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Found 993 results

  1. Can you make it so we can restrict sail/anchor/ladder operation on ships using the Company Rank system? We've set the sails on our ship to require level 2 access, but level 0 members can still open the sails and bring the anchor up (and extend/retract/use ladders as well.) Thanks in advance!
  2. I play with a 4-8 man group on unofficial servers and we have been running into issues with having entire islands claimed, as we all know. now, on most standard servers, we could just jump in and contest the claims, but there are servers that have this mechanic turned off due to it's use as a greifing mechanic. I would like to offer the following suggestions and ideas that i feel would benefit the claim system while ignoring whether or not the ability to claim a contest is on or off. 1) Limit the number of Flags to one per person, and allow the player to adjust a setting in their company tab to either keep their flag for personal use, or to allow the company commander to place it under the company ownership. Each flag would be tagged with the name of the player owner and would be put down in the order that the player joined the company. if at any point the player leaves the company, their flag is unclaimed by the company and becomes contestable by the company with the usual restrictions. 2) Upkeep. A company's first flag is free and requires no upkeep. this represents their Primary base. additional flags would require an upkeep of (for example) 1g per hour per flag number. so the first flag would cost 1, second flag would cost 2. so having 10 flags up would cost, 1+2+3+4+5+6+7+8+9, or 45G per hour. this could easily be represented as Taxes and permits to the main authority. Allow the company commander to re-designate any flag as the Primary flag for a nominal fee. With maps producing 200+ and up to 1200g each, i do not see these costs as prohibitive, especially with a 5-10 man crew. 3) Limit flags to 1 per person or company. Have the boundary of the flag expand as more people join the company, so a 1 man company cannot take over a large island, but a 500 man company would. if the boundary of the claim were based upon sq ft and not Radius size, each person would be worth the same amount of space, but the radius would experience diminishing returns. a real world example is that a 2" pipe can handle ~4x the volume as a 1" pipe, meaning in order to double the radius from the base claim, it would take 4 people.
  3. Its why games that require loss to have content always fail. While we can cry about it being too easy. We also cant turn around and say dont cry when the ship you spent a month grinding for was sunk in 30 seconds. There might be a balance somewhere but no one has found it yet and I am confident these guys wont find it either. The only compromise are hard caps (with low limits) across the board on everything from company pop to alliances to ships people and companies can own all the way down the line. Maybe even a cap on resources themselves. Make it easier and faster to get them but you can only have so many of them at any given time. People dont like caps (mostly because they have the time and numbers to counteract 'having as life'). But having 'gated' (for lack of a better word) is why WoW is still king of the hill today. We all know a full loot PvP game has almost zero chance at success. Then trying to make it easy mode is their effort to keep peoples interest a bit longer. So if a gruop gets wiped they might think they can rebuild pretty quickly and keep playing rather than rage quit or cry on the forums.
  4. All long term games that require a lot of time will suffer number drops due to kids being at school, nothing special about this game in that regard or any game like this one.
  5. I don't like it but after thinking about it I do think it's necessary to keep in the game because if you cannot sink boats you'll end up with griefers just blocking your stuff with invincible boats in PvE, which I think is worse. The changes to require more weight and reducing the costs of boats are good steps forward. The real solution is to make it such a pain in the ass to grief with it that it's just not worth it. You can also build big roofed structures to store your boats (PITA but it works) and for larger boats you can anchor far away from shore to make it more inconvenient.
  6. I thought I would make a list of things to check if you are having issues with server setup. These are mostly issues I ran into myself setting up the "Utopia EU" server. - Use a dedicated server with enough spec to support your entire map and player count. If you require a much larger map, this is not for you. - Check ports match up with your "start.bat" which you use to launch your server. - In the start.bat, make sure you use a unique identifier for "AltSaveDirectoryName=" Eg "AltSaveDirectoryName=A1" "AltSaveDirectoryName=A2" "AltSaveDirectoryName=B1". - If your having red wall issues, try using different port numbers and test one by one. Make sure to add new ports to firewall and "start.bat". - Try to keep everything in order. - Check you have entered the correct IP everywhere you entered an IP (I made this mistake, once.). - Simplify your server startup by making one start.bat. Use "timeout /t 30" to space out the time between each tile boot. - Server may not boot due to missing audio files "X3DAudio1_7.dll" and "XAPOFX1_5.dll". Don't worry, just download them and place them in "C:\atlasserver\ShooterGame\Binaries\Win64", fx. - Remember to start redis first. - You can clear the redis database using "C:\atlasserver\AtlasTools\RedisDatabase\clearall_127.0.0.1 - If you would like to restart your map and remove all char stats/buildings/claims, delete the contents of C:\atlasserver\ShooterGame\Saved - To become admin, enter this line into your start.bat "ServerAdminPassword=YOURPASSWORD?". - A list of admin commands "https://streamline-servers.com/billing/knowledgebase/4250/Atlas-Admin-Commands.html" Have your own suggestion? Leave a comment bellow and I will add to the list.
  7. The reason you haven't seen any good 'raids' is because the whole system is punishing to raiders. Stone walls require a crazy amount of stuff to break, you need to be actualy able to claim land in order to take in land bases witch make it near impossible to really raid anything not by the ocean. Add all that to crazy bases, all the land taken and the sheer number of ships gl raiding bases, boat battles could be good but there too fragile and the ocean is big. (pvp) (pve There isint enough to do that makes doing stuff worth it)
  8. The temperature requirement needs to be removed when creatures are in their natural habitat(where they spawn freely, there is no real reason if i can tame it there that it can't handle the temperature when raising) However if they aren't in their natural habitat i am all for a check going off for too hot or too cold and you needing to adjust the temperature as needed. Its unrealistic to have such strict requirements when even taming a creature is a hassle, breeding them should not also require an investment of this much time and effort. Baby sitting, hand feeding, and general watching to make sure they eat properly is already a huge time investment much-less the constant temperature checking. Though i suggest removing it entirely, a fair compromise is just letting creatures not in their "natural habitat" queue the temperature check throughout growth in the baby and juvenile stages, once they have left those "fussy stages" they should be fine unless there is a HUGE temperature change from their normal. (IE: a tropical creature in a polar region)
  9. could simply require animals be kept in crates causing them not to count as crew while in the crate. When outside the crate make them count as crew.
  10. Sorry just disagree that there is no relation or that the relation is wildly tenuous. The article itself makes it perfectly clear that costs can vary wildly within the industry and if you think the fact that this game is a hybrid of survival and MMO means that any cost comparison to other MMO’s is not even remotely applicable then I would say on what basis do you suggest that SOME diffferences in game design and mechanics means core design costs would be dramatically different? Personally I think the strongest argument for a difference in cost comparison lies in the fact that Grapeshot elected to spend little to nothing to market the game beforehand. That’s where the biggest chunk of cost difference lies. You can go on all you like about Atlas not being similar to Everquest or Wow, but all 3 require the same basic expenses in terms of hiring and paying a development team, paying all the overhead and hardware expenses etc etc. But again I wasn’t offering the article as anything remotely definitive. The Op asked for some info and I linked what I could find, knowing in advance the information would never be very precise given already stated factors.
  11. Yes. Nerf Flame arrows and make plate armor literally unkillable until monday, while making this Alpha elephant require 45 bows to kill. Good changes xD.
  12. Tell me one of the major drawbacks of belonging to a company is if things go sour with the group and you want to leave but to do so you have to usually leave with none of your stuff. I think it would be nice to see a system where assets are managed in the company by conditions of asset ownership and contacts. For example if I join a corporation with a Sloop, when I received the invite to join the company you could State whether or not all assets belong to the company or if I maintain assets that I bring with me. if I were then to leave that company that assets that I began with would once again be mine. But at the same token well with the company a company member may choose to donate assets to the company itself if the company does not require all assets belong to them. If deciding to leave the company a company officer or leader can then invite the company member to resign. They can then label assets as belonging to that person if the company chooses to provide them with a severance. in addition while being a member of the company if the company has needs of certain resources they can set up limited contracts within the company to automatically dollar assets two company members upon retrieving said resources. I think this would add a layer of dynamics two company gameplay where they feel less like tribes and more like Pirates or privateers. Also with this would be the idea of being able to use the map of claims to hand draw zones that can then be assigned to different roles. This idea of zoning can allow company leadership to Foster creative civil planning Solutions while delegating it to company members. This can also be tied to the contract system if a certain structure is built within the zone and conditions met. This could also work for livestock if a company member where to deliver a tame to that zone and then set it to company assets. Overall it would be nice!
  13. So something simple. In addition to having a cap for land claims by a single company perhaps there can be a system for hiring gaurds to protect your territory. They can be killed in both play styles but require gold to keep them protecting your land. By protect, I mean they prevent random claims on your already claimed land so you can actually leave and sail and explore. Having to stay on your claim kinda takes away the exploration aspect.
  14. Well, yeah..the communications are pretty stupid. They've opened up so many avenues of communication, nobody knows where to go to find things. And if you've got official forums, that seems like the one place you ought to put announcements. Tweeting, discords and the rest ought to be used just for fun stuff and idle chat. I don't even like having to use discord for a company, although most of them require it. But the news about the pve claims is good at least.
  15. Again all your solutions can be sniped also why should this game require such a demand to play it as 24hr protection?
  16. Are you aware that crafting blueprints tend to require multiple kinds of the same kind of mat category? Example: not just requiring x amount of metal, but x amount of 3 different kinds of metal. This means people do indeed need to explore if they want to be able to make most upgraded gear, as each region tends to have maybe a couple of each type of mat category, but not everything. Thus if you managed to get your hands on an island that contained say iridium or salt, there's likely still going to be a market for it. You might need to take that product to buyers elsewhere, so sitting at home to trade might not work, but just thought I'd throw that info out there.
  17. The real fix needs to be limiting flags in some manor. My thought would be to limit the number of claim flags an individual can place, and then allow the guild leader additional flags based on the size of his guild, above and beyond his own personal limit. I would love to have the option of taxing folks for a section of land within my claim, but I would imagine that would be something more down the road, as it would require a much more in depth overhaul of the claim mechanic. An initial cap on personal flags (along with either making flags non-capturable on PvE or fixing the 3 day refresh when crew members are near flags) would be a good start. Then can add a system to allow the guild leader more flags based on the number of crewmates. Then work towards allowing a taxation system to allow others to build on a specified plot of your land (call it Land Management). Just spit-balling, but this is the direction I would like to see it go.
  18. I haven't even had to deal with this and I agree. This is utter nonsense. If baby animals required that much micromanagement IRL there'd be no animals left on this planet. Most of them just require food, water, maybe shelter, and protection. Go outside once in a while, devs, or watch National Geographic or something. How out of touch with reality can you be?
  19. Hello. So the first thing that is super weird and got my attention is the handling sails? I don't think that's how sails work. For turning speed we should be able to get better rudder or something as sails shouldn't influence that. What is now called a handling sail, should be used to sail faster against the wind and catch wind better (kinda does that now, but speed remains bad). And speed sail should be faster with the wind, which kind of does that right now. That way we can spec to one or another, or try to balance it. As for rudder, if we were able to choose from different rudders some could give us better turn rate but be heavier as a trade-off. Or light ones would have low rate of turning. Also, the rudder itself shouldn't be coming back automatically but rather just stay at our desired position when turned. Also, it should require much more turning of the actual wheel, to adjust the rudder. If you play 1st person it seems like you're in F1, where slight wheel adjustment turns the ship a lot, which is super bizzare. These are just suggestions, based on my opinion and some experience in other sailing games. Thank you and calm seas!
  20. As of now, the only way to avoid your claims being taken (despite this timer being 3 days) to be safe is every 2 days, you have to start replacing them. Building in them, harvesting in them, taming in them and other things that should initiate the server to recognize "HEY, THIS CREW WAS HERE AND HARVEST, BUILT ETC, MAYBE THEY'RE ACTIVE" resetting the upkeep timer. As of now, it is IMPOSSIBLE to hold your land on PVE. PVE will always be PVP for trolls with a trick up their sleeve but land claims should simply require that you are online to hold the claims. We had a nice area held that isn't even taking up 1/4 of an island and we are losing what little land we have because us being online, building, harvesting etc doesn't reset this upkeep timer? I've attempted contact on discord, twitter, discord again and now here. I don't think a matter like this needs to be kept in the quiet. Please, at least let the community understand you see this issue and a fix is being worked on. At this point, we're going to lose half our land because of it.
  21. If I control claims in a few different biomes and tax them I can essentially get free mats (or free labor depending how you see it) for BP's that require multiple base resources. 2x/3x/4x/5x. Territory can also be used as a commodity though. Watched a company trade a claim for fiber earlier today.
  22. I agree. There is no need to have tens of flags on a PvE server. Not even a tribe with 100s of people need to have 100 flags. Another solution would be decreasing the contesting timer eventually exponentially the more flags you have. If you have 1-2 flags, it would take something like 3 days to contest them, whereas if you have 10 flags we would be looking at minutes. This would still allow big companies to own larger areas, but would also require enormous activity around the clock. That being said, smaller companies would be able to thrive with 1-2 claims without having to risk getting wiped over night.
  23. Why does everyone want to be able to max every tree? You get to max 2 trees (maybe even three) and then mix up alternate skills. So you choose to be pure fighter with some additional skills, crafter, tamer, etc.. You can use any weapon in the game without putting points in it, so if you specialize in an ancillary skill (cannoneer, medic, builder, tamer) you can still fight, you'll just have other jobs. IMO the game would be ridiculous and require no teamwork if everyone could max 4-5 trees.
  24. Blueprints do require the basic skill to use that is correct but also any i have found over green quality are bugged
  25. You were on the right track with the stone building. Putting a cannon on a carriage and getting it to your island already requires a lot of effort. And the cannons aren't "great" at taking stone down either, it takes a lot of cannonballs (which are a beast to make and transport themselves). What you need to do is make it even harder on them, and not worth their time. Build as far inland as you can, ideally up a bit on a cliff (not too high, just making it hard to hit with a carriage cannon) that you can reach with a retractable rope ladder. Build a stone base with -2- doors rapid fire as the only entrance, that is incredibly discouraging to someone who breaks down the first door only to see a short hallway to the second door that's harder to aim at and will take even more resources to break into. Build more doors inside, your resource cabinets (especially gems/coin) should be behind even more locked doors. Finally,surround your base with behemoth gates. They also count as stone and are hard to break through. It'll get to be second nature quickly to open door, open door, close door, close door, then open and close the behemoth gate. This is not completely impregnable, but breaking it will require a LOT of materials grinding on the enemy's part, and unless you're very wealthy or you've been making them very very angry, is not going to be remotely worth their time. The big danger is someone using a current exploit/hack/bug (unsure which) which can kill you through walls, nothing you can really do about that. Other than that though, you don't need all that much, if you want you can also set up a mortar which is ridiculous range especially on a cliff. edit: Also don't worry about grenades, they do such piddly damage to stone as to be essentially meaningless. You would literally need hundreds or thousands; test it for yourself.
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