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Found 342 results

  1. Tried now to change my DNS to cloudflare but didn't resolve my problem unfortunately, thx for the video anyway!
  2. That is pretty strange. I'm glad you guys were able to resolve it with commands. What game mode were you playing? Do you remember what happened when you first experienced the issue?
  3. It's a client-side issue we'll need to resolve. Single/isolated foundations with structures on top of them are being triggered as 'fast decay' by the client, however, the server recognizes that they're legitimate and marks them as normal decay. Due to the mismatch between the client and the server, your game tells you that you can demolish it, however attempting to do so results in a failure because the server protects against it. The server always knows the true state. It's a confusing issue and hopefully one we can patch soon, as it doesn't allow folks to know when they can actually demolish it.
  4. This is a known crash with UE4 games at the moment, it can happen with both Nvidia and AMD cards, though based on the reports we see it appears to be most common with Nvidia. Unreal has an issue tracker up for it at the moment, the targetted fix is for version 4.24 which is the next version (though that's not a guarantee), if they are able to resolve it or make changes to mitigate the crash, we'll be incorporating their fixes as soon as possible. https://issues.unrealengine.com/issue/UE-74575
  5. From our point of view, players who are interested in playing those game modes (non-dedicated and single player) aren't really interested in playing the Mass Multiplayer version of the game. Additionally, ATLAS has a pretty steep entrance in order to become competitive and it's very easy to get driven off of the main servers (at least on PvP). Providing these options give players an alternative choice, whilst we work to resolve ATLAS fundamental design issues. It's not something that will happen overnight, or I guess over the last 6 months. In hindsight, the team recognize there's a lot of things that could have been done differently, had we the power of foresight . We are planning for the long term and I am hoping it's something we'll be able to cover more in upcoming articles/streams -- you'll have to stay tuned for now .
  6. Aye, we can certainly understand why it seems odd given the initial intent behind ATLAS. The alternative game modes were created as part of Early Access, it wasn't something that we had initially intended to do but the feedback and requests were there, and it was something we knew we could tackle. Blackwood's creation stemmed from wanting to provide the modding community with a resource/example of a map that could contain what ATLAS has to offer but within a single server. Now that these alternative game modes and Blackwood are out the door (albeit with issues we'll need to resolve over time), our attention will be on the Mass Multiplayer version of the game, as that is our team's main priority, which you'll see over the months ahead.
  7. Oh let me assure you I’m quite familiar with Realist. If you look you will notice we have both been here since the beginning. On some things we have agreed, on some things we have not, but you know what I respect about him even when we disagree? He sticks to expressing his views without poisoning the discourse with personal attacks. However little you might think of him, have you ever seen personal insults on a game forum resolve or improve anything? One sign of maturity is the ability to disagree with someone without attacking them personally. Attack his ideas, positions or arguments to your hearts content, I have done so more times than I can count, but when you attack the person rather than the idea you lose me.
  8. I've done my fair share of fighting AotD from treasure maps before and after wipe. Often you go to the beam and the AotD spawn with no problem, and you can just start killing them. However it feels like that there is a fair amount of times where the AotD spawn underneath rocks, mountains, map placed structures etc. Some time it can be resolved by trying to resummon them a few times, but often you have to abandon the map due to the fact that you have no chance of getting through the mesh to kill them. I propose that treasure maps gets changed, and have an additional effect. You still collect them and go the the grid/mark the same as now, but instead of them instantly being summoned you make it a player action, maybe using E or the like while you have the map equipped, while on or very close to the beam, just a small radius, the AotD woukd then spawn on the player who "used" the map. This could resolve a lot of issues caused by having AotD spawning within mesh while players are just barely unable to reach them, and have the additional bonus of giving a chance if the beam happens to be on an enemy structure.
  9. Just want to update on this issue and say it is now occuring for me 100% of the time when I cross zone borders. Today I attempted to travel several zones away to do a blue quality map, and every single time I crossed a border, ping jumped to 255. It is very definately NOT my isp, as I am monitoring my connection and it is solid and superior. Restarting the game does not resolve it, even restarting steam does not. The only thing that seems to work sometimes is restarting my entire computer. This issue is making the game borderline unplayable for me.
  10. I've never had this problem before, I've play since launch and this problem started to happen to me a little before the 4x event. I already reinstalled the game, I do not know what happened, I already saw that many gave up the game because it was happening and it's too very bad to play like that. I'm going to wait a while, it's impossible for me to navigate my boat to another grid without having problems crossing over to another server. I have warned everyone in my guild to abandon the game if it does not resolve, there is no way to continue playing. I have 1200 hours in ATLAS, unfortunately I am sad and I have been waiting fix for developers for weeks.
  11. Issue: I can´t log in to any official servers since patch v210.2 . Hangs indefinitely right after PrimalData_BP load, Steps taken: I returned to game and tried to REJOIN NA PVP. Rejoin option - timed out, returned me to main menu, with REJOIN option no longer available. I assume dead or beds removed, so I choose JOIN , chose a freeport - it loads PrimalGameData_BP then hangs with nothing happening. I have uninstalled / reinstalled full game (to ensure clean build) but...same issue. I just attempted again after v211 updated hoping it might resolve. It does not. NEED HELP. PLEASE!
  12. We've gone ahead and will be disabling the option to raze islands on PvE. Structure spam is still an issue, and one we would like to resolve but we recognize the problems this causes on a PvE network, in particular to settlers who have been living under the guise that their bases would be safe following the initial structure-placement timer. We'll keep on reading your guys' feedback and consider ourselves more suitable ways to approach this. This patch also introduces a change where island owners can place down more tax banks around their island, to help encourage other settlers who live there to contribute to the upkeep cost. There's a lot of fair and valid feedback here, but there are also some unnecessary remarks towards one another. Remember, it's okay to have a different opinion and share it folks, but keep things civil
  13. No, they need to stop giving players in PvE a nuke to wipe others. This is PvE. Just because there is a spam issue that the Devs struggle to resolve doesn't mean the players should be held accountable for it or become victims of others wiping them.
  14. We pay tax on gold, get you're facts right. If a player claims an island a wipes EVERY players structures on the island THAT is PVP. End of. Just because the Devs are struggling to resolve the spam issue why do PvE players that settle on claimed islands have to suffer? I've had 2 island owners since the wipe. The first one quit EU PvE when NA PvE opened up. So taking this new change into account that would have been 2 different opportunities for players to grief an entire island. And just because it's a one time thing and a 48 hour window doesn't mean that it is a ONE time thing for the entirety of the game. We all know you spend 16 hours a day 6 days a week playing games, but the rest of us aren't so lucky to have free time to commit. Now the Devs are FORCING us to play every 48 hours in case someone claims our island. So instead of having the 10 day structure cushion for you know taking a few days break from the game, we've now got to worry that every 48 hours we don't play that there might be a new owner that wipes your stuff.
  15. In your case if you unanchored and reanchored I would submit a ticket. Possible bug or they can clarify how this mechanic works and you can report it here. This is how things get fixed. Lodge an official complaint so they can officially look into it in an organized manner. Random comments in the forums are very difficult to check up on. In my company this has not been a problem, but we also have quite a few more active members. I hope they are able to investigate your issue and resolve it. Which reminds me. We still have a galleon stuck between zones. @Jatheish was looking into it and has seemed to have forgotten. Its more of a company joke now than anything else.
  16. I understand. But we have tested those situations, haven't we? In PvE lawless lands are spill over zones and decay timers should free them up regularly. As stated, we would open up our island, especially if we had a mechanism that helps us crontrol to whom and which part. As a risk it is similar to allowing someone to join your company, only with slightly more freedom to that person and with less risk to you. There is the challenge of ballancing that with respect to actual population. For the moment none of the 4 official clusters has a population that comes even close to what they aspire. There are still many unclaimed islands. And there is no indication that there will be a significant influx of players. (I speculate that when non-dedicated multiplayer arrives, quite a few 'families' will switch over to that. But even so, we should consider the scenario in whic population is 5 to 10 times bigger.) With a bigger population there is more conflict. And in PvE we have almost no means to resolve conflict. the introduction of more economic mechanics allows us to hold up the pretence of peace as it grants power to the rich. There are quite a few 'solutions' that would make me quit official atlas and join a private cluster or just go back to my own ark servers. So I'm trying to comment constructively, even for mechanics that I do not like.
  17. It seems like you all put a lot of thought into PVP and then forgot about PVE until the last moment. I urge you (developers) to reconsider your decision to remove claims from PVE. Doing this will destroy your plans for trade and player markets in the future as everyone will have access to everything. Or nothing as most spawns will be blocked by foundation and pillar spamming. Player will log in to find their ships enclosed in walls. Resources will be built over by careless players and trolls. This decision doesn't resolve anything and adds even more issues.
  18. Thanks fot the Fast Decay updates, Hopefully it will resolve our issues !! Great job guys!
  19. Let's think about this statement for a minute. Vegetto's argument essentially boils down to his right as a player to build where he chooses undisturbed trumps your right as a player to do your treasure map content. There is a component to the discussion at hand about how responsible the devs are for designing the game in such a way that it creates this situation, for now let's put that aside on the assumption that the devs cannot easily resolve or restructure this issue in the short term. Vegetto I understand you are upset about the loss of your assets and the time invested in them. You have my sympathy. In your shoes I would also be unhappy and upset. However, when you tell other players they should simply throw the map away if they arrive at the marker and it is built upon, doing so is not materially different from others telling you that you should build elsewhere. In both cases it is players placing their own desires ahead of others. Here is the thing that is materially different: You get decide where and how you build. Players don't get to decide where their maps are located and are unaware whether the location is blocked until they arrive, sometimes from very far away. When your position is they should throw the map away, you aren't putting your desires against user1's or whatever player spawned his map in your pen, you are putting your desires ahead of every player who ever gets a map in that spot. User1 put forward a very practical and sensible suggestion. When players discover they have built on a spawn marker, if they do not wish to move, they should rebuild the structure on pillars. This would allow access to the map location, and the onetime inconvenience to you is, in the grand scheme of things preferable to the ongoing inconvenience to the entire rest of the player base. You would also get the benefit in doing so of protecting yourself against future actions like you just experienced. Demon Meliodas can go on about player owners rights all he wants but the fact is that won't change the anger of players upset when they can't reach the spawn point for the map, anger that is understandable when the map is high value, travel has been far, and the sacrifice of throwing the map away is considerable. The reality for you and players in your situation is, you can either rebuild to remove the problem, or stamp your foot in the ground and stand on your rights, and risk having the same thing happen again. Again, Vegetto you have my sympathies. I have lost tames and bred tames to any number of problems in Ark and Atlas both, due to player created situations and none player created situations. It's disheartening, I totally get that. At some point the devs may choose to rework the system in such a way to solve this problem, but until then we must deal with it as players. Speaking of devs, @Jatheish, I'm sorry but the fact this problem exists strongly suggests that either there is no internal testing of Atlas or that it is woefully inadequate, as this is the sort of thing that should have shown up if not at the drawing board stage, then certainly in early pve internal tests as problematic. If you allow building of structures and don't allow other players to destroy those structures, then it's not exactly a blinding insight for someone sitting in a brainstorming session to say "okay, but what if a treasure map spawns inside that structure?" Could we please get a response as to whether this is something that is being looked at by the development team, and given it's fundamentally long term problematic nature, if not an explanation of why? At the very least could we get a review of the treasure map spawn point pool to eliminate obviously highly desirable build locations for players such as on wide open flat land or scenic overlooks by waterfalls etc? For everyone involved in this discussion, calling each other griefers and other pejorative terms doesn't solve the problem, it just makes discussion less productive and compromise less acheivable. If you know someone more willing than less to compromise with someone decrying their character, I would like to meet them.
  20. "Lets add than more Islands and more animals like Sea Horse, that will resolve problem".
  21. Ahoy Pathfinders! We have much to share! Let's get down to business, shall we? Mega update 3! Mega Update 3 is on the horizon and we’re excited to share some more teasers and information! New Islands: Discover! More new, unique Islands will be landing on the ATLAS giving you more opportunities to own land, explore and unlock new Discoveries. New Cosmetics: Sail Skins! Unfurl new sails against the sky with new Sail Cosmetics. The new cosmetics for small and medium sails lend the appearance of a delicate Junk or Sampan rig with bamboo slats which harkens back to a Far Eastern inspired sail design preceding Western square sails. Opt for the new large sail cosmetic to imbibe your ship with a commanding battle galley aesthetic and make it stand out as the flagship of your fleet! New Creature: Sea Horse! The elegant Sea Horse can be found in the deepest trenches of the ocean. It has a calm demeanor unless provoked which will anger this aquatic species, resulting in a deadly attack. They have two known methods of poisoning their foes, it can either be through the form of a venomous bite in close quarters or a toxic substance shot from their snout at medium range. The poison is said to be quite potent with strong penetrative abilities that have been reported to even pierce through armor and golden age infused metals used to build vessels. While generally a solitary creature, it seeks out the assistance from its kin when in danger. A few daring adventurers have yearned to saddle this beautiful marine equine, however, due to its hostile nature when disturbed, it has been an impossible task. Single Player Mode We’re excited to say that we are currently working on a single player experience! This has been a common request from many of you and it is currently being prototyped by our team. We expect that we will have it ready to test on a beta branch in Mid July. This mode will be a true single-player mode; you won’t have to run a server in the background using up your precious memory! Every piece of content will be available, that includes the same massive world, with each and every island. With single player, there always comes the question for whether we plan to allow users to play in a listen/local server mode. This isn’t something we’re working on at the moment, and pending on how the single player works out, it may be something we consider in the future. ISO: Blackwood Prepare for a dark twist on the Equatorial biome with our standalone map, ISO: Blackwood coming Mid July! Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! Please note, this is not a map that will be supported on our Official Network, as it was designed to give players all the mechanics that ATLAS can offer hosted as a single server, without the use of a database. Live Game Patches Our patches can focus on various different things. They may be aimed to hotfix a bug introduced by new content, improve performance, resolving outstanding technical issues, and much more. This past week, the primary focus for our live updates was QOL improvements and balance changes. A lot of these changes were influenced by your suggestions and feedback, so keep it coming, Pathfinders! We understand you may feel something is too strong, too weak, or tedious - let us know, and we’ll do our best to improve the game experience. We truly appreciate all the support you’ve shown the game and will continue to work on improving it. v207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization Community Spotlight The Community Spotlight is a new series that introduces you to player-driven communities, projects and/or initiatives in the ATLAS community. If you’re looking for more player created ATLAS resources and fun, keep an eye on these amazing projects, groups, and individuals. ExploreAtlas ExploreAtlas is a user-friendly resource and creature index for ATLAS with over 10,000 resources and creature locations currently logged. The site also offers an up to date taming calculator for gaining max efficiency on your tames! Other features include: PVE claim point calculator Imprint calculator Added Resource Navigator (Allows you to input a location you are at and the resource you desire to find the closest available) Support 9 languages through native translations Live player tracking on a Cluster and Region basis Introduction of Companies to show off your home island and flag https://exploreatlas.co.uk Show 'n Tell We’re still collecting entries for the Show ‘n Tell! So you have a little more time to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Art by SpookyAnonymous Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  22. Ahoy Pathfinders! We have much to share! Let's get down to business, shall we? Mega update 3! Mega Update 3 is on the horizon and we’re excited to share some more teasers and information! New Islands: Discover! More new, unique Islands will be landing on the ATLAS giving you more opportunities to own land, explore and unlock new Discoveries. New Cosmetics: Sail Skins! Unfurl new sails against the sky with new Sail Cosmetics. The new cosmetics for small and medium sails lend the appearance of a delicate Junk or Sampan rig with bamboo slats which harkens back to a Far Eastern inspired sail design preceding Western square sails. Opt for the new large sail cosmetic to imbibe your ship with a commanding battle galley aesthetic and make it stand out as the flagship of your fleet! New Creature: Sea Horse! The elegant Sea Horse can be found in the deepest trenches of the ocean. It has a calm demeanor unless provoked which will anger this aquatic species, resulting in a deadly attack. They have two known methods of poisoning their foes, it can either be through the form of a venomous bite in close quarters or a toxic substance shot from their snout at medium range. The poison is said to be quite potent with strong penetrative abilities that have been reported to even pierce through armor and golden age infused metals used to build vessels. While generally a solitary creature, it seeks out the assistance from its kin when in danger. A few daring adventurers have yearned to saddle this beautiful marine equine, however, due to its hostile nature when disturbed, it has been an impossible task. Single Player Mode We’re excited to say that we are currently working on a single player experience! This has been a common request from many of you and it is currently being prototyped by our team. We expect that we will have it ready to test on a beta branch in Mid July. This mode will be a true single-player mode; you won’t have to run a server in the background using up your precious memory! Every piece of content will be available, that includes the same massive world, with each and every island. With single player, there always comes the question for whether we plan to allow users to play in a listen/local server mode. This isn’t something we’re working on at the moment, and pending on how the single player works out, it may be something we consider in the future. ISO: Blackwood Prepare for a dark twist on the Equatorial biome with our standalone map, ISO: Blackwood coming Mid July! Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! Please note, this is not a map that will be supported on our Official Network, as it was designed to give players all the mechanics that ATLAS can offer hosted as a single server, without the use of a database. Live Game Patches Our patches can focus on various different things. They may be aimed to hotfix a bug introduced by new content, improve performance, resolving outstanding technical issues, and much more. This past week, the primary focus for our live updates was QOL improvements and balance changes. A lot of these changes were influenced by your suggestions and feedback, so keep it coming, Pathfinders! We understand you may feel something is too strong, too weak, or tedious - let us know, and we’ll do our best to improve the game experience. We truly appreciate all the support you’ve shown the game and will continue to work on improving it. v207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization Community Spotlight The Community Spotlight is a new series that introduces you to player-driven communities, projects and/or initiatives in the ATLAS community. If you’re looking for more player created ATLAS resources and fun, keep an eye on these amazing projects, groups, and individuals. ExploreAtlas ExploreAtlas is a user-friendly resource and creature index for ATLAS with over 10,000 resources and creature locations currently logged. The site also offers an up to date taming calculator for gaining max efficiency on your tames! Other features include: PVE claim point calculator Imprint calculator Added Resource Navigator (Allows you to input a location you are at and the resource you desire to find the closest available) Support 9 languages through native translations Live player tracking on a Cluster and Region basis Introduction of Companies to show off your home island and flag https://exploreatlas.co.uk Show 'n Tell We’re still collecting entries for the Show ‘n Tell! So you have a little more time to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Art by SpookyAnonymous Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  23. Just want to add a bit of information to this bug report as it seems to be affecting us as well. We're also set up in A8, The Whale's Solitude, EU PVE. Reports started coming in from our company The Legends last night. First victim, a member from South Africa. He was able to log into the game, but unable to interact with the environment or bring up menus. After logging off and on again, the game stalls when trying to connect to the server on PrimalGameData_BP. Second victim, a member from Benelux. He was able to log into the game, but unable to interact with the environment or bring up menus. After logging off and on again, the game stalls when trying to connect to the server on PrimalGameData_BP. Third victim, a member from Denmark. He was able to log into the game, but unable to interact with the environment or bring up menus. After logging off and on again, the game stalls when trying to connect to the server on PrimalGameData_BP. Fourth victim, myself, also Denmark. He was able to log into the game, but unable to interact with the environment or bring up menus. After logging off and on again, the game stalls when trying to connect to the server on PrimalGameData_BP. This morning i verified game files and tried to log in again - This did not resolve the issue. I then logged on to the NA PVE server, created a character there. Game loaded. Then, switching back to EU PVE, The Whales Solitude, Selecting a freeport spawn region. Game loaded, but did not place me in the freeport, it placed me at my last known location and I can now interact with the game again. Trying this with a 2nd player now to verify that it is a workaround/fix. ** Edit ** The above will get you back in the game, but BattleEye will kick you after two minutes. To get everything working it is ALSO necessary to do the following after you get back in. d) Quickly kill yourself or fast travel to different grid/server e) Fast travel back again.
  24. Network: Single Player Grid: M7/N8 Description of issue: Multiple. Fiber/Sickle/Bear harvest issue already reported by other players. In Single Player last night I finished building a player-built sloop on the starter island (Volcanic Reef, Freeport, M7). The shrubs there were dropping straw and strongwood. Sickle was unable to harvest. Used hand harvesting. Sloop build included a bed, 2 boxes in a central 'cargo hold' under the deck, a water barrel and two gun stands (intended for swivel cannons later). Was fortunate enough to obtain gold from flotsam, so hired 2 crew, also present on the Sloop. Crew prompt indicated they would require 1 gold every 5.7 hours. After building the Sloop, headed to Hepmont Island (N8). Shrubs there were yielding 'Jute'. Was able to utilise the sickle to harvest these shrubs. Built the basic shape and walls for a main house and then quit for the night, around 0040 h (UTC +10). Logged in this morning around 0900 h (UTC +10). Attempted to harvest shrubs with sickle, unable. Hand harvesting yielded straw and strongwood. Went out to Sloop to get food, and check on idle crew. Crew were demanding 6 gold each - even if time had continued after logging off, they had not been left for longer than 10 hours, not 30... Noticed the bed was also missing from the Sloop, despite it being there the night before. Fast-travelled to base on starter island (M7), returned to Hepmont Island (N8). Shrubs there dropped fiber (not straw and strongwood). Sickle now works, shrubs drop Jute. Bed on Sloop was still missing, gave the ship experience and added 2 points into 'extra beds' as it was at 0 (with levels added, now at '1 Extra Bed'). Placed bed. Quit SP. Entered SP, bed remained. Quit SP. Wrote report. If the 'Extra Beds' attribute is required for beds to remain on the ship after placement and logging off, suggest beds are unable to be placed on ships until they have the relevant attribute or that ALL ships (including raft) have support for at least 1 bed. Any screenshots or video demonstrating the bug: Not at this time. Repro steps if available/applicable: N/A - At this time. CCC (if location specific, please include the CCC with your report): Not location specific, though changing locations (at least through fast travel) did resolve the harvesting issue.
  25. We are aware this doesn't resolve the problem for people who don't live own claimed land (settlers and lawlessfolk ) and we are actively looking into a way in which we can do so. There have been some great ideas shared in regards to improving this system, and we appreciate the feedback.
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