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Found 993 results

  1. The 'imprint needed (blue pacifier)' icon still shows after that tame has full imprint at 100%. It makes it difficult to tell without going into inventories or getting close enough to read the text, which tames have 100% imprint, and which still require it. This is particularly confusing/time consuming when you have bred quite a few tames at once and need to sort through them to see which ones actually need imprint. It also often results in LOTS of DMs from company members telling you the tames need imprint. Can the imprint needed icon please change colour if the tame is at 100% imprint, or disappear altogether?
  2. Unfortunately, no new ships because that would require coding, and the wall types are still kinda crappy also. The corners on these stone walls are an eyesore. The official notification for "this Friday" is supposed to mean this Friday, I am guessing.
  3. Anything that can be done to prevent offline raiding is a plus. That's not Player versus Player, that's Player versus Player's schedule. A game should not require you to dump irresponsible amounts of time into in order to prevent the loss of what you accomplished during the time you willingly spent in it. That's basically saying that if you don't have people at your island for your entire combat phase, you might as well give up. So you need allies. And night-shifters. And NPC turrets. That makes the disparity between having the skills and resources to build a base and the ability to actually defend that base HUGE. Diminishing returns kill RPGs.
  4. Some balance probably is needed here, but requiring the different mats is balance at the same time. I think they should scale back all the bps a little and put ranges on them that makes sence like prim bp= 100-110% boosted, ramshackle =120-130%.. ect. NORMALIZE them a bit. However I will also say that bps arent everything in the ship fights. I'm just gonna say I've looked at the skills and can do math. You can beat mythical with primitive stuff, just nobody can actually coordinate the meta ship fighting strategy. However if bps didnt require mats, people would use a prim schooner to make a mythical gally in a few hours. Also another tip for them not being able to snap their fingers and destroy you, a brig under 20% weight ,or a schooner under 30% will almost always be faster than anyone else's fighting ships, as long as you use speed sails. So you can always retreat to Freeport if your light.
  5. After playing pvp for some time and being raided and attacked by several boats , i noticed that blueprints are everything on the game. and blueprints cannot be completed easily unless you are on a clan with a lot of active players. top clans control the areas where mythical creatures spawn and by instance they have the best gear and level ,ive seen a mythical galleon full of people raid a base and take damage from ,50 mortars and more than 300 direct hits ,and still be able to sink all of their anchored ships and leave. To some this is perfectly normal , but honestly this is out of balance , being abke to replace so many planks also deems fights unrealistic , and always to the disadvantage of lower level players. Im not saying is the fault of the big clans. There is just need of a balance , limit of planks that can be used per time . Or the amount of resources you can take per boat class. Maybe make blueprints not require materials to craft. that way new players can actually have good things rather than just certain groups of players that can play and farm all day. Luck should always be a factor on a game. Not only farm. Farm. farm. more than a salty comment this is a way to express that a change is needed, i am sure after a while only large clans will prevail and new or lonely players will be eventually pushed to pve and eventually leave the game. but it always looks bad for the new players who dont have a chance , on a game there should always be a luck factor, it kinda feels bad when someone can control your fate with the snap of their fingers.
  6. In every case, when opening a new skill tree, you have to spend one or more skill points... without anything actually changing about your character. At least one of the introductory skills of that tree should come with that unlock, otherwise it's just a point sink in a system where points are already precious. Additionally, some skills that are essential have multiple unlocks before you get access to them, some of which make sense, and some of which are just poor hierarchies. Meanwhile, ancillary skills are early in the tree and don't require a bunch of branching in order to access. Lastly, the use of Fine items should be basic, especially since they are not directly mentioned in the skill tree (Studies skills open "up to" Journeyman.
  7. What Bobby said, only with exclamation marks and anger. Look, you don't have to let me have the ships that are abandoned. Just... maybe require a lighthouse to prevent ship decay provided the lighthouse has fuel, or even an option to force a player to have to lift anchor once a rutting month or else it decays at the unanchored rate! >.<
  8. What you highlight is not that raiding is bad. What is bad is the wipe. I've never seen anyone quit if a raid happened, and somebody took a small amount of stuff from you. What you highlight is that this game could be greater than ARK, or any other game, but they have to get away from the whole mentality of base raiding, and wiping. They need to find a way to turn it into a pirate game, not a land conquest game. I have given many suggestions to change the game. Most they have ignored. It would require a complete rethink of the game. The problem is that they seem to think that basing a game around the acquisition of stuff is fun for people. In other words, they think people find it fun to accumulate a lot of stuff, and get to the point that you are powerful, only to lose it all, and now you have to start over. They don't seem to understand that when it takes you weeks and months to accumulate it, this isn't like striking out in baseball. Of course in baseball, you are going to strike out, and come back to the plate, over and over, to take your next at-bat. Games like this are different. You spend months building up, and acquiring things such as maps, BPs, ships, quality shipyards, bases, breeding tames, etc... You lose it in one day, and now you are looking at starting over, knowing that those around you are miles ahead of you...months ahead of you, and it takes the wind out of your sails. Many people quit. I've seen people in our company, this season, quit after their ship was sunk, while they were offline. Just their ship. This is why I have argued that the game should get completely away from land defense, and make it all about ship combat, and exploration. Wouldn't it be cool if we had treasure maps that tell us only the island it is on, and we have to explore the island, to find the treasure, and AotD? Make the pillar much shorter range so you have to get closer to it? And wouldn't it be better to do more cargo hauling, and pirating of those cargo haulers? Getting better building components could be about upkeep. Why not make buildings slowly decay, like ships do at sea? And make ships slowly decay in port, like 100 times slower than at sea, so you still need to do upkeep once in a while, before going to sea. Make Freeports more of a hub of activity. Am I the only one who thinks that it is odd that the place where new people pop in, for their first experience in the game, is almost devoid of life? Shouldn't it be just the opposite? Wouldn't this make it even better for recruiting, and thus better for new solo players? Wouldn't removing the whole wipe thing, make the game suddenly more optimal for solo players, and small companies? Wouldn't people be able to put more time into sailing, and exploring the map, if they don't have to worry about a wipe? This way, they could possibly remove the whole raid window, and you would have to always be on the lookout, on land. You could still be killed. I do know that things would not be perfect. Would they ever, so long as you have players who will insist on breaking the game, just because they can? But imagine how far along we would be had they went this route from the beginning? This would of course, cause a need for a whole new way of base building...new mechanics. You would need to limit the size of a company's structure count. You would need to bring back those land claim flags, but only allow the company to have 1, and 1 sea claim for a port. Ships anchored in the sea claim can't be damaged. Any structure built outside of the land claim or sea claim, will decay in 24 hours. So no pillar spamming, and no griefing other people with structures. Make it a TOS to use structures to block access. Make no build zones around the resources that are rare on the island. Make it a TOS to block them. No fencing them in, or limiting other's access to them, since they can't destroy your structures. Make a 72 hour cool down for building on an island when you build anything there, outside of your claim. In other words, you go to another island, and you build a taming pen. You can't do so again for 72 hours, after the structure decays, which would be 24 hours. Or, if you take it down yourself, that starts the time. But no other structures can be on the island, outside of your claim. This way, if somebody does use a structure in a bad way, to grief or harass, they can't just keep rebuilding it every day. You get the point. Yes things would need to be worked out, but they should go this route, even as an option, like how they tried colonies, and empires, and people made it clear they wanted colonies. If they created a ship vs ship server...call it the dangerous seas server, or something like that...I'm pretty sure that most people would choose that mode. Now, they could do like a guy did with his private ARK server. Allow mutually agreed war. Two companies decide that they want to battle it out for control of an area...they are tired of the other company being in their area...so they agree to battle it out. A war window is opened, when they mutually agree to do so. Maybe options could be put in place to allow for them to agree on a start time, and a duration. When this happens, the members of these two companies, can cause damage to the structures of the other. So the winner will get to stay in the area, and the lose will need to move on. They could even make it such that if you are wiped, you can not settle in that tile, the surrounding tiles, the next ring of tiles, and the ring around that group. So, you would need to move a minimum of 4 tiles away. Trade would become more prolific. You would have several smaller companies on an island, and one guy might be aggressive about mining the metal. So he puts a lot of it in his store, and people can buy it. So now you load up ships with the cargo containers, and take them to a port. You offload it onto a dock, and its contents can now be traded for gold. The more rare the resource, the more you can charge for it. resources on that island...you won't pay as much for. Resources from 6 or 7 tiles away...now you are willing to pay more gold.
  9. Well atlas has its bosses too, and a countdown timer on artifacts, also a lotta them other mmo's do have mats you need for better content, conan exiles for one, will require you to travel for the mats you need for upgraded weapons and armour, and the map is smaller. Although I do find with conan there is a lotta trade that goes on and if you really needed something people would give it to you anyway.
  10. Ok, let me explain. A storage device should always be better than a delivery device, as it serves only one purpose not two. The more value a food has the more effort you put into storing it, preserving bags and fridges require fuel, but we willingly pay that price for greater storage. Using a delivery device as storage is only viable when storing large quantities, we also accept the faster spoilage to store larger quantities. The silo only works because berries have no, or very little value, so high stack size and long spoil time on a berry does not realy increase it's value. On every other food type the value increse the silo properties convey would obsolete the other methods to some degree. The only other way would be to make anything you put in the silo as worthless as the berries, i.e. a one way transaction. and even this could be abused by destroying the silo to get your items out of this super storage. (they are quite cheap to make). While it would be nice to feed crew with grown vegtables from a silo I can't see any way to do it. Note: do you have every type of storage in your base? I do (except the fridge). If you do as well, it must be a reasonably balanced system of storage and feeding.
  11. Hello Xbox Players and welcome to the Atlas, i am Zottel from the Company Fairy Tail on EU PVE and i will try to answer some frequently asked questions about Atlas, and will also respond if you have other questions. - How to get Gold? There are many way to earn Gold but i will list the most common ones for you. - Shipwrecks: You can find procederly generated Shipwreck which contain gold and food etc. I recommend using a Diving Platform on your Ship to loot these. - Whaling: While PETA wont like this method,it is still an easy way to kill the monstrous Sperm and Bluewhale in order to get some Gold. The easiest way would be using a Schooner with 3 Ballistas on the back manned by NPC crew. -Treasure Maps: Treasure maps are awesome and bring loads of Gold,but you first need to find those glowing bottles on shores and beaches. As the common ones are quite easy i´d recommend doing those at the start,while Journyman and higher require you to have atleast a good tame you shouldn´t try those without atleast a decent Bear. Where do i build? This question will define how and where to settle and should be choosen wisely and considering what suits your playstyle at most. Own an Island: Sure owning an Island sounds great, but you need to pay an upkeep every 12 Hours and if not payed you will lose your island. While you can generate Taxes from Tennants and also stretch the payment period up to every 19 Hours, Tennants are a good start and will help you alot if you both Co-exist. Be aware of the fact that the 20% Tax are additive and your Tennant will still get 100% of what he farms, while you get additional 20% into your Flag/TaxBank. You can demolish stuff build on your Island within 24 Hours,after that you need to wait about 30 days till the decay timer destroys it. Lawless islands: As the name suggest, there are no existing laws. It has a rather fast spawning resources but you will also need to deal with neighboors and if unlucky end in a Foundation spam War,as this will be the only way to secure Land there. Living as a Settler: If you dont mind living for free on someone elses island,this will be your choice. Be aware of the Fact that the Landlord still can demolish your structures within 24 Hours after beeing build. But if you communicate with the Landlord you will most likely find a nice place and friendly people to get started with. Tames: To Tame a creature you will first need to learn taming ( Tier1 Tier 2 Tier3 ) to tame the creature of your choice. First prepare some Bolas and bow and Arrows, then find the creature to tame and dmg it till ~20% HP and you are able to use the Bola on it. Now feed them their preferred food till the Bola runs out and you need to dmg it again. i would recommend to wear Plate Armor and use a taming pen,as those will make the whole process alot easier. Seeds?: In Atlas you can get many different kinds of Veggies which you need to tame Creatures or for cooking some delicious pirate food. You will find those seeds by collecting the "wild" version of it and need to plant them with some poop in a crop plot. Be aware of the fact that it needs to be watered, fertilized and be in the right biome as you cant grow all Crops in all regions. How to sell or buy stuff: Most Blueprints item,etc. will be sold via a Discord server. But you will also be able to set up or find Playershops on Islands where you can buy or sell your goods. Ships and level: The level of ships is defined by the quality/ durability of the shipyard you use for the shipsceleton. For common shipyards the max. level of a ship is 42. If you do treasure maps and find better shipyards with high durability you can raise the max. level up to 52. From 100 ~120% durability your ship will still be max. level 42, but every full 10% more durability will bring you one more level to your max. level ships. Max level of tames: The max. wild level of tames is 30. If you dont loose any taming affinity and use the prefered food you can get them up to level 44 after taming. Bred tames can have a way higher level at birth if the stats are combined and im not sure where the limit is, but the highest we had was 120 after birth. The max. Level a tame can reach is defined by its wild level ( level after its been tamed ) x2 +30. A perfect tame ( level 44) will be able to reach level 118 that way If you have any further questions feel free to join our Discord: https://discord.gg/EYC7epU or write in the comments and i try to answer your questions as soon as possbile
  12. Something that is not resource heavy like a brown texture that is on the land that will block spawns of trees within a certain distance so the tames you require us to play with can atleast move freely since their pathing is garbage at times
  13. MAKE HEIGHT a Gold island Multiplier Just STARVE the company of gold if they want a high base. This adds a gold sink you ALWAYS WANT it keeps PLAYER CHOICE IN THE GAME IT WILL REQUIRE MORE UPKEEP FOR THE CHOICE! ITS A WIN WIN
  14. Discords great for voice chat to your mates, I tried it for similar purposes as bug reporting. It is a throughily inferior tool for such purposes, I have no idea why people/companies are encouraging this communications downgrade. I get your tongue in cheek point ofc. Alll this forum needs is a bit of moderation and feedback. Help requests are not bugs for instance. A forum is a vastly superior tool for comprehensively reporting a bug and far better for feeedback/acknowledgement etc. I have quite a few bugs I want to report (and, believe it or not, I've actually games tested professionally in the past... it didn't pay well), but the lack of any feedback makes me wonder why I would essentially do QA for free. Take this one one issue for example, currently the repair mini game function is non functional on a non dedicated/singleplayer game with what I would consider standard settings, it's been up over a week, and an answer to this would require a 30 second chat with the dev team and 15 seconds to update the community, even if it were only "being looked at at some point, is not working as intended"
  15. I've put some deal of thought into this. The first problem is that I think you inverted Ark. By that I mean, instead of spamming servers to force your way in for PvP, terrible meta btw, you will have companies force logging out. I like how it is actually an incentive to be a small group or solo, but super easy to cheese either way. Why would I PvP with a raider if I have a garuntee to win by not playing? Now were back to playing PvE in a game designed for PvP. I think the attack window was a move in the right direction. Although more thought needs put into it. The boat is different becuase it is effectively useless when anchored, vs a base that is always usefull. The second problem, is what I have come to realize about this game. Sadly, I believe the offline raiding is the intended meta. Nerfed with the attack windows but not removed at all. It is the most rewarding thing you can do in game. By that I mean, it is the biggest reward for the least amount of effort. With a few minutes of crafting gernades, I can get all of your stored stuff. The math is completely lopsided in the attackers favor to further my point that it is intended. To fix it would require some dramatic adjustments, maybe reduce dmg taken by stone walls by 90% or something. Lastly, I have come to realize, through getting raided a plenty, that if done correctly the largest part of your investment is in the structure itself. You will lose your mats, but you likely have 10s or 100s or 1000s of times that amount you lost invested in your structure.
  16. If you can’t find the owners, that may require taking a screenshot of how it’s blocking you as well as a Screenshot showing the details of who owns the ship and it’s name and submitting a ticket. It’s possible that it’s just somebody that parked quickly during a storm and hasn’t been back on.
  17. I'll expand this over time, but for now I have three suggestions that I think would benefit the game. Winches: currently, there are a ton of vertical stretches which require some effort to ascend without the use of a crab, which is very late game. Once you get up to these areas, you are fairly regularly rewarded with rare materials that can't be found elsewhere in the grid, or even the surrounding grids. To make getting up and down easier, players have three main options, build and elevator system which is a hefty investment of time and resources, build a ramp system with supports and cliff-platforms, which is an equally heavy investment (if not greater), or build a zipline system (which can't be operated when encumbered). But given the era and technology level that these Pathfinders have access to, there should be a fourth option for those who don't need to build that much infrastructure. If all you need to do is lift and lower items instead of people and animals, a winch system which can be extended by means of a craft able rope would certainly do the trick, it could lower items extremely quickly for off-load, and raise up quickly once it was empty, or slowly if still full. Writs of Cessation: Now for solo/duo / small company player QoL, in many cases, these players will find themselves forging amicable relations with larger companies and have a desire to join them on expeditions for various purposes. Since you cannot spawn on Allied beds or use any allied structures whatsoever, this can prove to be extraordinarily risky. My suggestion is to offer "Writs of Cessation" at Freeport with various price points corresponding to increasing time intervals. The basic premise is that this is a legal document that states that the company is temporarily halting it's business operations, but will remain open as long as the Writ is Returned to a Freeport within the given time frame. Essentially, using a writ you could leave a company with zero members and it will continue to exist until the Writ expires. If you turn it in prior to that expiration you will immediately be returned to your company no worse for the wear. This would make joint ventures much easier to conduct logistically and encourage co-operation between companies. Tame Aggression: Taming QoL, as it stands, there are many easily accessible whistle options for changing your tames aggression level on the fly, but in many cases you are unable to press the button you're looking for before whatever situation your facing gets seriously out of hand. This is particularly true when you're looking to tame something, (which if it's a high level is in inherently high stress situation) often you will be swiped during the feeding process and any tames you have nearby will turn aggressive against the bola'd target, causing you to lose the tame. While whistles have high utility, I have found that having to switch between aggression levels leads to a lot of headdesking, and in some cases you'll even lose tames because you forget to take them off Passive. IMO, this could all be solved simply by making it so that tames NEVER turn aggressive towards bola'd creatures, period. Maybe this would be more complicated to implement than I am thinking, but if it can be done without too too much effort, I think it would be great. More later! Feedback/Discussion welcomed.
  18. I like the idea of having a personal fleet sailed by NPCs but that's not a current feature of the game AFAIK. It would also require more automation than we currently have because you would want the crew keeping up with repairs while underway otherwise you might find your ships sinking before you could do anything about it personally. The micromanagement you have to do ATM would be a bit of a nightmare as it stands.
  19. yeah its called distrust, you can blame big videogame brands for it...... well and now small ones like Grapeshot too. i miss the times when i knew almost any game i bought would be fun, now (specially after the anthem fiasco and atlas scam) i first download the cracked version of it, and if i end up having fun then i buy it, new problems require new solutions.
  20. Huh. Good to know... Okay, at this point I am willing to give the devs the benefit of the doubt on certain resources existing on the Blackwood map, but IT WOULD BE NICE if they would TELL US whether or not those resources really are missing or not. Hint. Freaking. HINT. Wheat, poppy, chilies, and maybe some others are the big ones. I found Cobalt and Coquina, only because of a pain in the a$$ rock-elemental that tried to smash up our Death Island base. Plus side, a buddy found an easier location to snag wild edible green seeds from, and another found beans and onions on arena island (north-east), so now we can grow all EXCEPT ONE of the plants needed to tame shieldhorns. Which means taming one would require RNG being merciful on us, which, Ha-ha-ha, NO.
  21. This isn’t beta testing, it’s Early Access. When we conflate the two or regard them as interchangeable, we ignore a qualitative difference: money. Beta testers didn’t pay to test, in fact internal beta testers did so because it’s a paid job.Early Access we pay for. Now don’t misunderstand me, I’m not suggesting this means people have a right to expect a finished game. What it does mean is that they are now paying customers and do have a right to a higher set of expectations than unpaid beta testers. It is to the gaming industries advantage for players not to notice this meaningful qualitative difference and continue to use the terms interchangeably. It is not to our advantage as players to do so. Kickstarter and other crowdfunding sites require games funded that way to lay out clear goals and expectations of what backers receive for their donation. Early Access likewise should have clearly set standards and expectations. That will only happen if players stop conflating it with beta and demand a greater level of transparency and accountability in exchange for their money, otherwise gaming studios will be happy to keep right on increasing their revenue without giving us anything in return.
  22. Title says it all. I may take a break from this next EA edition as it's really hard to justify coming back for a 3rd grind fest for a few new islands and a biome. Maybe we put some effort into making the game feel more alive? One of the most frustrating things is finding a really cool looking NPC structure but it's just a piece of scenery with no ability to interact. You can't go inside at all or do anything with them. What the hell is the point then? Some of these places are put in spots that would be absolutely great to build at too and in this last go around we built a town around an existing small NPC town but even after building it that NPC parts just felt out of place. It would be nice if taverns felt like actual taverns. When you go inside you're greeted with some nice pirate shanty and a beautiful waitress and barkeep who sells grog. Or when you happen upon a farm house there are little NPC kids outside and a farmer and a wife who you can buy vegetables from. Would this be so difficult? I realize that does require quite a bit of work but are there any plans on the horizon to do this?
  23. There is no ini, this would require a mod. And as far as I'm aware it should be 10 level 1's per grid, that's what I've always known it to be. I get around this by using the atlas shop api and selling crew there, that's the only way I've been able to get around the limit as it basically admin spawns them once bought from the shop.
  24. I'm curious why you would say this. I said anchored ships. They should neither take nor deal dmg. The boat is the exact same as it is now once you raise anchor. This solves a lot of problems, but chiefly the #1 and #2 reason people quit/dislike Atlas. 1. I got wiped...again. Lost every thing... again. I quit. 2. Sailing takes too long, I cant go very far becuase I have to return to a safe (yeah right) base to park for the day. I quit. If this is the ever be an MMORPG, and they say they want it to be, at some point there needs to be something that is garunteed to still be there when I log back in. Safe anchor allows your boat to be your base, while limiting, severely so, how much stuff you can save. At the same time the whole map is now open to you as you dont HAVE to return to an island fortress to preserve your boat and voyage. The only other thing this might require is adjusting the ship per company limit. Easily done.
  25. It really depends on if PlayStation joins the group or not. Another new platform joining would require a wipe which I would be fine with. I mean we have another 1 year and two months before it is out of EA(PS doesn’t do EA) so yeah, if that much time goes by then definitely wipe the game, especially if new people are coming in. just be wary though. Other wipes might be needed for different reasons throughout. A wipe is not a bad thing.
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