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  1. Hello dear Atlas community, I haven't been playing ATLAS for a while. Today I was motivated to log in again and I wanted to build a new ship to explore new islands. Suddenly I noticed the ships require a shit ton of gold to be crafted. 50k for a galleon like WTF... I am not even sure my ship could transport such an amount without sinking... How do I get that much gold? Are there any settings I could change to reduce the amount? I am stranded on an island without sticky resoures and crystal, so I really need to be able to travel again. I thought thats the purpose of the game. I need your help!! Kind regards
  2. This is a long shot but if anyone knows anyone - or feels up to the task themselves - to create a custom Atlas map grid, please speak up. 5x5 (or 7x7) grid mimicking the vanilla SP experience with the island composition balanced for exploration & diverse PvE gameplay with all the quests from the actual game. I'm looking for a person who understands the game inside-out and understands what it takes to make an engaging PvE experience for a community. The time-frame for the project is 6-12 months so it won't require full-time attention. I am not looking for free help of course and willing to pay for the work. Therefore I'd appreciate if I could work with someone who has experience with this kind of a thing.
  3. Gold cost on ships is ruining the fun. The fights have been trash all season since nobody wants to lose 18k-to now 100k. I am in a company and yes we can afford it but realize there are many that can’t. We sail for a fleet fight and then everyone just dips out and runs away. We end up chasing for a few hours and all go home. This is getting incredibly boring and while I liked the idea of a cost on ships it is actually taking away the fun more than anything else. i do love the cost aspect but for the health of the game it needs to be changed. My suggestion is put a operational cost to shipyards themselves. For example small shipyard-500g a day, large shipyards 1000g a day. And tier it up by shipyard quality. this would solve the issue of shipyard spam as well as getting players on the ocean including small companies which shouldn’t be deterred from ship content. land ownership does cater to the bigger companies and it should since we tend to have more boats and require more space. A small company easily attaining land would just lose it anyways.
  4. Ahoy Pathfinders! We hope you all have had a wonderful start to the New Year so far! ATLAS’ first patch of the year is now here and we thank you for your patience! Since we have renewed the ATLAS journey last Summer, there have been many changes and we are continuing to further develop the features and mechanics that are starting to take shape. Farmhouses, Warehouses, Markets, and the Trading system will continue to be tweaked and refined. We have plenty in store for the specialized ships within the Ships for Gold system as players will be able to customize these ships as more are released and the system becomes more sophisticated. We are still testing a new claim system and Tradewinds are still on our agenda. We also have a few new things on the horizon for ATLAS. Not to mention, we are continuing to work on optimization and server improvements in the background! We hope you stick with us, it’s gonna be an exciting ride! New this Patch Tameable Dolphins Tired of travelling by ship? Dolphin riding is now an alternate form of water traversal! Dolphins are the first underwater creature that can be tamed and bred by unlocking the new Underwater Taming skill in the Beastmastery tree. They can be tamed passively by feeding them meat, in particular, the new Squid Tentacle which can be obtained by defeating Squids. As part of an overall initiative to revamp and bring new purpose to tames, Dolphins are the first of a slate of new underwater tames that will have specialized functions. Afterall, as a pirate game, we would expect there to be more interactions with creatures at sea. Pathfinders can expect small changes to tames and breeding to slowly roll out in tow with some patches. We hope to elevate the taming system in ATLAS to be more viable and fun as other mechanics may change how some tames were used before. Seed Vendor and Coffee Business is booming, and a new vendor has set up shop at the Freeports! Working on your farm and looking for a particular crop? The Seed Vendor is your one stop shop! Most seeds can be purchased at a rate of 10 gold for 5 seeds. With new business, also comes a new crop! Coffee Seeds can be purchased from the Sea Vendor at 20 gold for 5 seeds. Fight away sleep in real life and in game! Coffee Beans can be brewed to create Coffee! Drinking coffee will give pirates the new buff, Caffeinated, which reduces incoming torpor damage. Embrace the power of coffee! Do we smell a Starfishbucks empire coming up? Farmhouse Variants Last patch we introduced the Lumberyard, the first of the new Farmhouse variants as we continue to refine the Farmhouse system. These variants are specialized Farmhouses that will gather certain resources at a faster rate. We are now introducing the Mine - a farm that will only gather Metals and Gems, and the Quarry - a farm that will only gather Stone, Crystal, Salt and Flint. They both share the same placement restrictions as other Farmhouses, but require different resources to craft as detailed in the Patch Notes. All Farmhouses are undergoing changes in preparation for adding Blueprints. Gather rates have temporarily been normalized at a lower rate across all types. Quality Blueprints with stats will increase this in a future patch. Other changes made to Farmhouses include base inventory size and base inventory slots increase. Based on feedback, decay time of Farmhouses has been changed to 10 days. Balancing and Tweaks Through our observations, conversations, and feedback from players, Patch 520.12 also includes some balance changes and tweaks that should help to mitigate some of the issues we were seeing. Bolas are a versatile tool that can be used on creatures and players. While great to use for taming and fun to use on others, there was little that could be done to counter the mechanic when a player is caught. We have reduced the duration of Bola entrapment from 5.5 to 2.5 seconds and after recovering from entrapments, players cannot be entrapped by a Bola for 10 seconds. Another change we’ve made is that players can no longer stand while entrapped by a Bola. Explosive Barrels have been a hot topic and we are continuing to work out a good balance for them to fit within the mechanics of the game. Cannons, Large Cannons, Swivel Guns, and Ballistas are now immune to AOE damage from Explosive Barrels. Damage from Explosive barrels to players and creatures has also been reduced. We are also continuing to make changes to the Ramming Galley and both Ship systems as we prepare to rollout the rest of the upcoming Ships for Gold. The Ramming Galley has received a few quality of life upgrades - an increase in number of additional structures that can be placed, and an increase in turn speed with rowers active. An adjustment to the leak rate when damaged has been made as well. In general, we have also added the option to purchase ship levels 56-60. Ship Gold cost will also now scale with Ship Quality and we will continue to take a look at the prices and adjust accordingly to balance with future changes and mechanics to both ship systems. Please see the full changelog below for more details and additional changes related to combat, horse rear kick attack, rabbits, and more! Released Patch Notes v520.12 New Structure: Mine The Mine is a farm that only gathers Metal and Gems. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Structure: Quarry The Quarry is a farm that only gathers Stone, Crystal, Salt, and Flint. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Shop: Seed Vendor A new vendor has arrived! The Seed Vendor can be found in Freeports and provides all the seeds required for your farming needs. Coffee Seeds: 20 Gold for 5 Seeds All other Seeds: 10 Gold for 5 Seeds New Drink: Coffee Coffee can be brewed at either the Cooking Pot or Grill after learning the Intermediate Recipes skill in the Cooking & Farming tree. After drinking, pirates are given a new buff, Caffeinated, which reduces incoming torpor damage. Incoming torpor damage reduced by 15% Buff lasts for 10 minutes Ingredients: 1 Water, 30 Coffee Beans New Vegetable: Coffee Bean Since Coffee Beans are not native to the Atlas, they can only be grown from seeds. Pirates who prefer adventuring over sleep will always want to keep Coffee Beans on hand! New Seed: Coffee Seed Coffee Seeds can only be purchased from the Seed Vendor. They are required for growing Coffee Beans. Can be planted in Tropical, Temperate, and Equatorial environments New Tame: Dolphin Dolphins can be tamed passively by hand feeding them meat. In particular, they enjoy fresh Squid Tentacles, Fish Meat, and Crustacean Meat. By grabbing hold of their dorsal fin, pathfinders can ride them as they speed and jump through the ocean. Favorite Food: Squid Tentacles Taming Style: Passive Saddle: None Primary Attack: Bite Secondary Ability: Jump Gives nearby pathfinders the Dolphin Intellect buff Increases intelligence stat for 10 minutes New Meat: Squid Tentacle Squid Tentacles are a new type of meat that can be obtained by defeating Squids. They can be eaten raw and don't spoil. Instead, they dry out over time and remain safe to eat! Dried Squid Tentacles will soon have a special use, so you may want to start collecting them now! Bola Players can no longer stand while entrapped by a Bola Duration of player Bola entrapment reduced from 5.5 to 2.5 seconds After recovering from entrapment, players cannot be entrapped by a Bola for 10 seconds Combat Headshot multiplier reduced from 2x to 1.5x Bug Fix: Critical Strike can no longer be used with weapons other than the Sword Explosive Barrels Cannons, Large Cannons, Swivels Guns, and Ballistas are now immune to AOE damage from Explosive Barrels NOTE: These weapons can still be damaged by a direct hit from an Explosive Barrel fired from a Catapult Explosive Barrel damage to players and creatures greatly reduced Deals 120 damage to pathfinders Deals 135 damage to creatures Farmhouse Variants All farmhouse variants are undergoing iteration in preparation for adding Blueprints Stats changed and inventories wiped at restart You can cheat spawn high quality variants with better stats (bigger inventory and faster gathering) Base Inventory Size has been increased from 8k to 10k Base Inventory Slots have been increased Decay time changed to 10 days Gather Rates have temporarily been normalized at a lower rate across all types Quality Blueprints with stats will increase this in a future patch. Ramming Galley Increased number of additional structures that can be placed on the ship from 8 to 40 While turning, only one side of rowers will row, increasing the Ramming Galley's turn speed when rowers are active The leak rate of damaged ship components now increases as the component's health decreases Leaking begins at 25% health and the leak rate increases until the component reaches 0 health The maximum leak rate has not changed Bug Fix: Fixed an issue where the prompt for opening the command wheel would appear on parts of the ship after they had already been demolished Ships Added the option to purchase ship levels 56-60 at a rate of 75 Gold per 1,000 XP Levels can be purchased when viewing the ship's stat menu NOTE: Ships can still reach max level by earning XP normally Ship Gold cost now scales with ship quality Minimum price is used for ships constructed at 100% durability Shipyards and maximum price is used for ships constructed at 225% durability Shipyards Price Ranges Schooner: 5,000 to 10,000 Gold Brigantine: 18,000 to 36,000 Gold Galleon: 50,000 to 100,000 Gold Tames Torpor damage from Horse's rear kick attack reduced by 40% Rabbits can now equip hats Bears and Rabbits now only receive 10% of the stat bonus from equipped hats Misc Increased Grill ship structure weight from 1 kg to 12 kg Wood Doors, Wood Pillars, Wood Staircases, Wood Fence Supports, and Wood Ladders can now be crafted at the Smithy Winter Event items are no longer craftable at the Smithy or purchasable from the Cosmetic Vendor Fixed some cases where Trade Routes get reset or modified Bug Fix: Fence Supports can no longer be placed without a connection to the ground NOTE: Any floating Fence Supports placed prior to the patch will be destroyed Some Crashes Fixed Known Issues Levels 46-50 can be purchased on ships with a level cap of 50 Trade Route Range was increased between patches to include nearby servers. These farther routes are getting reset on server restarts and may be having other issues. Riding a Dolphin at or near the surface will occasionally cause it to die Tamed Dolphins may no longer be able to jump after crossing grids Farm Variants have floating fires near them 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
  5. Ahoy Pathfinders! We hope you all have had a wonderful start to the New Year so far! ATLAS’ first patch of the year is now here and we thank you for your patience! Since we have renewed the ATLAS journey last Summer, there have been many changes and we are continuing to further develop the features and mechanics that are starting to take shape. Farmhouses, Warehouses, Markets, and the Trading system will continue to be tweaked and refined. We have plenty in store for the specialized ships within the Ships for Gold system as players will be able to customize these ships as more are released and the system becomes more sophisticated. We are still testing a new claim system and Tradewinds are still on our agenda. We also have a few new things on the horizon for ATLAS. Not to mention, we are continuing to work on optimization and server improvements in the background! We hope you stick with us, it’s gonna be an exciting ride! New this Patch Tameable Dolphins Tired of travelling by ship? Dolphin riding is now an alternate form of water traversal! Dolphins are the first underwater creature that can be tamed and bred by unlocking the new Underwater Taming skill in the Beastmastery tree. They can be tamed passively by feeding them meat, in particular, the new Squid Tentacle which can be obtained by defeating Squids. As part of an overall initiative to revamp and bring new purpose to tames, Dolphins are the first of a slate of new underwater tames that will have specialized functions. Afterall, as a pirate game, we would expect there to be more interactions with creatures at sea. Pathfinders can expect small changes to tames and breeding to slowly roll out in tow with some patches. We hope to elevate the taming system in ATLAS to be more viable and fun as other mechanics may change how some tames were used before. Seed Vendor and Coffee Business is booming, and a new vendor has set up shop at the Freeports! Working on your farm and looking for a particular crop? The Seed Vendor is your one stop shop! Most seeds can be purchased at a rate of 10 gold for 5 seeds. With new business, also comes a new crop! Coffee Seeds can be purchased from the Sea Vendor at 20 gold for 5 seeds. Fight away sleep in real life and in game! Coffee Beans can be brewed to create Coffee! Drinking coffee will give pirates the new buff, Caffeinated, which reduces incoming torpor damage. Embrace the power of coffee! Do we smell a Starfishbucks empire coming up? Farmhouse Variants Last patch we introduced the Lumberyard, the first of the new Farmhouse variants as we continue to refine the Farmhouse system. These variants are specialized Farmhouses that will gather certain resources at a faster rate. We are now introducing the Mine - a farm that will only gather Metals and Gems, and the Quarry - a farm that will only gather Stone, Crystal, Salt and Flint. They both share the same placement restrictions as other Farmhouses, but require different resources to craft as detailed in the Patch Notes. All Farmhouses are undergoing changes in preparation for adding Blueprints. Gather rates have temporarily been normalized at a lower rate across all types. Quality Blueprints with stats will increase this in a future patch. Other changes made to Farmhouses include base inventory size and base inventory slots increase. Based on feedback, decay time of Farmhouses has been changed to 10 days. Balancing and Tweaks Through our observations, conversations, and feedback from players, Patch 520.12 also includes some balance changes and tweaks that should help to mitigate some of the issues we were seeing. Bolas are a versatile tool that can be used on creatures and players. While great to use for taming and fun to use on others, there was little that could be done to counter the mechanic when a player is caught. We have reduced the duration of Bola entrapment from 5.5 to 2.5 seconds and after recovering from entrapments, players cannot be entrapped by a Bola for 10 seconds. Another change we’ve made is that players can no longer stand while entrapped by a Bola. Explosive Barrels have been a hot topic and we are continuing to work out a good balance for them to fit within the mechanics of the game. Cannons, Large Cannons, Swivel Guns, and Ballistas are now immune to AOE damage from Explosive Barrels. Damage from Explosive barrels to players and creatures has also been reduced. We are also continuing to make changes to the Ramming Galley and both Ship systems as we prepare to rollout the rest of the upcoming Ships for Gold. The Ramming Galley has received a few quality of life upgrades - an increase in number of additional structures that can be placed, and an increase in turn speed with rowers active. An adjustment to the leak rate when damaged has been made as well. In general, we have also added the option to purchase ship levels 56-60. Ship Gold cost will also now scale with Ship Quality and we will continue to take a look at the prices and adjust accordingly to balance with future changes and mechanics to both ship systems. Please see the full changelog below for more details and additional changes related to combat, horse rear kick attack, rabbits, and more! Released Patch Notes v520.12 New Structure: Mine The Mine is a farm that only gathers Metal and Gems. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Structure: Quarry The Quarry is a farm that only gathers Stone, Crystal, Salt, and Flint. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Shop: Seed Vendor A new vendor has arrived! The Seed Vendor can be found in Freeports and provides all the seeds required for your farming needs. Coffee Seeds: 20 Gold for 5 Seeds All other Seeds: 10 Gold for 5 Seeds New Drink: Coffee Coffee can be brewed at either the Cooking Pot or Grill after learning the Intermediate Recipes skill in the Cooking & Farming tree. After drinking, pirates are given a new buff, Caffeinated, which reduces incoming torpor damage. Incoming torpor damage reduced by 15% Buff lasts for 10 minutes Ingredients: 1 Water, 30 Coffee Beans New Vegetable: Coffee Bean Since Coffee Beans are not native to the Atlas, they can only be grown from seeds. Pirates who prefer adventuring over sleep will always want to keep Coffee Beans on hand! New Seed: Coffee Seed Coffee Seeds can only be purchased from the Seed Vendor. They are required for growing Coffee Beans. Can be planted in Tropical, Temperate, and Equatorial environments New Tame: Dolphin Dolphins can be tamed passively by hand feeding them meat. In particular, they enjoy fresh Squid Tentacles, Fish Meat, and Crustacean Meat. By grabbing hold of their dorsal fin, pathfinders can ride them as they speed and jump through the ocean. Favorite Food: Squid Tentacles Taming Style: Passive Saddle: None Primary Attack: Bite Secondary Ability: Jump Gives nearby pathfinders the Dolphin Intellect buff Increases intelligence stat for 10 minutes New Meat: Squid Tentacle Squid Tentacles are a new type of meat that can be obtained by defeating Squids. They can be eaten raw and don't spoil. Instead, they dry out over time and remain safe to eat! Dried Squid Tentacles will soon have a special use, so you may want to start collecting them now! Bola Players can no longer stand while entrapped by a Bola Duration of player Bola entrapment reduced from 5.5 to 2.5 seconds After recovering from entrapment, players cannot be entrapped by a Bola for 10 seconds Combat Headshot multiplier reduced from 2x to 1.5x Bug Fix: Critical Strike can no longer be used with weapons other than the Sword Explosive Barrels Cannons, Large Cannons, Swivels Guns, and Ballistas are now immune to AOE damage from Explosive Barrels NOTE: These weapons can still be damaged by a direct hit from an Explosive Barrel fired from a Catapult Explosive Barrel damage to players and creatures greatly reduced Deals 120 damage to pathfinders Deals 135 damage to creatures Farmhouse Variants All farmhouse variants are undergoing iteration in preparation for adding Blueprints Stats changed and inventories wiped at restart You can cheat spawn high quality variants with better stats (bigger inventory and faster gathering) Base Inventory Size has been increased from 8k to 10k Base Inventory Slots have been increased Decay time changed to 10 days Gather Rates have temporarily been normalized at a lower rate across all types Quality Blueprints with stats will increase this in a future patch. Ramming Galley Increased number of additional structures that can be placed on the ship from 8 to 40 While turning, only one side of rowers will row, increasing the Ramming Galley's turn speed when rowers are active The leak rate of damaged ship components now increases as the component's health decreases Leaking begins at 25% health and the leak rate increases until the component reaches 0 health The maximum leak rate has not changed Bug Fix: Fixed an issue where the prompt for opening the command wheel would appear on parts of the ship after they had already been demolished Ships Added the option to purchase ship levels 56-60 at a rate of 75 Gold per 1,000 XP Levels can be purchased when viewing the ship's stat menu NOTE: Ships can still reach max level by earning XP normally Ship Gold cost now scales with ship quality Minimum price is used for ships constructed at 100% durability Shipyards and maximum price is used for ships constructed at 225% durability Shipyards Price Ranges Schooner: 5,000 to 10,000 Gold Brigantine: 18,000 to 36,000 Gold Galleon: 50,000 to 100,000 Gold Tames Torpor damage from Horse's rear kick attack reduced by 40% Rabbits can now equip hats Bears and Rabbits now only receive 10% of the stat bonus from equipped hats Misc Increased Grill ship structure weight from 1 kg to 12 kg Wood Doors, Wood Pillars, Wood Staircases, Wood Fence Supports, and Wood Ladders can now be crafted at the Smithy Winter Event items are no longer craftable at the Smithy or purchasable from the Cosmetic Vendor Fixed some cases where Trade Routes get reset or modified Bug Fix: Fence Supports can no longer be placed without a connection to the ground NOTE: Any floating Fence Supports placed prior to the patch will be destroyed Some Crashes Fixed Known Issues Levels 46-50 can be purchased on ships with a level cap of 50 Trade Route Range was increased between patches to include nearby servers. These farther routes are getting reset on server restarts and may be having other issues. Riding a Dolphin at or near the surface will occasionally cause it to die Tamed Dolphins may no longer be able to jump after crossing grids Farm Variants have floating fires near them 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
  6. About Gliders nerf i think it is literally shot in the knee in state as is now. First of all why they work 110m above sea lvl and not landscape lvl. there are lots of island that have mountains and plain landscape higher then that. I suspect that this nerf have something to do with pvp. But i think it should work a little different. So here is my idea.: 1. Add Blueprints for different Quality Gliders. 2. Quality of Gliders will depends how high in Meters above sea lvl they can fly(glide) 3. Mythical Quality Glider will have no restriction to Glide lvl and work like old ones but to craft them and Repair them will require Mythos 4. Re balance durability of gliders that they will loss more durability the higher you glide so if you have mythical quality glider with no restriction Gliding from high will break it Quickly then using it on lower heights. (more often repairs so more use of mythos if using it higher) 5. Add skill branch Glider Proficiency in armor skill window that will limit quality of glider you can use and force you to spent points on it. Doing it like that will create this. 1.Players will start for hunt for HQ BP for gliders and you will give them some new option to do. 2.Having Gliders on BP will increase Trading , Economy and interaction between companies so i think it is win-win scenario. 3.As higher Quality BP Have less uses to craft crafting multiple of HQ Gliders and using it in pvp with risk of loosing gear will discourage players for using it on that. Generally this is my idea.
  7. "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! " This is the most recent statement from devs regarding your question under Announcements/ Patch V519.5 Maybe discord has something I dunno.. Good luck
  8. 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
  9. 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 View full article
  10. @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?
  11. 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
  12. 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
  13. 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
  14. I gave this a negative review on Steam in Feb 2020 and had every reason to never come back, which felt like a tragedy because I bought five copies of it so I could play with my wife and kids. The moment-to-moment gameplay was fun an engaging (which made it so we put in ~300 hours and felt like we got our money's worth), but the macro game was chaotic and genuinely soul-crushing and we just had to stop playing. Out of sheer curiosity last week, I read some of recent the patch notes from after I quit playing, and to my utter surprise you had addressed every concern I had in my review, so I took it down and switched it to positive. There is still a long ways to go, but this last year has made me optimistic about ATLAS again. I gave a fair amount of the new content a try-out in single player and creative mode so I could see how things would work and play out and I'll give PvP and PvE a try when I have time. I'd like to start off with some compliments about this game, so you guys can get some insight into what you're doing well and what makes ATLAS fun. 1. It's beautiful. Your modeling, design, effects, everything is just absolutely stunning. I like that it's UDK as well, because it means my kids can play it on their cheap-o computers and enjoy it with me on my monster gaming rig. I'm a bit of a sucker for pretty scenery and your game is very nearly at the top of my list for well-crafted beautiful scenery (you're honestly going toe-to-toe with Guild Wars 2 and Breath of the Wild here) 2. I love the volume of content, and honestly can't get enough of it. I love sailing out to a new zone because I need aged wood, or a different kind of fiber. If you added a dozen new types of fiber, and trees (hopefully with unique models to match), I would absolutely take my time to go exploring to find them all. It makes exploring feel emotionally rewarding, and makes me feel content with the time I spend in game. So long as I avoid the wiki, it's just impossible for that to get old. 3. The micro mechanics of the game are fun. Sailing is engaging and I feel like I'm rewarded (with lower repair costs, and combat advantages) for being good at it. Base building is fun to place and design your outpost, so much so that I am motivated to go gather more materials for it. Building and designing a ship makes me feel invested in its survival. I mention these first because I feel like understanding what you do well helps you play to your strengths as you explore new mechanics, and code, and features. So, here are my observations and suggestions. I've put a lot of thought into these so I hope you see this for what it is: someone who is absolutely rooting for you and your game. 1. Individual player interactions with devs is bad. I know most people in engineering are not sociable by nature, but this is currently the #1 point plaguing your steam reviews. Get a dedicated support person. They can write bug reports for you, interface with customers, make social media posts and do light advertising for you—in short, get a community manager. A good one will pay for themselves. Have someone help players feel like their concerns are being addressed because my personal interactions with your support was. . .well, lacking to say the least. Your devs are busy, resources are tight, and I get it, but I truly believe this should be your next financial investment so you can start building the community around this game, as opposed to most of us just dying off after a while of playing because we're frustrated. If you already have a community manager, then I am not seeing any real benefit from them and you should look at one with a different skill set. 2. Early access is a generally poor decision for a game in the MMO genre. Wipes are needed, frequently, in Early Access, stuff gets lost—it's part of the social contract. However, MMOs require a huge time commitment from their players, and many MMO players are ready and willing to devote entire days to playing their game of choice all in the pursuit of character development and in-game wealth. Because of this, early access will naturally poison your developer/player ecosystem. There are few remedies to this that have worked inside of the MMO genre. You already tried the first one: wipes means newer players have a better chance at claiming an island, but it disenfranchises more established players and the ones who are genuinely desperate for their friends to convert over to their MMO of choice. The few MMOs who have tried this eventually die off. I think the best approach is two stages: public test realm, and tailored migrations. Public Test Realms are inherently imbalanced and indifferent to exploits. Players can start with nothing, mid-game stuff, or late-game stuff whenever they want and play with other people in a public arena. This fixes some of the problems with Early Access because a player can always just hop on PTR and play the parts they enjoy without the typical MMO investment. They can kind of do this on single player, but, yeah, tether distance makes that not-viable and it limits the content they can explore. More importantly, not having it means that the only place you have to test experimental features and new ideas is your production public servers that some players have invested close to 1000 hours into. See the problem? Having a PTR means you can test a feature that is risky with little to no risk to your players—like having character migrations from one version to another. I hope this is a simple thing (especially since ARK already had the player transfer and dino upload, so there is a kind of migration path forward there). It's disheartening to lose your Galleon that you spent hours upon hours making, upgrading, designing, filling with crew, and became your virtual home. Really, making it so crew and ships can be stashed before a wipe would mean the world to established players, and the key feature here isn't for the players at all, but for the devs down the road. I know external storage isn't exactly conducive to UDK, but solving that is probably essential for an MMO in the long term. The PTR also gives you the mechanism for gently removing broken game mechanics, and for offering consolation prizes to users who invested in a mechanic that ultimately doesn't work with the final game (which items often become collectables down the road). More importantly, having this would open up the user base to the more common MMO revenue streams, like paid for cosmetic skins and titles. Without having a culture and expectation of migration and data preservation, attempting to introduce either of those would likely incite a riot or boycott. I think this two-stage approach will help fix most player complaints and problems much quicker, and to some extent would address all the other suggestions or problems listed after this. 3. The servers feel generally empty. Even when I make it to another player's base, it feels like I'm walking through a museum. Having more players and well-established companies help alleviate that, but some of this needs to be put into the feel of the game. A simple fix would be to add in freeport style NPCs as purchasable upgrades for player bases. This is a sensible thing to do with the upcoming trade system updates, you're already putting in this kind of effort, why not apply some of it more generally? It's a small thing and it may not seem like it's worth the effort, but taking the time to add in animation trees and some rudimentary patrol paths for NPC characters would make the whole game feel much more dynamic. Something like more noticeable idle animations on vendors, and if you're really feeling ambitious, having them respond to the animals nearby could help Atlas feel more like a living world of exploration, rather than an archeological dig. Even if it's just a meaningless animation, a harvester NPC from the farm would go a long way to fixing this feeling. One suggestion I have that could also help this, which the game seems well suited for is borrowed from an ultimately failed MMO, Shadowbane. In this particular game, any skill or ability past level 20 was simply not accessible until you joined a clan. Player-made cities were the hubs of trade as a result, and everyone was intrinsically motivated to clan up. It made for some very fun social play, and since you already have player base building as a core mechanic, why not extend that into a social fleet building? I know a lot of players would moan about it, but if you think about it critically, does it really make any sense that murdering seagulls gives me the ability to craft a large speed sail? Learning skills from well-established player ports would create incentive for an entirely new kind of exploration—other people. That particular mechanic will never get old and will require a lot less dev time to develop (still needs some care and attention so it doesn't develop into a toxic community). I think the best way to implement this would be to have high-level skills (basically anything that gets upgraded in the current skill tree) come from tome drops that you need a port-specific NPC to decode to gain the skill (in addition to regular level requirements). I'd break up “Esotery of building” to individual building tome skills as well, so that individuals are inclined to clan up with strangers to get access to ports and companies are motivated to take in strangers because they have tomes/skills not found in the clan. As fun as it is to have a character that can do it all and be it all, MMOs just don't really need that. Everything should be split up into specialties and only the most dedicated players who are willing to create multiple toons for their account should be able to do that. ***This is a side note for future reference*** What killed Shadowbane, apart from bad business decisions and the market just generally moving onto the next-gen, was that clanning up was to heavily incentivized. In Shadowbane you could capture other clans cities (which took typical MMO levels of effort to build in the first place), and make them swear loyalty to you. The result was that one or two players would become the effective emperors of the MMO and it would eventually work it's way out of a PvP environment. The only solution that they could get to reliably work was to force a reset and everyone would have to start over periodically. Even putting in a taxation system only reinforced this dreaded cycle, because emperors had more money and resources and it would snowball into server-wide kingdoms. Putting constraints on it didn't work either, because they'd just have one of their long-term clan mates control a not-officially-affiliated clan and they'd just do tandem raids and city captures. Knowing their pitfalls can give you a better chance at preventing this, and some of the pirate theme could help. Reversing it so that each player-captured base requires upkeep from the conqueror seems a pretty sensible constraint, and allowing captured companies to mutiny after a certain time has passed would probably be enough. History is probably the best educator for this, and the factors that led to the collapse of the British Empire are probably your best bet (expense for making war to reclaim rebellious colonies, and just sheer distance involved in punishing those who rebelled, which you can easily emulate in the ATLAS environment) *** end note *** 4. It's been mentioned at great length, but the gold cost for building a ship just doesn't make sense. I could see justification for it at 1/10th the current rate, but in its current form, it's just nonsense. Honestly, you should hot-fix that out ASAP. I think an alternative to it that achieves what you were after would be a patron/loan system for a ship, where you can rent one and get a commission as a privateer. Make it the start of your power stone quests and in true pirate/privateer form make players obligated to fulfill the quests of the commission, otherwise your patron hunts you down for failing to pay your debt. Existing random-generated maps are a great first draft implementation, and you could expand it to doing trade hauls as you build out that system, that way you don't just increase your server load without increasing your player count. Formalizing this and enforcing it via mechanics could even make it possible for existing players to sponsor new players and give them a commission and a ship (which you'd want the rewards to be essential to unlock certain game mechanics to get the seasoned players onboard). Now for the last problem on my list. 5. Persistence and Instances. There's no possible way everyone who plays ATLAS can get their own island, and even trying to find a good spot for a PvE base can be challenging. It's also a core gameplay mechanic, and a fun one. The decay timer solves your needs and alleviates this problem to some extent, but it puts a time bomb into our experience. We know we'll lose everything sooner or later, contrast that to other MMOs I've played where I come back after 3 years and I'm filled with nostalgia at my armor, gear, and items in my bank. I will never have that with your setup, and I am honestly concerned that the game will never make it out of Early Access for this reason. I also need base of operations on land. I think armored docks are a step in the right direction, but I think the ultimate solution is instancing and zone specification. I don't see any real technical reason why H3 couldn't be a PvE zone, and H4 a PvP. It's good to have that blend so players can kinda pick and choose what kind of game they want to play that day without having to maintain two separate characters. It gives the Pkers more prey, and it enables PvE-centered players (like myself) to be careful, wary, and pick up some PvP skills along the way without fully committing to the pwning noobs cutthroat environment common to PvP games. It creates some excitement and keeps me from getting bored from staying in my comfort zone to long. Risk vs Reward becomes the player's guide, and that's something you can tune behind the scenes to ensure you have a welcoming and engaging gaming community. But, instancing could work just as well. It's a cheap and dirty way to make the world have less boundaries, and would make most players indifferent to another world-size shrink. In my head, for ATLAS, it would look something like a zone labeled “the unknown.” As soon as you sail into it, you're given some navigation options. “Use a chart” could take you to a specific player/company base (sharable amongst friends of course) charts, “Follow the stars” could take you to a random player base of someone who is currently online, “Pillage” would take you to a player base that's specifically in a PvP capture window, and “Explore” would generate a random bare island. Of course, to save on costs, you'd want to limit the “random” islands to the ones you've already made, and so it doesn't become to comfortable make them only spawn base_ resources. That way, you could limit what you store in an economically IOP provisioned database, and map it to static assets. Long load times are acceptable for these regions, and a single island could be smaller in size so more would fit on a single host, because they will implicitly spend a long time in them and it would be something they could actively choose to go to, and you could put the servers you're running or hosting it on in a cloud autoscale group with a shared data drive that loads the instance when a player travels to it. That way your costs better match your usage. If you're willing to take the risk, you could even have this data exclusively stored and hosted client-side (so it really only is available when a company member is online), and just put in constraints on what resources can leave the region (like, players have to register a ship and cargo manifest before it can leave to ensure nothing impossible or unlikely makes its way into the public, and the item count and value could put a throttle on how long it takes for the system to approve their manifest). That lowers your operations costs, and then it merges the three different systems you're maintaining: PvP, PvE, and single player. It really is just about which resources you have at your disposal, more Dev, or more Ops? If you have more Ops, you probably want the autoscale group with shared data drive. Anyways, sorry for the long read, hope some of this is helpful.
  15. 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
  16. 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.
  17. 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
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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....
  23. 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
  24. 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...
  25. 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.
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