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  1. This is seems like a very skewed view of the game and apritations of the devs based on what appears to be ARK gameplay even though this isn't ARK and you have no idea the actuality of the gameplay or social dynamics within the game. Evidence and reason make an argument. Making claims about people's motivations you have no way of knowing, on top of trashing a game you only know conjecture about makes an embarrassment. We don't know lawless zones weren't supposed to exist. We just know they weren't supposed to be spawn/starter zones. But I agree with your last point, you dont risk what you're not comfortable losing, and if you lose it to a bug or glitch then sorry but you voluntarily chose to play early access and should be fully aware that it's not a finished game. You payed to playtest an unfinished project. Anyone mad about glitches and balance issues needs to be aware that they did this to themselves, no one made then buy a game that was announced to be unfinished and years away from completion. The game is an MMO, with MMO level goals. On its surface it announces that it will be challenging and have lots of systems that make you work to survive. To read this information and think "I can do this all by myself " is absurd. What other MMO do you know where a solo player can do everything alone. MMO games require teamwork, like real life, and if you cant bear to talk to other people to get something done then there is bigger problems then game bugs. You are wrong on a statistical level. Most players are part of factions, whether they be small groups or mega groups that banded together. A large portion of players in this game started day on with groups of friends and a lot of those who didnt still joined groups because this game screams teamwork from the very beginning. You want to play a realistic game about building boats, pirating, taming, farming, and raiding, and think 'It makes sense that I could do this completely alone with zero help.' Humanity has come so far never being cooperative haven't they? Extremely lucky? You can go anywhere, with all kinds of people with all kinds of islands. If you cant find one single island where you can become friends with the inhabitants or even be on neutral terms than your diplomacy sucks or you really don't want to make allies. While solo play should be more viable, I agree with this. An MMO, especially a hardcore survival MMO, requires teamwork. I cant think of any examples of large scale games like this where you never require someones help or a group to clear out certain areas or grind resources. This is a decent idea as to how to make the early game more viable. Especially for players that don't have the time some other groups have. Although these do exist in some form as freeports which could easily be used for trade and organization. If you spent 30 hours trying to find an island I just don't know what to say. Extremely choosy, bad at the game, trying to hate it just to hate it, or new levels of extreme bad luck. I dont know what fits the most but I do know that it isn't this hard, thousands of other players have done it, a lot of them have even found multiple islands to post up on. I suppose there always gonna be that bottom percentage in any game but that is not a game flaw. That'd be like saying Overwatch or League of Legends is bad because you cant get out of bronze or silver.
  2. There's a lot of wasted potential in this game and design decisions that are not thought through, which however could be easily changed. So here are my suggestions: - Ghost ships They are not fun. A feature ought to be fun for the player and to make sense. Making the game artificially harder for the sake of making it harder has never made it more fun. Ghost ships shouldn't be something you encounter every single time you set sail, they should be something that makes you go "WoW, Cooool" or "Shit, lets get out of here" when you spot one of them. Right now they are nothing but annoying and nothing in a game should ever feel annoying, challenging yes but never annoying. Best limit them to 2-4 per zone and only make them come out at night but make them significantly stronger. - Claims Limit it to 1 free claim per player, every further claim should require gold to make and have a gold upkeep, rising exponentially the more claims you want to have at the same time. People can't progress if all territories are claimed and you require nothing to upkeep the claims but running around the island. - Wind Great mechanic but it is too punishing, nobody wants to wait hours for the wind direction to change to sail where he wants to sail. Make wind give the ships a good speed boost but they should move at a slow rate even without the wind. The wind currently is just not friendly towards the majority of players who are not able to invest half the day into a game and such players are the majority of players without doubt. I'm not one of them, I've got lots of time to play games but I understand that for a game to be sucessfull it must appeal to a wide range of people, most without the time I have. - Skills They are too expensive, too punishing for single-players. I understand that you want t force people to band together to achieve the most in this game but many people do not want to deal with others at all times. No skill should cost more than 4 points and players should be able to craft a sloop, a cannon, some decent armor and a sword on their own without having to respec by level 12-14. - Chests, Ship ownership, Companies Here's the deal, people like sharing but they also like having things on their own, that's just human nature. A player should be able to decided which of his chests, doors and ships should also be accessible by his company. I don't want my company to have access to absolutely everything I build and collect but I also wanna share, but share on my terms. - Suicide command The game is full of bugs and there will always be bugs, there's no way on making a game in 2018 bug free. So people are going to get stuck in rocks, in trees, in ships, in a shark, etc. Give us an option to kill our character without having to wait for 20mins for him to starve or not at all as if you are stuck in a falling animation the water/food/vitamins won't even decrease. Maybe add an option to the family compass to kill yourself by clicking it (should apply to the character if he is falling as well). - XP Crafting should give XP, harvesting should give xp, travelling on a ship should give xp. Just killing things to get significantly more xp is just a very lazy game-design that forces you to play a so called "sandbox game" very linear.
  3. NA PVE server Sector 'K9' Is getting constant rollbacks. I've farmed 20k wood and only have 2500 to show for it, the rollbacks are every 15-30 mins, and sometimes rolls back as far as the last roll back. Not sure how many servers are being affected by this. As for the skill trees. 1 point, 2 point, 3 points max. Smithy costing 8 points?!?! I can make a ship without cannons. I can make a ship but have no captaineering skill. There is no way anyone can even touch cooking/farming, medicine, piracy, etc all those extra specialized skills anymore because everyone needs the basics. Bow, boats, tools, and building. I'm level 45 and struggle to have enough of just the basics. Which I managed Barely! Anyways, the skill tree needs a redesign and maybe just keep all the skills at 1 point for now so people can explore the game and report about the skills. Focus on other things like the claim issue in PVE servers. Cap it at 1 flag per company and the area of effect is bigger over time, or based on company size. Allow putting beds on Lawless islands. Or better yet make all PVE maps Lawless so you can actually build. Fix the ghost ships only have 1 ghost ship on the whole map that floats around as a super rare end game boss fight kinda thing.Have smaller more manageable pirate boats floating around that aren't insane to fight off. OR make it so ghost ships can't come within 2x firing range of any island. Fix the server problems (K9 NA PVE). Right now there are way bigger issues then nerfing the skill tree, because now way less people are going to play. No one can enjoy the game if they are level 20 or lower. Good MMO's should be solo'able, and require parties and raids for End-Game content. Not require a party of 50 people (so you always have enough online) as soon as you start to get anywhere. Love the Game so far, but this update should have just added flotsam, bottles and ghost ships. Not kill the game with the skill tree nerf. (and not the crazy ghost ships)
  4. This game is great when you're sailing, exploring and meeting possible allies or enemies. The problem is the survival element that is too strong on it and stays in the way of most fun not adding much fun in the process at all. While leaving the intial isle and exploring the world is great it may take a while punching trees to half of your life to get enough wood or punching stone for the same purpose. The safe "E" to collect option is not always avaliable. We could have a reduction of resource required for the intial tools and first weapon(stone spear). After you gave the fist step, dressed yourself and built your raft, bed, chest and campfire on that raft, the next progress step would require metal. Every crafting bench, ship or tool you may want to craft now will require about 20 metal and metal is not that accessible. While you may find metal spawns that yield up to 200 metal on one run, for someone starting it may take hours or days to find such spawn and have the luck its avaliable. Pickaxe on stone is just as bad or worse to get that amount of metal. About the lone wolfs. While the whole game seems to be focused on group play and conflict ( even on PvE) the lone wolf experience is just broken. I know as i said the game is meant tobe played in groups but many people would happen to play it alone for while until they find a company to join. Right now the game got about 46k players online but that wont last forever and lower pop times will show up. A healthier solo player experience is desirable specially that you guys dont allows a offline SP experience even knowing its built on Ark's skeleton. Let people focus on what's really nice and unique about it instead of keeping reminding that its an Hardcore Ark son. As a streamer said: Right now the game is good but you have to fight it before play it. Thats not nice at all.
  5. I read through the other guys post about making gold valuable again. While his suggestions seemed good, a proper means to incentivize gathering gold and spending it... I feel a creative way to do this could be done through the flag capture system. Instead of just, reverting back to the previous system, which obviously had its issues or it wouldn't have been changed, instead, why not try something new? Lets learn from the barrel lesson here guys, firing them from cannons was removed for a reason. Why not implement a system of flag captures which can encompass an entire island, but that cost exponentially more gold? So you can do small captures of say maybe a coastline, for a small amount of gold, or claim an entire island, or perhaps, hey, an entire grid given an absolutely massive amount of gold. Have peace time be a purchasable commodity, so you could buy say.. a day or two.. or maybe a weeks worth for a vacation. Definitely have it be expensive, but an additional gold cost added to the island. This would make peace time relatively equivalent to time invested in game, so it stays fair for consistent players. This would also remove the constant 15 hours of lameness that prohibits most people from doing anything there, or cannoning their way in to do maps. It would also require them to actually log on to buy the peace time, instead of just loading the flag with gold, and AFKing for weeks. Just some thoughts, would love to hear feedback
  6. ATLAS

    Patch V519.5

    Ahoy Pathfinders! Last week was quite a ride and we would like to thank you all for continuing to sail along with us! It has been about 6 months now since we have renewed the ATLAS journey, and now the last scheduled patch of the year is upon us! We have made several fixes to the Ramming Galley, Armored Docks, and more. This includes a fix for Explosive Barrels so they no longer deal damage in Freeports and removing some bad maps from Treasure Map spawning. Christmas Trees and Ship level caps have also been fixed. We have also included a few changes, like the much requested increase in reverse sailing speed, which has now been increased by 200%. The Glider Suit may now only be activated under 100m height as well. As a little bonus, Bears can also now wear hats! For the full list of bug fixes and changes, please see the changelog. Most importantly, we have also made some server reliability improvements that should also help to reduce incidents of losses. To fully address the issue will be a long-term process, as it is a multifaceted issue and touches many aspects of the code. We are touching on different symptoms of it throughout development as we continue to make our investigations and improve the code. Please continue to report these issues to us as they greatly aid in our efforts to optimize and improve the ATLAS experience. Thanks for your patience, understanding, and support! NEW Tonight’s patch has quite a few new things in store! First up - we have the Lumberyard, a farmhouse variation that gathers only thatch and wood. All of the systems we have been implementing will continue to see development and improvements as we refine them based on feedback and observation. This is the first step towards the next iteration of the farmhouse system as we introduce specialized variants. Regular farmhouses will still continue to collect Wood and Thatch for now. However, Lumberyards will gather them at a much faster rate. Aye, and were ye looking for a way to store all yer drinks for the holidays? The new Keg is the perfect way to store and transport your alcohol. Afterall, drinks taste best directly from a Keg, don’t they? The Keg can be crafted at the Smithy after learning the Secrets of Cooking skill in the Cooking & Farming tree. For only 30 fiber, 5 metal, 50 thatch, and 60 wood - you can build a Keg and be able to store any alcohol items in stacks of 50. Drinks for everyone! Having trouble taming some creatures? Might we recommend the new Tranq Arrow? The Tranq Arrow is a new ammo type for the Bow that deals high amounts of Torpor and little physical damage. It can be used to put creatures to sleep, allowing pirates to more easily contain them for taming. Tranq Arrows can be crafted in the Mortar and Pestle after learning the Taming Tier 2 skill in the Beastmastery Tree. Ramming Galley Last week the first of the new ships that can be bought for gold, the Ramming Galley, hit the shores of Atlas. We were excited to see our baby in action and have made a number of changes to help it create more of a splash. We increased its base speed by 40% and have also increased its turn speed while sails are closed. As a ship meant to directly attack and charge into others, it needed more oomph so we increased the damage of all cannons on the Ramming Galley from 100% to 125%. Ramming Galleys will also now deal damage to NPC ships. To compensate its strength a bit, the Ramming Galley now costs an additional 75 Rhino Horns, a new resource type obtained from defeating Rhinos, to purchase. In addition to these changes, we also made a number of bug fixes to the Ramming Galley, which can be viewed in the full Changelog that follows. As with all the features and mechanics we have so far introduced, we will continue to balance and refine the Ramming Galley. What's Next Previously we discussed a rework on the Claim System. Originally, we intended to introduce this by the end of this year. As things move in development and new challenges present themselves, timelines and ideas can often change. We are still working on the new Claim System’s implementation and testing it. It will likely not be introduced until early next year. Many were concerned that a rework of the Claim System would bring about a wipe. Although wipes are inevitable in EA, we also do our best to wipe only when it is absolutely necessary. At this time there is no estimated or set date for a wipe and we will keep the community updated if that changes. As the last patch of the year, the ATLAS team will be setting sail for a small holiday break. The next scheduled patch will be the week of January 11. However, we will continue to perform daily server restarts and we will have our spyglass handy to watch out for any urgent issues that may require our attention. Otherwise, pass us your Kegs and some glasses please! Happy Holidays! Released Patch Notes V519.5 New Structure: Lumberyard The Lumberyard is a farm that only gathers thatch and wood. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism Tree. Shares placement restrictions with other Farmhouses Gathers about 1/3 more wood and thatch than a regular Farmhouse Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Structure: Keg The Keg is a new storage container used to store alcohol. It can be crafted at the Smithy after learning the Secrets of Cooking skill in the Cooking & Farming Tree. All alcohol items can be stored in stacks of 50 Crafting Resources: 30 Fiber, 5 Metal, 50 Thatch, 60 Wood New Bow Ammo Type: Tranq Arrow Tranq Arrows are significantly more effective against tameable creatures Players and NPCs are immune to Tranq Arrows Crafting Resources: 1 Stone Arrow, 20 Berries New Keratinoid Resource: Rhino Horn Rhino Horns can now be obtained by defeating Rhinos Armored Docks Updated UI text on Armored Docks to clarify that only 1 Gold is consumed when the timer expires Bug Fix: Armored Docks no longer stop working for a period of time after server restarts Bug Fix: Armored Docks no longer consume all Gold in their inventory after server restarts Ramming Galley Added 75 Rhino Horns to cost Base speed increased by 40% Increased turn speed while sails are closed Increased damage of all cannons on ship from 100% to 125% Ramming NPC ships with the Ramming Galley now deals damage Players can now swim through some large holes in the Ramming Galley after it sinks Bug Fix: Health is no longer displayed for undamageable parts of the ship including weapons Bug Fix: Demolish option no longer appears for components that have already been demolished after the ship sinks Bug Fix: Ramming Galley can no longer be crafted in the Large Shipyard Bug Fix: Forward-facing Large Cannons are now correctly assigned to the Front Station Group Bug Fix: Oars will now always automatically retract after idling for 10 seconds Bug Fix: Sail rigging now previews correctly when placing new sails Ships Max reverse speed for all ships increased by 200% Bug Fix: Level cap for max quality ships restored to 60 NOTE: The max level of ships built during the previous patch won't change Winter Event Christmas Trees now produce gifts every 12 hours Bug Fix: Santa Hat skin will no longer disappear from player inventory Bug Fix: Santa Hat is now properly positioned on Monkeys, Parrots, and Penguins Bug Fix: Resolved issue where Stockings and Christmas Trees would stop producing coal/gifts after server restarts Trade Fixed some cases where Markets would break Limited the number of Trade Offers Markets can have to 20. Misc Made some server reliability improvements Bears can now equip hats Glider Suit may now only be activated under 110 meters height (about the height of the lighthouse) Reduced Grill's damage resistance Sea Fort walls now swap to a damaged mesh when destroyed rather than disappearing Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Removed some bad maps from Treasure Map spawning Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  7. 12/8 8:45 PM PST EDIT: We are looking into the issue where beds that were placed on land before the patch are now out of claim. Thanks for your reports and patience! ------------------------------------------------------------------------------- Ahoy Pathfinders! The holiday season is here! In the spirit of the Holidays, we set sail for a little trip up to the North Pole to bring back some Holiday loot and festivities to ATLAS! Sail the Seas in a fancy new Santa Hat or Top Hat, and craft festive decorations! Safely have a “Company” Holiday Party here on ATLAS! Ramming Ship Looking for the perfect gift? How about the new Ramming Ship? That’s right, the Ship Salesman is now officially open for business! He can be found selling our latest ship - the Ramming Galley - on his island in the center of Freeport grids. The Ramming Galley features rowers, 20 cannons, and a ram that deals bonus damage when ramming other ships. Rowers, a new feature currently unique to the Ramming Galley, give a burst of speed to intercept and ram other ships. Using rowers requires use of the ship's Rowing Stamina. Once Rowing Stamina is depleted, rowing will cease and the stamina will regenerate over time. As the first ship using our new ship system, the Ramming Galley will function a bit differently from previous ships. In addition to HP numbers changing, holes will appear in parts of the ship as they become damaged. As the damage worsens, the holes will grow, giving pirates a better visual indicator to determine how damaged each part of their ship is! Be sure to keep your ship repaired since rowers and weapons will only function if the part of the ship they're on has sufficient health. Repairing the Ramming Galley will require the use of a new item: the Patch Kit. No longer will you need to haul planks and raw resources to ensure your ship stays in pristine condition! Since the Ramming Galley already comes equipped with a large arsenal of weapons, players will not be able to build additional weapons on it. Workstations and furniture can be constructed freely, and existing stairs, doors, and sails can be switched out with player-made variants. Although walls and other structures cannot currently be constructed on ships, we would like to iterate on this in the future to allow pirates to customize their ships with a variety of rooms below deck. We hope you enjoy the new Ramming Galley and Holiday festivities! We are still hard at work continuing to fine-tune the Markets and Trade system, among other optimization and performance improvements. It’s a long-term process, and we want you to know that even if certain changes are not seen right away - we are taking the steps to move these things along. Thanks again for all of your support and feedback! Released Patch Notes V515.7 New Ship: Ramming Galley Cost: 22,000 Gold Weapons: 18 Standard Cannons, 2 forward-facing Large Cannons Special Features: Rowers, Ram Max Level: 60 Sail Points: 4.0 Repair Resource: Patch Kit New Item: Patch Kit The Patch Kit is a new item used for repairing the Ramming Galley. It can be crafted in the Smithy after learning the Shipwright skill in the Seamanship tree. To use, approach a damaged part of the Ramming Galley and use the Repair Hammer. Once the repair is complete, the Patch Kit will be consumed and the repaired component will have 1,000 health restored. Healing: 1,000 Crafting Resources: 100 Fiber, 120 Thatch, 200 Wood New Workstation: Kiln The Kiln is a new workstation used for rapidly creating coal out of wood. Add wood to the Kiln inventory and activate it, and it will burn one into coal every second. Kiln crafting is learned in the Secrets of Building skill in the Construction tree, and can be done at the Smithy. Crafting Resources: 500 Stone, 200 Flint, 25 Metal Winter Event Two new hat skins are available for purchase from the Freeport's cosmetic vendor for a limited time Santa Hat: 200 Gold Top Hat: 200 Gold Seven new items available for crafting at the Smithy for a limited time Christmas Tree: Produces a random gift every 24 hours! Crafting Resources: 250 Wood, 200 Fiber, 250 Thatch Festive Lights: A decoration that can be hung on walls Crafting Resources: 20 Wood, 10 Thatch, 1 Metal Holiday Gift: A festive variant of the Small Storage Box Crafting Resources: 44 Wood, 40 Thatch, 15 Hide Sleigh: A festive variant of the Wooden Chair Crafting Resources: 100 Wood, 100 Thatch, 50 Fiber Snowman: A new friend that can be placed on ships or floors Crafting Resources: 2 Wood, 12 Coal, 1 Carrot, 50 Fiber, 30 Ice Stocking: A decoration that can be hung on walls. Produces one Coal every five minutes Crafting Resources: 40 Fiber, 30 Hide Wreath: A decoration that can be hung on walls Crafting Resources: 20 Fiber, 10 Wood, 20 Thatch Armored Docks Bug Fix: Gold upkeep status now only shown for the owning company Bug Fix: Upkeep timer now correctly updated on the UI Bug Fix: Ships in Armored Docks no longer stay protected after the owner of the Armored Dock or the ship changes Market Market Logs now have paging, allowing all logs to be displayed for each Market Bug Fix: Suspend and Unsuspend Market are now working correctly Known Issues The Ramming Galley's Railing Gunports and Castles can be damaged, but don't update their meshes to reflect this damage (their HP updates accordingly and they can be repaired) The Ramming Galley's forward-facing Large Cannons are in the Right Station Group by default HP for undamageable parts of the Ramming Galley can be viewed and will always display as 100/100 Cannons on top of the Ramming Galley's Front Castle clip through the castle when aiming left and right (this doesn't prevent them from firing) Sail Rigging does not preview correctly when placing sails on the Ramming Galley Many map tiles are black when viewing the map through the Atlas or when spawning Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  8. @jmurph First of all thanks for the feedback.. My 2 cents.. 1. You can't ban alts. It's both impossible and unrealistic. I own 2 xboxs, one for me, one for my kids. I purchased 2 copies of the game. Launching an investigation into whether I'm using the 2nd account, or my son, is impractical at the scale this game is supposed to be designed for. 2. Caps per ANIMAL TYPE is a possible solution, and i dont mean dropping it from 300 to 150. I mean more like 6 per type, maybe less. 3. Increased food consumption per animal needs to be implemented. Bears living permanently on like 5 berries a day is ridiculous. My lions get by on a couple of steaks a day, IRL these animals require ridiculous quantities of food to live. 4. Unfortunately i don't believe a cooldown will stop breed factories. It needs to be both random and the more tames of the same type in the area the less chance of a female going into heat. That would offer a better incentive to players with limited playing time. 5. When this game goes live aging needs to be slowed significantly. Now its 80 years a month? More like 80 years every 3-6+ months is appropriate if the wipes stop. If age were applied to animals then it should be based on average real life animal life span. 6. Regarding inbreeding it should simply increase the miscarriage chance generation by generation. Also, take mutations out of the game. Its Atlas, not Ark. The stats per animal could be standardized or at least have tighter FIXED ranges. These changes would encourage players to stop spending all their game time watching animals bang and get them out on the oceans, exploring with a trusty sidekick and a small farm at their base. I say again its Atlas, not Ark. If you want to primarily breed then playes should be directed towards Ark & Ark 2 The devs have stated in Q & A the game needs more cohesion. Implementing some or all of these proposals would be a step towards that end. Feedback?
  9. I just read the upcoming "Patch Preview" notes and wanted to comment on the following notes: "Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold " I believe there is a current balance flaw in the early game where Pathfinders do not have easy access to earning their first bits of gold. And I think this patch note will only make it worse. Right now, there's only two ways (that I know of) that a new player can get their first gold on a Freeport island without having to leave the grid. Those two ways are digging with a shovel for gold, or fishing with a fishing rod for fish. Both activities require a lot of other actions to take place. First you to need to level up to be able to craft a smithy and a fishing rod plus chair or shovel. Then you need to place the smithy, but you cannot place structures on freeports, so you have to collect resources to give to the harbormaster to buy a ship to be able to even place the smithy in the first place. Most people will opt for the ramshackle sloop, and right from the beginning you are wanting 10g to even begin to properly man your sloop not including gold for keeping your crew. If you chose the shovel route, you will break your shovel multiple times trying to scrap together enough gold to hire a crew. If you chose the fishing route, after you have placed your chair on your ship because you cannot place it anywhere else to fish on freeports, you then will need to find bait to put on the fishing rod. In which case, you will have to hope you were smart enough to land on a freeport with sugars, or have to go and craft a shovel anyways, just to dig up some worms to go fish with. And during this whole time while you are trying to get 10g to hire a crew, your ship is decaying in the harbor. Of course you could always sail your sloop without a crew outside the freeport to grab some flotsam and then come back and buy your crew, and I suspect most veteran players do this. But I want to highlight the point that the current game flow to earning your first gold is not intuitive, and most definitely not new player friendly. Removing gold from digging and fishing only makes it worse in my opinion. I ask that you reconsider removing gold from these activities, or better yet, come up with a better and more logical flow for new players to start making money in their first hours of play. Finally, I am concerned about the last sentence in the patch preview note, "The trade system will become the way to earn gold." With the development team increasing the importance of gold to gameplay (which I very much support), I wonder how players who do not wish to, or cannot participate in the trade system are supposed to earn gold? I completely understand if you're looking for ways to prevent gold farming, however, there still needs to exist multiple alternative avenues to getting some gold when you have no one to trade with, or all trade routes are blocked.
  10. 12/8 8:45 PM PST EDIT: We are looking into the issue where beds that were placed on land before the patch are now out of claim. Thanks for your reports and patience! ------------------------------------------------------------------------------- Ahoy Pathfinders! The holiday season is here! In the spirit of the Holidays, we set sail for a little trip up to the North Pole to bring back some Holiday loot and festivities to ATLAS! Sail the Seas in a fancy new Santa Hat or Top Hat, and craft festive decorations! Safely have a “Company” Holiday Party here on ATLAS! Ramming Ship Looking for the perfect gift? How about the new Ramming Ship? That’s right, the Ship Salesman is now officially open for business! He can be found selling our latest ship - the Ramming Galley - on his island in the center of Freeport grids. The Ramming Galley features rowers, 20 cannons, and a ram that deals bonus damage when ramming other ships. Rowers, a new feature currently unique to the Ramming Galley, give a burst of speed to intercept and ram other ships. Using rowers requires use of the ship's Rowing Stamina. Once Rowing Stamina is depleted, rowing will cease and the stamina will regenerate over time. As the first ship using our new ship system, the Ramming Galley will function a bit differently from previous ships. In addition to HP numbers changing, holes will appear in parts of the ship as they become damaged. As the damage worsens, the holes will grow, giving pirates a better visual indicator to determine how damaged each part of their ship is! Be sure to keep your ship repaired since rowers and weapons will only function if the part of the ship they're on has sufficient health. Repairing the Ramming Galley will require the use of a new item: the Patch Kit. No longer will you need to haul planks and raw resources to ensure your ship stays in pristine condition! Since the Ramming Galley already comes equipped with a large arsenal of weapons, players will not be able to build additional weapons on it. Workstations and furniture can be constructed freely, and existing stairs, doors, and sails can be switched out with player-made variants. Although walls and other structures cannot currently be constructed on ships, we would like to iterate on this in the future to allow pirates to customize their ships with a variety of rooms below deck. We hope you enjoy the new Ramming Galley and Holiday festivities! We are still hard at work continuing to fine-tune the Markets and Trade system, among other optimization and performance improvements. It’s a long-term process, and we want you to know that even if certain changes are not seen right away - we are taking the steps to move these things along. Thanks again for all of your support and feedback! Released Patch Notes V515.7 New Ship: Ramming Galley Cost: 22,000 Gold Weapons: 18 Standard Cannons, 2 forward-facing Large Cannons Special Features: Rowers, Ram Max Level: 60 Sail Points: 4.0 Repair Resource: Patch Kit New Item: Patch Kit The Patch Kit is a new item used for repairing the Ramming Galley. It can be crafted in the Smithy after learning the Shipwright skill in the Seamanship tree. To use, approach a damaged part of the Ramming Galley and use the Repair Hammer. Once the repair is complete, the Patch Kit will be consumed and the repaired component will have 1,000 health restored. Healing: 1,000 Crafting Resources: 100 Fiber, 120 Thatch, 200 Wood New Workstation: Kiln The Kiln is a new workstation used for rapidly creating coal out of wood. Add wood to the Kiln inventory and activate it, and it will burn one into coal every second. Kiln crafting is learned in the Secrets of Building skill in the Construction tree, and can be done at the Smithy. Crafting Resources: 500 Stone, 200 Flint, 25 Metal Winter Event Two new hat skins are available for purchase from the Freeport's cosmetic vendor for a limited time Santa Hat: 200 Gold Top Hat: 200 Gold Seven new items available for crafting at the Smithy for a limited time Christmas Tree: Produces a random gift every 24 hours! Crafting Resources: 250 Wood, 200 Fiber, 250 Thatch Festive Lights: A decoration that can be hung on walls Crafting Resources: 20 Wood, 10 Thatch, 1 Metal Holiday Gift: A festive variant of the Small Storage Box Crafting Resources: 44 Wood, 40 Thatch, 15 Hide Sleigh: A festive variant of the Wooden Chair Crafting Resources: 100 Wood, 100 Thatch, 50 Fiber Snowman: A new friend that can be placed on ships or floors Crafting Resources: 2 Wood, 12 Coal, 1 Carrot, 50 Fiber, 30 Ice Stocking: A decoration that can be hung on walls. Produces one Coal every five minutes Crafting Resources: 40 Fiber, 30 Hide Wreath: A decoration that can be hung on walls Crafting Resources: 20 Fiber, 10 Wood, 20 Thatch Armored Docks Bug Fix: Gold upkeep status now only shown for the owning company Bug Fix: Upkeep timer now correctly updated on the UI Bug Fix: Ships in Armored Docks no longer stay protected after the owner of the Armored Dock or the ship changes Market Market Logs now have paging, allowing all logs to be displayed for each Market Bug Fix: Suspend and Unsuspend Market are now working correctly Known Issues The Ramming Galley's Railing Gunports and Castles can be damaged, but don't update their meshes to reflect this damage (their HP updates accordingly and they can be repaired) The Ramming Galley's forward-facing Large Cannons are in the Right Station Group by default HP for undamageable parts of the Ramming Galley can be viewed and will always display as 100/100 Cannons on top of the Ramming Galley's Front Castle clip through the castle when aiming left and right (this doesn't prevent them from firing) Sail Rigging does not preview correctly when placing sails on the Ramming Galley Many map tiles are black when viewing the map through the Atlas or when spawning Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  11. Sorry about what happened and I can definitely feel how frustrating it brought. But there is nothing you can do by the time being in case that happened already. They are mostly newbies who don't know how to play, maybe you can setup preventive measures as suggested in other replies. However I won't support active measures like moving ships out of the shipyard as it is vulnerable to exploit. Just imagine a griefer place a shipyard outside your ship then click remove ship. setting a rather short decay time to ships not require gold to construct or apply enermy foundation checking to anchoring instead should be more viable
  12. Devs, (please at least read ideas 1 & 5 at least) Just a few humble ideas I believe most people would appreciate. Perhaps even draw more players to the game. If anyone reading likes any or all of these ideas, reply to show support/interest, or use the number to reference and build on the idea. Please keep it positive. Devs don't need swearing, saracasm, or hostility, nor do I. This is in beta. We all have opinions. This is simply a few of mine. 1. More ships, More Ships, More ships! More choice! Frigate, Catamaran, Clipper, Cutter, Barge, Ironclad, Man O war, etc.. Hell maybe even a Viking vessel that has increased durability if the sides are covered with shields. Trade/market, etc. All interesting (long-term). But if you want to KEEP + encourage players to join. Focusing on your core product. That is.. SAILING & SHIPS! 2. Poll your community to identify + Fix the most "common/frequent" bugs. Sure, lag/performance are always cried about but often that can also be on use side. I'm taking about inherit graphic items...examples.. Ships constantly submerging under the water. Animals "drifting" off the ship. Ship ladder bug where you repeatedly try to climb, and you always pass through the ladder (unless you jump up and grab on). etc. Ask the users so you can focus on the most annoying. Many have been around since the beginning. They need to be tabled before some of the long-term items if you want players to enjoy the experience. 3. Stop adding "administration" / grind to play. Armored shipyards for example. Why do they have upkeep cost? You are removing grind out of farming (with farms), and now replacing it with grind to get gold to pay for shipyards. Sure you can use markets (eventually - still in development). Until trade is farther along ...I think make them free. Armored shipyards are a single graphic object that likely helps reduces every player spamming harbors with shipyard covered in large stone walls . They are are good idea to reduce lag/graphic challenges. I just don't think there is a reason to make them cost money. (only for the ship "protected" feature which is I guess your version of "offline safety" perhaps). Just an opinion. 4. Decide to focus on MEGA COMPANIES, or smaller groups of players. Difficult to cater to both and keep player base. If focus is smaller groups. Limit company sizes to only a small number like 20, and limit number of alliances (actual number of alliances a company is listed in). Currently megatribes just make alliance with other mega tribes and pummel the solo/lawless. Which is why your new players are leaving. Another option perhaps - consider making 4-6 specific factions. Every company (large or small) must be a faction. A concept that worked for many years for Blizzard. Then as a solo player - you join a faction so not EVERYONE necessarily wants to kill you (even though they still could). That works still in promoting massive faction vs faction ship battles when people are called to arms impromptu to assist. 5. Possible new ideas for the use of natural resources. (be kind - just consider how this change, would make gameplay different). Today, to pimp out a ship... You use blueprints that require a certain number of each resource type (like 3x wood, 3x metal, etc.) For that reason there are about 6-8 of each resource in the world (like...light wood, strong wood, aged wood, wet wood, etc.). What if... the boat durability and weight are a calculation based on the types of materials you built it with (at least for metal/wood types). How would this work? Well...If I build planks using lightwood, tin, twigs, straw - it's light but less durable. Similarly, if I made a ship from strong wood, iron, it would be "heavy", and have more durability. Just assign to each resource a base weight & durability. Each object made (plank/deck/cannon/box, smithy, etc.) gets is own durability + weight set based on that calculated result. So...if I build "some" planks with heavy materials and build a few planks with lighter materials it gives the player the ability to make SECTIONS of the boat have higher durability (like back planks), and can use lighter mats to build lighter planks in other areas. Still... the overall ship weight (a calculation of all the objects its comprised of & carrying) impact the vessels TOP SPEED (factored still with wind of course). This modification gives players a reason to sail to an island if I want TIN or IRON for a specific purpose. This in turn gives a reason to fight for islands. This gives players the flexibility to make a super fast boat to go around the world quick or scout. Or they can make a super tank, tough as hell (but naturally slow). It creates a lot more variety and gives players more options to make ships that fit a specific purpose or their playstyle. 6. For now at least, consider increasing the default weight of sloop to 5000. Now paying for ships, many are opting to use sloops. All points go into weight to make it remotely useful. Just upping it to 5000 (half a schooner) would allow players to put points into resistance or damage instead making them have a fighting chance. 7. Since it's a sailing game, why not give a small experience buff if out at sea (during cyclones)? Now paying for ships, many are opting to use sloops. All points go into weight to make it remotely useful. Just upping it to 5000 (half a schooner) would allow players to put points into r Thanks for reading and considering. Sorry it's a bit lengthy. Wanted to make it clear.
  13. To the Devs Atlas it's not lacking a strong theme. The Pirate Theme was strong enough to make millions from movies and even to create a successful tv show. In addition to that pirates ever since Errol Flynn or Burt Lancaster been a success on the screen. So was Atlas when it got released as Early Access as far as I know and experienced it. And Atlas is not a Pirate Game. It flies the skull and cross bones here and there but it's far from piracy. Pirates seek a hide-out and claim islands, if at all, in silence. They don't place claim flags where ever they choose to dwell as those flags instantaneously would give away who and what you're dealing with. Storm Punk: Harnessing lightning - now that sounds interesting. You might have watched Stardust one too many times. And what else is there to get on the water? Trapping wind in paper bags to run a wind mill at your base or maybe empty them into your sails when there's no wind at all ? I think you're losing it here and Dungeons and Dragons' fantasy is way too present in tons of games already. You had the chance to make something different and now you blow it (with the wind from the bags to put them to some use). My ideas to the three main goals: Get players out on the ocean [...] OK, and that's why you now added gold to building a ship? Leave alone that you four month ago announced that you CAN buy ships now with gold in addition to still being able to craft them with your own blood, sweat and tears. Too bad this didn't work out. Make ship-to-ship combat fun [...] Now how can it be more fun and rewarding than it actually is, more loot/booty? But how? You must be totally out of your mind in case you think that players will load up their ships before they head into a battle, putting their 'wealth' at stake in a battle they don't know the outcome of? Or will there be rewards generated from thin air that screw up your trade system inflating inflation with high rewards of gold ? Increase player recuperation [...]This sounds very nice but again the stupid gold costs for ships make it a pain again. Players might still have whatever your new design will leave them on land but the gold still needs be accumulated to purchase a new ship. Trade System In conjunction with what you plan on the ship's sector the trade system makes less sense more and more. As of right now ships are being build from parts the players craft. Better ships require better blueprints which need up to six different types of one resource, you know how your system works (I hope). Now that's where trade comes in handy: You can offer your wetwood in exchange for ironwood or gold to buy ironwood in case anyone feels like offering it. But what is going to happen to trades like these when you buy ready-made ships? And according to your Q&A you want to move the game more to the sea. Does that mean that armor and weapons become less important and therefore resources to craft better ones maybe are not needed anymore? What about tames? They will disappear as well as you don't need to farm resources any longer? Claim System Even the old system was completely useless. No idea who thought that pirates who rather live in hiding would claim an island which gives away their position to everyone who just passes by. And if you insist on this stupid idea then why not use a blimp to hover over the island? It might even harness a lightning as a side effect. Ship Systems That's the most bogus thing so far. Leave alone that it entails rendering trades pointless it also is one of the most unbalanced ideas you ever came up with. I'm screwed when I hit the sea with my ramming vessel and someone engages me with cannons. How balanced is that ? Specialized ships my a... ! And then there is the costs for the ships! Me as a single player might have enough time at hand to accumulate the needed gold for a primitive Schooner (or whatever ship) but the company I just sailed into has four members and hence more chances and time to get the gold for a legendary schooner. Place your bets on the outcome! In the end this game boils down to a stupid gold grinding feast where the company having the most gold will rule
  14. Let me get this straight, you say that I DON'T have a clue yet you then go on to describe PvP as lacking PvE? Of course PvP still has Players verus Environment. Lions, tigers, bears, snakes etc all the fauna still exists theres just different rules regarding player engagement. This is possibly the dumbest thing said on this forum. Like ever. Like EVER, ever..ever Actually i suggested he consider joining an existing company. I would take it a step further and say that you intentionally reworded the statement in a futile attempt to "win" an argument. Furthermore anyone whos familiar with my posts knows i have knowledge regarding the game on both PvP AND PvE. Anybody whos familiar with your posts knows that A. Your a troll B. You claim to have uninstalled this game long ago THAT was my response when I realized OP was definitely referring to PvP. I even put a *disclaimer* in the first post that my "tips" may not work or require adjusting for PvP. I played PvP for about 90% of the 4th season half the time in a company and half solo. I didn't enjoy playing as a solo-pvp-settler because of all the additional defensive structures I'd have to build and maintain to have a CHANCE of defending against being offline raided. Also this was BEFORE the schooner cost 5k. Therefore i took a break the last few weeks, played something else, and came back this season on PvE to check out the new mechanics. Regarding the rest of your nonsensical, blathering drivel and intentionally twisted qoutes I'll just do what i normally do w your nonsense, ill ignore it. Eeeceee you ARE the reason for the advice not to play checkers w a pigeon... It goes like this... Person 1 "Ya know why you should NEVER play checkers w a pigeon?" Person 2 "Why?" Person 1 "Because no matter what move you make, the pigeon will just step on the board, shit all over it and then strut around like it won" Buh bye E To OP, @Ali_knight, i tried messaging a friend who owns a PvP island to see if he would accept a random solo settler or a recruit that I've never played with and he never got back to me. He asked me to join his company on PvP, i declined, so i dunno if he's grumpy w me, adverse to accepting randoms or just missed my message. Many companies (not all though) in PvP don't accept randoms, only recruits that a member is clearly willing to vouche for. I've never played w ya so i can't vouche for ya, sorry. I DO appreciate your thanks and i SYMPATHIZE with your complaints regarding startup costs. I have some posts in Announcements that states every player should begin the game w a free schooner, then possibly pay 5k if it needs to be replaced. If you agree w the idea or have something to add then bumping it, liking it and/ or quoting it may get the devs attention. If you don't like the idea thats ok also. Also one of the Devs most recent Q & A posts (in Announcements also) states that they relize the games current mechanics are driving away solos, small companies and casual players and that they're looking into solutions. Time will tell. Have a nice day everyone. Time for some turkey and playin Atlas now that I'm done playing checkers w EEECEEE.
  15. I'm playing solo PvE this season, this is how i went about things.. By lvl 5 i was able to leave the cold freeport on a ramshackle w 2 campfires to keep me warm and a bed. Found a lawless spot, removed the sail and steering wheel from the ramshackle and placed a smithy. I then immediately placed farmhouses and a warehouse THEN built a base and finally a shipyard, loom, tannery etc. Built a sloop w a diving attachment, gathered gold, acquired crew and proceeded to put 20+ levels into weight. Around level 15 i was able to convert it to a whaling sloop. If the wind died i parked someplace safe since it still bottoms out at ~5 knots in bad wind conditions. I'm VERY experienced whaling and also didn't experience any tragic events so things worked out fine. This isn't the only path, its probably not the most efficient path but it worked and i had fun. I'm now mapping and sitting around 20k w a schooner. Also a reminder or *disclaimer*... This was on PvE. PvP would require a more complex approach or a team effort probably Last thing I'm not advocating for or against ship costs, just trying to provide some tips Good luck
  16. A friend and I put about 16 hours of play in the game between Friday and Saturday, trying to gather up the gold for a Galleon. Friday night, after a long night of sailing I died and had to respawn back at my base about an hour and a half away from my schooner because the bed on the schooner decided to randomly stop working. This has happened a few times and caused me to lose a few ships over the course of the game, but it wasn't TOO BIG of a deal when the schooner didn't require gold to build. Saturday night, my friend and I sailed all the way back out to where the schooner was (since we couldn't just simply fast travel to it) just to find that it's location on the map was incorrect. About an hour later we managed to track it down and reclaim it. We picked up where we left off the night before, collecting treasure from multiple maps and over the course of a few hours, racked up about 30K. On the long way home, we crossed a server and got kicked from the game. In a split second, we lost the 5K schooner and the 30K gold on board. We spent an hour or so travelling back to the ships last know location, but we could not find it. All that time, effort, resources, and gold is just wasted, in a split second, through no fault of our own. I understand that the game is early access, BUT WHY ARE YOU ADDING PAY WALLS TO BUILD THE SHIPS WHEN SIMPLE THINGS LIKE BEDS, RESPAWNS, MAPS, AND TRAVELLING FROM ONE SERVER TO THE NEXT DO NOT WORK CORRECTLY. Devs, fix the base game FIRST, BEFORE you add a bunch of crazy stipulations to ship building. Who am I paying this gold to anyways??? I am the one gathering the resources, I am the one that built the shipyard, I am the one that's crafting the decks and planks, and I am the one that's putting it all together... SO WHY AM I PAYING GOLD FOR THAT!?!?!? I'm not going to keep playing a game that's in an unplayable state.
  17. PVE - I and many others feel the price for ships is to steep. While adding so many more things that cost gold to craft and maintain... we are not able to generate enough gold to compensate for the rise in items require gold, taking away from in game enemies, and the limited ways (to include competition for the ways) to acquire the gold are taking away from being able to make sufficient ships to sail out and survive in this game and get to a point to enjoy. No one prosperers from taking the gold they earned for the ships. It ends up going right back to the game. It takes entirely way to long to build up sufficient tames for valuable enough maps with out the ships adequate enough to transport them as well. I and again many others would feel a reduction in cost for all ships would be a start to helping the community.
  18. With all the changes to ship cost and more specifically the drastic gold inflation. Maps are more important than ever, until trading is fixed and finalized. With that being said, why in the hell are defenses aloud to attack me while in peace mode? I have a few issues with this. First, I understand you want to defend your self and possibly stop people from settling on your island. we can all agree this makes sense, but why would you want to go so over board no one can even do maps on your island and you have a tax! You understand you get a portion of this? if your island is in peace phase that should mean everyone is un-killable. Why can defenses shoot me and yet I can not retaliate? please changes this so we can do maps wherever we want during piece phase, so we can attempt to stack this unfathomable amount of gold you require us. SIDE BARR- Puckles and swivels are fucking broken..the crew is untargetable
  19. They go to a freeport or a player market place and presses E. they can then accept a shipment from the market that will take them from point A to point B or to include the checkpoints you can require they pass by the control points. A inventory item is added to the player. they take it to their ship and add it to the crate holder on the ship. this box is not accessible by anyone. if the shipment fails due to a player logging off or gets sunk or whatever results in the box being lost. the transaction is simply cancelled. and goes back to the virtual cue. to be delivered anyway. upon successful delivery, a small amount of exp and a nice sum of gold is rewarded depending on how many grids had to be crossed to do the task. the ship delivering the goods should contain an icon or have a different color name to indicate to others that a shipment is taking place. This way pvp can have fun too! you can get the gold that would have been rewarded if you sink the shipment. Or they can continue the shipment for the full payment....
  20. Well, if you have 40 Sloops standing around (anchor limit) it is much less structures as the 25 Schooners, 10 Brigs and 5 Gallys... Also Sloop number 41 will help a lot to reduce the number of Sloop spam... Also as we see now, every Sloop is a target for a Schooner now... BTW if the Trade system would finally work as intended, there are no more cargo ships needed... Back to what I said, with the new limit on ships (as in Gold cost) people have to think if and for what they need a ship. Hell with the Farmhouses we could have spammed 40 Brigs on day two and our settlers as well from the same farmhouses... Loosing such a cheap ship would set you back by the time it takes to take the resources from the bank into the shipyard... The problem I still see is that ships are still as unsafe as ever from getting harbor run or lawless offlined, because of useless defenses that require multi thousand structure to maybe work... And I think that is the mismatch we have with the gold cost for ships now... not that you have a problem with working on getting the gold for a schooner now... but that you know that thing might already be sunk when you come back online... so is it worth your time farming for it in the first place, when it might be 5k gold a day just to ride a Schooner when you are online... I guess Freeporting still works...
  21. Newbie? Sailing around and lagging out to see hundreds of unused boats everywhere consumes server resources...ever lag out pulling up to an island...maybe if some of the structures and boats placed require people to actually think and plan instead of spamming them all over then it would not be such a headache. The gold for boats is just one way the devs are going g to try and limit these...just not the approach I think will work well and will drive people away. And for your other comments, well, you are whats wrong with the world. Criticize suggestions and open discussion but offers nothing...maybe once you get an iq and grow up a bit, you'll be able to add some value instead of being a cancer. PS...been in a company lol...clearly you've never been employed or if you have, low end jobs where your opinion is meaningless.
  22. TBH just combine the warehouse and farmhouse into 1 building. It collects all resources available on that island. Adjust collection rate so its not mega OP. Otherwise you will just have the same spam everywhere. People will still achieve the same results but wont require having 10 farmhouses going in different resources hot spots. It will mean less island clutter and more equality as each company will be able to utilize it. Instead of 1 or 2 companies that have covered the island blocking everyone else placing them. Make it one per company per island like the Silo. Job Done.
  23. Everything will work on the new consoles, as long as they don't require Kinect.
  24. First of all Thanks for taking up the burden of fixing this game. Many of us are aware of the hurdles you're facing. But just as many are not. Please don't take all the non-constructive criticisms as a personal slight, most of us appreciate the work you've done. Some (hopefully) constructive feedback Sea Forts Tower The biggest remark I have on the fort model is the fact that it looks like a structure that would topple over easily. Perhaps remove the lower section, or make it wider, so it doesn't look like it would topple over in a storm Floor level I would also recommend adding a wall around the whole structure, that way the floor will look more in-place on the rock. Trade system I love the idea of a trading system, but please make the world map a bit more sensible again. Surely it's possible to balance a world with somewhat realistic biomes (hot at equator, cold at poles)? Ships & gold Please don't make shipyard ships cost gold unless gold can realistically be gotten by smaller companies. Make shipyards require a paid crew in order to build the bigger ship frames. While this doesn't do anything mechanically, the gold cost would make more sense and the world would feel a bit more alive. Wipes I'm glad you decided that wipes aren't a major issue during an early-access phase. This is what testing is for after all. People seem to forget that the game isn't released yet. Again, big thanks to all staff working on Atlas, not just the devs. The transparant communication is appreciated!
  25. If pigs had diarrhea then they would have to balance farming to the point that pigs would be required to farm. Just like until harvesting needs a bear. Unlike Ark they are moving away from tames being required with things such as the warehouse/windmill. So if they are to improve farming I would expect them to do it in a way that does not require the only feasible way to do it is a pig with a loose gut. Then tames became vestigial and the only reason to tame will be to tame.
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