ships. Acquiring top-tier Ships is going to take some work and we are expecting to see a lot of Sloops at the beginning. The first Schooner, and subsequent Ships should feel like a big deal and a job well done! Whales, Ships of the Damned, Shipwrecks, Flotsam, and Treasure Maps are other avenues for gold as well. Re: Upcoming Wipe As noted, the next Patch will include a Wipe with the introduction of Trade Functionality. The Wipe will also resolve some previous issues such as interference from the old Sea Fort structures and problems with claiming Sea Forts on Lawless. We also received some questions about whether the Wipe would change the map or multipliers for the new “season.” We would like to start off by clarifying that with our recent change to our direction in development, we are shying away from defining official “seasons” while we are still in Early Access. In the Summer, we announced that we were renewing and essentially resetting the ATLAS development journey. Since then, we have come to realize that we cannot expect to have “seasons” while we are still shaping out the core gameplay mechanics. At this stage, we will be rolling out changes continuously and wiping whenever it becomes necessary. Meanwhile, we will consider how we may want to run seasons when it makes sense. The upcoming Wipe will not introduce any map or resource distribution changes, at least not right away. We are still looking at how we want to change and balance the distribution of resources. We like the idea of having Hot Spots/contested locations and want to bring more of that into the gameplay. Once the NPC Trade Ships are in, it will also create opportunities to attack the Trade Ships that are carrying rarer goods. The changes to resource distribution will be happening later in this cycle. This means that the value of certain locations can and will change until we strike the right balance, and it will mix up whatever the current circumstances at the time may be. Base multipliers/rates will also remain the same. There are no planned changes at this time, although we will likely look into readjusting them later down the line. Private Servers A wipe is not necessary for Private Servers, but it is recommended as there may be outstanding issues that a wipe would resolve if you had already added the original Sea Fort structures to your map. Be wary that adding Sea Forts now may cause unintended changes as well. Sea Forts are also not necessary to enable Trading on your server. Trading is set up so that if there are no Sea Forts in the server, it is considered an open route and there is no tax when passing through. If the origin or destination market is on a server with no Sea Forts, the trip will be virtual. In other words, Trading is allowed for everyone if there are no Sea Forts on a server. Unless you desire to add the gameplay surrounding Sea Forts, it is not a requirement for the Trade System. Tentative Changelog *** Please note that this is only a preview of the next patch and may be incomplete. Final Patch Notes for the Live build may differ and will be reposted once it goes live. Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This results in increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratinoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Ships Increased Gold cost for crafting ships Schooner: 50 → 5,000 Gold Brigantine: 250 → 25,000 Gold Galleon: 500 → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports 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 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
  22. All the Dev team need to do to restore at least a inch of trust in this game is provide the community with regular weekly updates. Silence just shows their lack of action. Just a little transparency. Like we know X is broke, we are doing X to try and resolve it. We heard you with regard to how X works, we are looking at doing something else... Its been in early access for nearly 2 years and is worse now than when it was back then. And considering all the new players that turned up at launch of this "season", the lag fest in servers, no where to build due to overcrowding etc. Now there is hardly anyone around. Wonder why..
  23. I had this bug a long time ago Symptoms were basically that i could "act" but not "interact" Examples I crossbowed animals in the head but did zero damage and got zero aggro from the mob I could bring up the interaction menu w a door but couldn't actually open it, demo it etc Filed a bug report and got confirmation it was a rare bug w my character in a "ghost-like" state Pretty sure Pattus & EE are correct that dying will resolve it Hope that helps
  24. you go to steam and hit the uninstall button that should resolve most of the problems your having
  25. Notes on the new Warehouse: 1 - The idea of putting a 2km range (or any one) did not work. This meant that, in the vast majority of islands in the game, only one or two tribes will be able to install it. 2 - If you go through problem number 1, you will see that your struggle was in vain, because, to solve the location of your installation, you will probably not be in the range of your own Farmhouses. 3 - Going beyond question 2, you will see that the Warehouse collects items much more slowly than your Farmhouse can produce, in addition to not collecting wood. That is, your Farmhouse will soon be full and shut down. In summary, Warehouse has not solved the "tedious collection problem" of its Farmhouse resources. Not only that, it created another tedious problem of having to start connecting your Farmhouse and collecting the wood and thatch that was not collected. In addition, it created the work of taking the wood to the Warehouse, remembering that it is consuming a lot of wood, I spent 9 packs of 500 to collect the resource of only 2 Farmhouse and it was not completely enough. Suggestions: a) Allow a tribe to have a single Warehouse per island (completely forget about the idea of range, as it doesn't make any sense) b) Do not modify the range of Farmhouses, this is not necessary to correct the problem and will create new ones, because if a farmhouse is demolished it will probably never be able to be replaced, given the large number of them. To resolve limit to a maximum of 5 Farmhouse per tribe per island c) Connect all Farmhouses on the island, from the same tribe, with the limit proposed in item b. d) Enable a resource selector from which items will be collected. Select the item to be used as fuel and define a minimum of this item, so the Warehouse can collect everything that is available in the Farmhouses.
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