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  1. I agree with this on a note of yes its a blueprint i should just be able to build it without the skill since its literally telling and showing me how to do it. the way it seems to be here however is that its improved crafting not just a blueprint, however i agree that perhaps common blueprints could be used without a skill, but i still feel that the higher quality blueprints should require the skill, view this as being a harder item to build therefore requiring the basic skill to make it. but yes the term blueprint seems missleading.
  2. hmm then it might be materials, i think they require different types to make Masterworks. Ie Granite and Slate Stone types.
  3. Are you kidding? The grind in this game is absolutely not fine, especially because the raiding doesn't even require resources since you just claim someone's house and open up their doors and take their stuff. The resource grind needs to be a lot less especially for building structures Like Houses, which should be easy to throw up considering how easy it is to both claim and break into. The grind is extremely bad for the health of this game considering how punishing it is and how easily all the things you have grinded before can be lost. As someone else said, this is not Ark. The people who bought this game don't want to play Ark, for the most part. You can't be sailing the high seas if you're just whacking trees for 20 hours.
  4. As most people probably already know, fiber is non-existent on many islands in the tundra areas. Since fiber is one of the key resources in even beginner gear, it makes these places even more hostile. In order to combat this without making these places easy to settle in, I have a few suggestions that may work individually or in conjunction with one another: -Make seaweed spawn in the waters around tundra areas. This will make players have to spec into diving and water fortitude, thus making it difficult but not impossible to obtain fiber. It also rewards building a character around their target area. -Make all islands (excluding polar) have fiber in varying amounts. In this case, a tundra island should have fiber but the resource should be fairly uncommon. Like gather certain berries on islands, it would require a sharp eye and careful scouting to stay on top of fiber needs. -Make sickles actually harvest fiber from berry plants. To balance this and to make it still feel harsh, the sickles could degrade much faster when used on berry plants and the yield of fiber can be drastically lowered. (Perhaps you have a 1/3 chance of getting one (1) fiber from each swing. If you dont harvest fiber on the swing, it still degrades the plant). -Make certain tames harvest fiber from berry plants. Since taming is incredibly difficult and most of the time completely pointless (why would I need to spend resources and time on a mount when I can walk across the tiny islands in no time at all?) I haven't tamed many creatures. In Ark survival evolved, many creatures had the specific ability to harvest fiber. One of the creatures was a bear. Since I have not tamed a bear myself, I have no idea if bears can actually harvest fiber in Atlas. That being said, since bears acted similarly to scythes in Ark, I would assume that in Atlas bears act similarly to scythes in Atlas, meaning they can collect lots of fiber but only from fiber bearing plants. Giving the bears or other creatures the ability to harvest fiber would serve two purposes: 1. It would give players incentive to actually tame creatures. 2. It would make companies in different regions appear aesthetically different. While a company from the temperate area might be conventional fighters using swords and guns, the tundra companies would typically use more animals. This creates a natural culture and world building that feels organic. -This solution is a bit trickier. Create some way to trade or export fiber from other areas without forcing players to make the trip. This would likely mean utilizing the ship npcs in a new and unique way. Essentially, you would send a boat (the amount of materials gathered would vary based on the type of ship and crew level) and send the boat out to a region with fiber. Initially, this sounds incredibly intensive and laggy, however there is a way to do this without causing too many problems. Much like how the npcs at the freeports dont actually pick you up and transport you to a different island in the server, these gathering npcs dont actually have to be present in the world to do their job. Essentially, the npcs and the ship will just be unavailable for a time while they "gather" the resources from the far area. Depending on what server you send them to, what gear you give them, and the ship/crew's level, the speed at which they accomplish their mission will change. Once the time is up, the ship and the crew will respawn in the designated area (a new structure might be needed to facilitate this, perhaps a trading post or expedition port.) with all the materials they were ordered to recover. The ship will need repairs and the operation would be relatively costly depending on what is gathered and the distance traveled. All the tools would be consumed in the process. Obviously this is a very far reaching solution, but I think it could solve many problems in one swoop. *** I understand that game balancing with a new game is a very difficult and often frustrating thing. Honestly, you guys shouldn't have advertised this game through streamers the night before it released, but that's another story altogether. The important thing is that there are many of us who are in this for the long haul. We'll complain and moan about how broken the game is, but that's kinda what we are supposed to do. We'll let you guys know when something isn't right, and hopefully we'll be able to provide ideas into what solutions we have in mind. Despite all of the backlash and poor media image, there are still those of us who really appreciate how much work you've been putting into this game in the past few days alone. Working through the holidays and fixing the major issues incredibly quickly is something many devs would shy away from. Just remember that in all of the shouts and screams of people who spent two hours in the game and quit, there are those of us who see what you are doing and will be there as you walk this game into its full potential. It will take time, it will be frustrating, but there are still those of us who know you guys will get there.
  5. ATM there's too little PVP going on and more ridiculous "trying to get 5ft up the beach whilst pursued by snakes and crocodiles". Allow players some way to clear out areas under their control so that respawning of exotic (dangerous) beasts stops, which is roughly like what happened in reality. Sailors discover intouched jungle with varied and weird wildlife -> they kill off that wildlife and replace it with mundane things, and then set about killing each other. Yanno pirate stuff. Yarrrrgh!You might allow players to replace say a crocodile spawn point with something they prefer, e.g. a sheep or cow spawn by some sort of crafting or skill. These "safe animal" spawns might erode over time and eventually revert to the original if not maintained.Rare creatures on a server respawn somewhere (if they are close to extinction or extinct anywhere). Certain quests or powerful items require stuff from rare species so not entirely wiping them out would be a consideration for players as they'd be a valuable resource in the right quantities.... just not the ridiculous levels they are at the moment.
  6. The ranks are honestly so bugged and I can't wait until these are fixes. I've had my company ranks reset way too many times. I have to keep redoing them, and with this they don't even function as supposed. I've setup the ranks so two certain ranks can invite people, yet it doesn't work. People with the invite rank can't invite but they require to have the company (admin) rank. (Yes I've done the permissions right for sure as they don't different from ARK. Had many people re-check that they have been correctly made even.) I have tried allowing invites with the limits on and without them. Tried everything honestly haha. Screenshot below even!
  7. Title says it: What is the point of having Common Blueprints in the game? As far as I can tell, from the dozen or so commons I've collected, the items created from it have the same resource requirements and stats but have limited uses/runs and still require the skill to be learned. Effectively this means they are completely useless as far as I can tell. There is no other "vendor trash" drops in the game so that leaves me to ask: What is the point of them? Unfinished items waiting to be fixed in future patch? Qualities I am not yet aware of? Thanks
  8. Maybe a leftover from ARK where blueprints didn't require the skill to craft. I think blueprints in general need a major re-evaluation, as the materials cost for the benefit provided on almost all of them is just absurd. We found a blueprint for a Legendary Tiny Shipyard that has 25% added durability for the cost of about a Brigantine.
  9. I've played this game for a total of roughly 40 hours from day 1 and have experienced a lot, even though it's probably only 10% of what is available from this massive game. However after all this time me and my 2 friends have to call it quits after we simply can not progress anymore, and don't really feel like being slapped down once more. Seeing as I actually quite enjoy the base game and can see that there is great potential, I figured I would leave with this post and come back when (hopefully) the game has matured and the issues we have experienced are fixed. Critical Stop Red Server Wall doing damage to ships When a server wall turns red it becomes a solid wall and will do damage to any and all ships, this would be bad enough on its own but that's not it. If you manage to get half way through it while it's blue and open and then it turns red, it'll stop and grab onto your ship. Doing something like 300,000 damage a second across the entire wall essentially cutting the ship in half. Once you eventually get through to the other server you'll sink immediately like a ship with no hull does. So this needs to be fixed, I'm not entirely sure how one would fix this however I think something like instead of making it a solid wall just make it teleport you back 25m or so and turn your ship 90 to 180 degrees one way or the other. Perhaps also automatically raise all sails to stop the ships from being caught in a teleporting loop. Reduce Ship of the Damned spawn rate and make neutral to smaller ships (Raft, Sloop) This here is the final drop for us, after our 3rd Sloop has been sunk by Ships of the Damned, and the reason why we're now taking a break from this game. I feel like there is no way for a smaller ship to traverse the map without having to turn, dip, dodge, and weave your way through 30 Ships of the Damned just to get to the next server over, where you'll immediately be sunk by the 3 Ship of the Damned awaiting you on the other side. For the most part a simple fix here, just reduce the spawn rate even further, maybe even removing them completely from certain grids and boost their loot considerably. Making them something you'll either hunt down or happen upon and have to run from sometimes, a grand event you could say, and not something that will constantly grief you. Making it neutral to Rafts and Sloops unless fired upon might be good as well which allows explorers to explore without being threatened too much. I think one also needs to make sure when you teleport through to a new server, the server needs to make sure there are no Ship of the Damned right on the other side to ruin your day. Reduce territory claim amount per player I'm obviously not the only one who feels this way, but seeing as the game has been out (or at least playable) for less than a week, and most islands you get to is already covered with claim flags is to me a big issue. Me and my group was a little late out of the starting areas and when we came upon the islands which one could stake a claim we wasn't able to find anywhere to claim because everything was taken already. For newer players this is of course bad. There are many ways around this and many great suggestions on the forums already to choose from. What I thought up was first of all making claim flags require some resources to build, but also making them only 1 per player with a max cap of say 5, and to get more you'd have to buy more with Gold, this would give more use to Gold and also hopefully reduce the amount of random flags dotted all around. Might also need a different solution for big companies, not sure about that though. Moderate Reduce amount of food to become full Currently takes too much food to become full, I found myself having to eat 3 stakes, 3 fish, and 30 berries. That's far too many, I never got to try out cooking fully because the ingredients weren't available, so maybe actually cooking a meal would be better. I personally feel reducing this a small amount would be beneficial, not making it too easy but also making it a slightly less harsh. Remake vitamin system Although I think the vitamin system is a nice touch, I feel it's currently a tad bit too harsh if you don't keep it up. I would prefer if it only gave buffs and debuffs. Instead of taking damage when its too low and too high, and only getting a buff if you keep them in check. I would like it more if it was only to get buffs and debuffs, for example you'll get a buff for each vitamin if kept in place. A gives movement speed buff, B gives damage buff, C gives stamina buff, D gives fortitude buff, while having them all also gives XP buff. While instead of having you take damage over time from them, make them give debuffs to the same types. This'll make it good to keep it up, but not debilitating if you don't keep them all up all the time. Reduce animal spawn rate Currently I think there are far too many animals on these islands, just feels very crowded most of the time. I also think it might be more interesting if neutral animals would be more abundant during the day, and it'll switch to predators being more abundant during the night. Minor Cooking and eating food should reset spoil time Right now when you have normal food in your inventory it'll of course spoil but when you put it in a campfire to cook it, when it cooks it won't consume the spoiling meat and leave it to spoil instead so you're left with a lot of rotten meat. Same goes for berries or already cooked meat, once it's in your inventory and you eat it, you won't eat the spoiling item but a 'fresh' one and leave the spoiling one to rot. This kinda irks me, and would prefer if the food would refresh as you eat the oldest one. Open up skill trees for viewing Right now it's really hard to understand where things are located in the skill tree and plan what you want to become and do, I would prefer if it was open enough so that you can see what each skill tree contain at least. I wouldn't mind if you still have to unlock the skills within from a different skill tree, just as long as you can see and read what is there. Could also make the 'unlock to here' thing carry over skill trees. Make debuffs and buffs more clear Pretty self explanatory, would be nice with more clear and descriptive debuff and buff texts when holding H. Specifically the vitamin debuffs doesn't actually say what it does.' This became a lot bigger than what I was anticipating.. hehe Would also just like to thank the devs for fast updates even through the holidays, greatly appreciated and I'm excited for the future of this game! Will definitely stick around to keep an eye on this, and I would definitely like to hear if anyone disagrees.
  10. Many of the fine recipes and or journeyman and above require 2x10: mats do not work
  11. the main problem is the claim flags ...you have mechanics in place encouraging players to take as much land and build a bank so they can reap the awards of the travelers farming...however, in practice this is being exploited to the point where new players cant "setup shop" so they are force to farm reasources and put them on their raft and go adrift till they find a spot...(in pvp im sure this is a neat option) *UPDATE* i meant to mention that sloops shouldn't be aggroed by damned ships as they have no real way to fight them , its terrible progression to be stuck on a raft cause sloop cant out run or out gun anything. makes exploring grueling either A add a cap to claim flags , like 1 per person with an option in the skill tree to get more (companies with larger forces can have more space, even more if they have active members spec in the skill tree for more....this way you can keep the bank and it helps the larger guild maintain their fleet , company crew mates and stuff easier. or b remove the bank , and make it so any claimed land without a building decays at +200% or something, this would encourage folks to centralize their efforts in to a smaller area, as it would require alot more upkeep and work to maintain. or c add a upkeep cost to keep the land ...like gold or some other random resource just some thoughts cause in pve it feels like small companies and solo players are being victimized cause they cant get a area to build so all they do is farm and give people that control whole islands or large chunks free resources through taxation
  12. [UPDATE 1] I've done further testing, specifically to see what is cause the most amount of load, to see what could be impacting performance during loading, again using the windows resource and performance monitor. It turns out that the two main files that is being read and loaded by the Atlas.exe file, is LoadingScreen.wmv being the highest and some times having several of the files being run simultaneously, and the other one is Atlas.exe itself, those are the two with top highest amounts of reads. Whats even more weird, during the loading screen the AtlasTitle.wmv where also read, meaning it was being access for a purpose, which I only can think would be to display it, but wasn't, and the LoadingScreen.wmv were also present simultaneously, even with several duplicates of it. What does the above actually mean and what are the consequences in terms of impact on loading times and results? Generally speaking, the impact can be quite high and it reduces the amount of reads that can be done to other files, as harddrives and even solid state drives have actual hardware limitations, and amount of reads per second is no exception to this limitation, in fact it's one of the main ways to measure how fast the drive actually is. So in other words the more NON-ESSENTIAL reads it performs the less efficient it actually will be in terms of effiency towards loading into the game. This directly translates into unnecessary longer loading times and potential not being able to log in due to the initial networt connection being dropped or being unable to be maintained until the loading is complete, hence why a lot of people get the "Host Connection Timeout" message once the loading is actually complete. As mentioned before, the .wmv is a windows media file, which only has the purpose of making it look nice while it's loading, but this comes at a cost, namely loading times, efficiency and stability. Furthermore, the game isn't the only thing that relies on and needs the HDD/SSD to operate, in fact the operating system, in short the OS, also continuously uses the HDD/SSD to remain operational and responsive. So when the game is attempting load into the game after one has clicked join/connect, it will attempt use all of the drives resources and read capacity to load, and it would seems it tries to use ALL and not whats currently available for use, which would make the game become unresponsive and the system will also become unresponsive at some point or at several times during load. There could also be another reason why the game immediately becomes unresponsive, which could be due to the fact that the Atlas.exe seems to be reading itself from the disk rather than from memory to perform various things, which also seems to be quite unnecessary as it's already loaded into memory when you run it, and also makes it affect loading times, stability and efficiency, and above all it might be the sole reason why the game and system ends up becoming unresponsive. So with the above being said, why do not all seem to be suffering from it? There can be many reasons, but generally speaking the most likely reason simply is that they have much stronger systems and thus more stable system that can handle these kinds of issues caused by this. But even if this is the case, there is absolutely no reason to make it this way, as it's very inefficient and could handled a lot more efficient and smooth. I would like to recommend that the developers consider some options, both for stability and performance issues but also to make it more efficient and smooth, which would make require even less resources and which will translate into better game experience. The possible solutions below are not mutually exclusive, in fact I recommend that all of them are implemented ASAP! 1st Solution Add a debug option for the players to enable, this should be to collect important key information about various things, such as system specs, what processes were performed during load, load times, crashes, etc. Basically put any type of information that will identify the problem. WHY? First and foremoremost, since this is in early access it's EXTREMELY IMPORTANT and I cannot stress this enough, because this is still in development and in early access the technical feedback from players are extremely important, especially when it's accurate information that help pinpoint the problem but also provides more information in regards to the problem that also might point in the direction of a solution. 2nd Solution Make it possible to disable the AtlasTitle.wmv and LoadingScreen.wmv and replace those with a static image of them. According to the resource and performance monitor, the amount of reads being doen 3rd Solution Make it read from the Atlas.exe loaded in memory, rather than from disk, especially since both HDD and SSD has actual hardware limitations, and by making it read from the memory rather than the disk, it would actually leave more room for the other files that needs to be read from, and also most people are using HDD rather than SSD.
  13. There is that, however it would make things a little bit trickier for them, and would require a lot more organisation especially for something of that scale.
  14. Rabbits require Carrots and is Passive tame
  15. So as it stands right now anyone can easily kill any boat with the simple tools of a raft, metal tools, resource to repair said tools, and a bed. As long as owners of the boat aren't there defending the boat whether be there offline or just not near the boat at the time 1 person can just sail up to the boat with a raft and brake of the lower deck panels and boom boats dead it will start to take on water and sink. Doesn't matter what boat type it is or how it designed it this simple to destroy any boat. In fact even sea creatures such as sharks, jellyfish, and manta rays can even dmg and destroy your boat if they a player's character is inside it thus they can sink your boat if you offline inside your boat because they'll attack the outer hull to kill the sleeping person inside the boat. So i propose ships outer hull, and decks be buff to only take dmg from cannons, explosives or massive sea creatures like kraken while still allowing doors, walls, and ceiling on the boat to still take dmg. This will make it so 1 single person with barely anything and a lot of free time can no longer destroy any boat they see by themselves. As it is my company has lost 2 schnoors and 4 sloops to this stupidity and we no longer see and reason to make anything other than rafts until this system is fixed. P.S can we also get a more metal nodes outside and zero in the freeports as it is the current meta is to die respawn at port make a raft load it up with metal sense it 2x resources and there literal metal nodes every were. Mean while 90% of the islands don't even have a single metal node on them and some items like cannons, guns, and ammo require literal 100-200x metal to make them and a decide amount of ammo for it.
  16. Did you happen to try the windows one? Does it require an rcon password be specified or will blank be fine?
  17. Does the bp require a particular crafting station? Ie craftable at: if so you will need to place the np and mats on that station to craft.
  18. At this point i have to believe they didnt leave themselves a backdoor and getting rid of them would require a wipe or rollback of some sort. If thats not the case then i have no idea what theyre thinking keeping them in as they are. early access though. Guess that excuses piss poor decisions.
  19. So I tried to take a screenshot using f12 (standard steam screenshot key) and it doesn't work. I don't know what's up with that, or if that is connected to the entire issue. I also cannot uncheck two graphics options that I think might be causing me to have terrible frame rates: High Quality Materials and Subsurface Scattering. Both say they require restart, but no matter how many times I uncheck>apply>save>restart they are always checked after restart.
  20. 1st off, who thought it was ok to make claims of a 40k man server; have a huge twitch turnout in anticipation, and think 6-8, 150 player starter zones was ok. Seriously? Your solution to take up 1/3 of the map with additional starter zones was equally as terrible; 1/3 of a way to small map for even the current player base is now filled with foundations and boat docks. 1/3 of the map wasted where people can't even build; every Island I've been to is a complete circle of red claims. Every lawless starter area is a complete circle of shipyards and foundations. Why didn't you just make instanced starter areas? No one needs to go back, and why do you need a shipyard for a raft? Who in the history of rafts ever used a shipyard to build one? no need for a shipyard = people being able to leave an island without the need to find a suitable place to toss down a shipyard and alleviates all the useless shipyard spam or at the very least doesn't require you to find a spot to build on a completely claimed island. So many Islands without key resources needed to survive, and I'm not even talking about all the islands that are just bugged and don't respawn. Every Island or at least server should have wood, thatch, metal (even if only a little), water, fiber, stone, flint, and food, period; if not it's basically unlivable. If it doesn't have those basics it's damn near impossible to live there ( are you expected to sail to a tropical region for fiber and berries everyday if you want to make the snow your home? If it's basically unlivable then your taking away useful real estate from a map cluster that is already to small for the number of people playing ( with it being on the top and the bottom of the map your wasting a lot of real estate). Unless, you have at a minimum the basics needed for survival. I can live with bugs, server down time, delays, and many other mishaps that occur during early access, but poor communication and the sheer lack of common sense on display here; makes me think you all could use my services. I have high hopes for this game, but for now until some of these game breaking decisions are touched up and some more servers sprout up I must bid you adieu. Keep working at it, I got faith in you. Good Luck!
  21. Yeah, way too many bad decisions are excused under the blanket of EA. This would be like some racing team shaving the tires to a critical point, and when the driver dies, they say, "Well, we needed the info." No...sometimes math and common sense should have been used first. Math can tell you when the tire is shaved too much. Same with many of these decisions. It doesn't take a rocket scientist to know that they didn't just go too far...they went WAY too far on the skill tree. And those are fubar from the word go. Does it really take a rocket scientist to know that this was wrong? Many of the unlocks for trees you will need, are buried part way into other trees, and each time it is often expensive to now unlock the new tree. A moron can figure out that this is bad. You cannot force players to group up. Not in a PvP game with no protection from insiding. And with the way there is literally no repercussions for attacking somebody, trade will be non-existent. In the real world, there were dangerous men with a government license to kill you for being a pirate. They didn't have to grow anything, or do anything but be warfighters on a government ship, and hunt you down for being a pirate. That at least gave you a good chance as a merchant. You were far more likely to make it to port without seeing a pirate, than seeing one. So the idea of trying to force reasons for people to have to constantly go on the sea is not well thought out. Hey, Star Citizen is also early access, but they have thought these things through better. There WILL be consequences for ruthless PvP, and with insurance, you get your ship back if it is blown up. The risk vs reward in this game is simply not thought out at all. This game as it sits, would be better as PvE with occasional NPC Pirate encounters. Who wants to spend all their time building ships, only to have it blown up by some zerg Company the first time you sail it? A game like this cannot be full PvP. Not unless you unleash the skill trees, and drastically increase the resource gathering, so people can actually build a ship quickly. Those huge drydocks just scream for a zerg Company to come after you about the time you near completion of the ship...especially if you are building a ship that can actually fight, like a Brigantine, or Galleon. So on a full PvP server, you need to get those mats, and build the ship in one day, or you are screwed. Those with fleets will not let you set sail. This does not require testing, or excuses...just somebody who actually understands Metagamers. Seems most game makers have no clue about Metagamers.
  22. A further fix would be to cut the other zones too. Each iland should be a seperate zone. Offcourse this is mutch hader to do and needs to be done zone by zone and offcourse the zone should not be just the iland but the water surrounding it 4 times the max cannon range. Unlike the Freeports who are pretty mutch split equal, the other zones will require a scalpel intrusion to cut them right. This would lead to Unlag a lot of the zones. I dont need to load the people and animals on an iland if i dont plan to visit it. BTW i hate the 5 min edit timer.
  23. Anyone saying Early Access doent equal Alpha/Beta....When was the last time you heard of Alpha code sign ups? Alpha and Closed Beta testing used to be something highly desirable. People used to buy codes from people. When was the last time you saw a closed beta that didn't require early buying of the game? I remember back in the late 90's early 2000's waiting up all night long for alpha or beta signups to begin, and having to fill out applications for them. Computer specs, previous game testing experience, etc... Now its just Early Access, or a "Pre-Order" that comes with a few days early access, or a "Founders Donation" Because game companies realized back then that people would pay to test their game. That's exactly what we were doing back then. You could get a small fortune if you sold your Everquest/Ultima Online/WoW closed beta code/account. Back then generally alpha was done in house. Now a days there isn't money for an in house testing team. And why would they? They know we will pay for it. Its proven.
  24. False. In ARK you could use BP's whenever you wanted in this game you actually require that skill to use the BP's As for answer: BP's have higher durability and can have modifiers on them e.g. a bow bp can have 115.789% damage instead of a 100% bow. We did pick up some BP's from treasure hunting and we got armor and the armor's had a buff on them for instance we had one that raised HP, Speed and Melee Damage so its kinda like a Class Armor almost. Maybe Taro will unlock a way to remove modifiers or move them over to another item
  25. I believe the respawn timer starts compounding pretty high if they spawn in the same area rapidly. I think claims should require a minimum "in the zone" timer before it actually contests. Hopefully they clean up the text when they have time, the midscreen spam is obnoxious
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