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  1. I don't know if this has already been posted (I've looked and found nothing) or if its intentional. But the base level resources (metal, thatch, alloy ect…) are not useable by recipes that require 2x5 alloy as an example. They work just fine for simple recipes but not the ones that require multiple types of the same category resources.
  2. while we are at it the medium sail should require 2 crew and the large sail should require 4 crew. furl an unfurl speed should be based on how many crew are assigned with less crew equal to slower speed. but what is realism.
  3. So what's the right number? A week, 2 weeks, 10 days, 5 days? You have a group of people who got in the game and overly claimed land and won't give it up. Then you have everyone else (probably the majority) living in lawless or on their boat and trying to find something to claim. Those people are playing a game that doesn't really progress. Shouldn't they be able to play the game too...on official? The turnover needs to be high so that those who are dedicated to playing the game have a fair shot at actually playing and progressing, and those who don't, lose their claims. 5 days is probably a good number. If you take a vacation...it's on you if you want to keep your claim. It's not on the devs to cater to your vacation....it's on them to make sure everyone can enjoy the game. And for the people who are searching for some spot...they aren't enjoying the game. They shouldn't have to go to unofficial to enjoy the game. Also: -Consider an official single player option...it would solve this problem for a lot of people. -Limit claims per person and require something significant to get more with maybe a max of like 3 per person. Want more land? Grow your company. Right now anyone can just have how ever much land they are able to grab....and people are greedy and don't want to share (most people at least). Or they want to take advantage of other people...claim all the land and tax the hell out of people. -require visiting your claims to actually keep the upkeep going. Just logging in should not reset the timer on all claims. -Beyond 1 flag per person you should have to pay gold to upkeep. 1st one is free...beyond that, you need to sink gold into it to maintain that claim of your's. So a company of 10 could have 10 claims for free...and if they need more...they can pay to keep them. Limits need to be put in place so that people don't want to overclaim or are overburdened when they do it...so that others can enjoy the game too.
  4. Wish there was a switch on the grill to not auto cook meat and fish, since some of the cooking recipies require those and you lose a ton, or have to babysit it (putting in only enough for one craft at a time) A quick and dirty fix could also be to allow the cooked versions to work with the recipies that require raw meat / fish atm.
  5. As for the poll here are my more detailed answers. 1.) Companies should not be allowed to be more than say 20 + 10 per land claim or something like this. 2.) Land claims should be "unlimited" with the exception that Each flag should: Require materials to build. Require materials and gold (or an NPC Guard/Handyman) to maintain. Allow for a resource chest to be used to maintain all buildings in the influence area. Not protect against decay, a resource chest with materials is required to repair damage. 3.) I would personally like to see stone things take bricks and mortar to make, mortar should be made with paste, the assembly of a wall could use a trowel which is a metal tool available in the advanced building skill. Otherwise it should be Stone and mortar, no metal.
  6. After watching the downward spiral over the last few patches, it came to me that there's actually one simple underlying reason from a programming perspective why things are going wrong (from a social perspective, the argument can certainly be made that the developers aren't listening much to the playerbase, but that's its own issue), and how it could doom Atlas to fail as a result: They're trying to tune/balance the gameplay experience for both PvP and PvE equally, or more specifically, they're trying to apply PvP tuning/balancing to PvE. This doesn't work. This has never worked, throughout the entire history of gaming. This probably will never work. You can not tune PvP and PvE the same way. This. Does. Not. Work. PvP and PvE require, not need or want but straight-up require, distinct tuning and balance optimizations that are often incompatible with each other. What works for PvP will often break PvE and vice versa because the different play styles for each mandate mechanics optimizations that don't carry over to the other style, or cause collateral, knock-on, or counter-intuitive effects. This is why MMOs are built the way they are - whenever you see PvP implemented in a MMO that isn't "globally" PvP, it will always use a specific mechanics subsystem designed carefully around PvP that carries a similar "feel" as the PvE main system but doesn't work the same exact way. If you ever wondered why MMOs that are non-PvP often have specific PvP areas or arenas, this is why - those areas are operating under different rules with different optimization requirements. A solid example of this in Atlas is the fire arrow/bow nerfing. What was ostensibly intended to make fire arrows less of a mini-nuke in PvP when fighting other players made them next-to-useless in PvE against alphas where you actually need a lot of burst damage and a solid amount of DoT to successfully kill something with 10x your HP that can probably outrun you. By reducing the effective damage value of fire arrows and fiddling with bows to slow down their effective use, the balance change in PvP has effectively rendered fire arrows useless against alphas in PvE. The tuning that may help in one play style hurts a lot in the other. The changes to stone construction could be seen as another. Greatly increasing the cost but greatly reducing the defensive usefulness of stone structures may have helped some balance issues in PvP but essentially make stone structures uncraftable for large areas of the game world in PvE, and the lack of effective defense against aggressive wildlife means that PvE again takes it in the shorts by forcing players to build with materials the wildlife will (for some unfathomable reason) endlessly attack until they break through. Because the dev team is trying to treat PvP and PvE as the same for the sake of making life easier on themselves (as having two sets of parameters to deal with basically doubles the work required), they're damaging the playability of the PvE side a disproportionate amount by trying to use PvP-centric optimizations in PvE. You can't have it both ways. Pick a side and stick with it: either make Atlas all PvP or all PvE, alienating the other side and driving them away in the process, and build the game as appropriate, or try to shoot for the middle and alienate both sides through balance changes that may help one but will penalize the other, dooming the entire project to fail.
  7. 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
  8. Good morning, The recent patch is well disliked throughout the community because of the increased materials required to assemble stone structures, as well as the buffs to stone foundations. Currently the majority of players utilize stone buildings for housing etc. Materials required to assemble stone buildings now cost metal, and organic paste which in itself is not entirely common, and is crafted from two other materials. This all without a boost to stone building properties. Essentially it is nor more economical to spam Wood structures for the recent buffs and expense than it is to build stone structures at no buff with added expense. Essentially we are buying building and name brand prices for value brand quality. It's a sour deal at best. I'd like to suggest that tiers are incorporated rather as well as the requirements are rolled back, boosts to wood structures are fine as smaller groups might be using them as well as their prevalence on PvE realms. I'll list some ideas, and what they could possibly do. Tier 1 - Thatch Tier 2 - Wood Tier 3 - Stone (Revert changes) Tier 4 - Insulated Stone (By all means require Organic paste, provides Heat/Cold protection) Tier 5 - Reinforced Stone (By all means require Metal, provides extra durability) Tier 6 - Metal (Stronger than Reinforced Stone) Tier 7 - Insulated Metal (Heat/Cold Protection, as strong as regular Metal structures) Tier 8 - Reinforced Metal (Stronger than Metal) These options would make more sense overall, as well as potentially add more ingredients to the game rather than re-purpose stone. Lastly more depth would be added to the game which is desperately needed. I ask that these building block changes are reversed, I don't believe this is uproar generated by sudden change that will go away in a hot-minute. This is uproar that will stay, and in my opinion could quite adversely effect the game in a negative light.
  9. 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.
  10. My favorite genre in gaming is by far the survival games such as Ark, Conan, Empyrion, etc. I've been playing these games and have logged around 5k hours combined in all of the survival genres. I see Atlas going a long way once it's fully established as did Ark. As I read through the forums, I see so many people complaining about this and that and saying they will quit the game. I mean by all means go ahead, you'll clear up some much-needed space for the rest of us xD. But mind you, when Ark started off, we couldn't even hit the dinosaurs, but they could hit us, it was practically impossible to kill a dino. Now its a great survival game and improving daily. Now to get to my points, I have a few suggestions (I am not sure if people have suggested these as I have not read the suggestion forum yet), which I feel would take the game up another level. I know some people might disagree and some might agree, these opinions are my own, and hopefully does not affect anyone in any way. 1. Fountain of youth So the fountain of youth is a little of an overkill for some people, it's more of a disadvantage than it is an advantage for most. I understand you are trying to make the game harder, but making it hard to the point where people are getting wrecked (especially in PVP) can be seen as overly selfish. The way I look at it is, why do I keep aging even though I am dying? I am 54 years old right now and I keep dying, how am I still that age? Some people say take it out, I say keep it but put a little twist to it. How so? People that keep dying should be automatically reset to the age of 20, however people that live long enough to the age of 90+ should be able to get more rewards for surviving that long without dying. Instead of punishing people for living that long, they should be rewarded with stats and such as they age (for example they can craft faster, they have more resistance to the weather, etc.), then when they are 90 those stats diminish and they should go to the fountain of youth to keep going with those stats as if they are aged 89 (which is probably the highest the bonus stats would be). 2. Stone buildings The latest patch with the stone buildings is definitely a letdown, I am currently a PVE player, and stone definitely has a more smooth layout than the wood one, which could prove for better building experience. However, implementing the latest nerf has pushed my company and I from even continuing with stone half way through building our seaport. It looks incomplete right now, and we are trying to figure out ways in fixing our port without it. Once more, people are calling for its removal, I say it should stay, but obviously with a little twist. So these new material costs such as metal and organic paste should be implemented but into a different kind of structure, such as reinforced stone, not normal stone structures. If you feel that stone has a lot of health, then decrease it and make the reinforced stone structures much more durable. This would benefit both the PVP and PVE players. Some PVP players are definitely not going to like to have to replace their structures, but give them a bonus such as 3x or 4x for a week, have them rebuild their entire bases in a quarter of the time with more durable and a more protected structure. 3. Taming/Breeding Taming - Would love to see tranquilizer arrows replace bola's as in history they have been used for over 1000 years. Then a bola can be used to keep the animal down on the floor as you force feed it food so that it doesn’t kick or shove you which can then damage you. Secondly, regarding the foods some of these animals require just makes life on us much harder. Rhinos for example have a preferred food of turnip which can be found and grown only in the tundra biome, but rhinos are not even in those biomes yet somehow, they want this food that they’ve never seen while growing up (thinking of it from a real-life perspective) and they want it bad. I understand that you want to make people sail all around, but you do understand that this world is massive, and not everyone wants to sail for 5 hours to get food which then expires, the possibility of the person losing a ship, a tame or so on just for food. I know some people will say why don’t you just feed it berries/vegetables, because some of us want to breed and are looking for the highest quality tames, which brings me to breeding. Breeding – Currently it is extremely difficult to breed, Ive wanted to breed my bears for sometime now and have to actually sail north towards a climate that they can mate together so that the offspring’s don’t just die from the heat/cold, I would like to suggest a new material, which is ice. Yes people would have to either sail towards the poles, tundra or the top of mountains on specific island within their zone. The ice would obviously decay, and there should be a specific barrel that people could use to put the ice in similar to the water barrels, where they can store the ice. This would again follow real world mechanics where people in the past did this. This ice would then be used to cool down rooms so that the right breeding temperatures can be met for breeding. 4. Animals I would love to see more animals in this world, I am always excited to just get more and more, its literally like catching Pokémon. I am literally travelling from island to island just to see if there are animals there that I have yet to tame, but unfortunately, I have not seen anything extra. Mind you, there are over 6.5 million species of animals on land, and over 2.2 million animals in the ocean, if we can even get around 100-500 animals in total that would be amazing. This could be due to the game just starting off, but having more animals is always a positive especially in a massive world like this. This would give incentive for people to traverse the entire world just to get a specific type of species that they cant get in their zone. Also, I would love if you guys included a flying mount to fly around your island, This flying mount will obviously not get you from zone to zone, but it is enough to help you get to the other side of the island and would be fun in general. Obviously taming ocean animals is a big + 5. Farming As mentioned earlier regarding the turnips, people should be able to regulate temperatures within their farms to allow for the growth of certain types of vegetables/fruits. Currently we can grow vegetables, I would love to see that extended to fruits as well. We should also be able to make fish farms where we can breed them, and they lay 100’s of eggs which can then be used as another type of food (caviar) or they could be used to grow more fish for slaughtering. This would require people to be able to make pools, which I have no clue how would work from a programming perspective. Again different zones would have different types of fish and different types of flavors/recipes that could be made which would give people an even bigger incentive to sail to other islands. More will be added as I keep thinking about more suggestions. On a side note, it would be amazing if you guys can buff a giraffe or bull to get more thatch as thatch is literally the commodity of trade right now, not gold. People actually want thatch because its so hard to come by or is a lot of work. Another idea is to have events throughout the week, now what would those events be I can’t think of anything but maybe someone can give their suggestion on this. As I said previously, these are my opinions take them however you see fit.
  11. I could understand the change to require metal ingots for the stone gates and maybe the stone doors as those have metal graphics appearing on them but the rest of the stone parts should NOT require metal.
  12. Currently the game requires traveling all over to get resources. Would be nice if the trading is implemented such that it doesn't require traveling at all or not very far. This would give you the option to get resources without having to travel long distances. If it does require you to travel to where the resources are stored, you might as well go get them yourself, so that would make no sense in my opinion. I think the only way you can currently get resources without travel is to have a bank and claim the land that they are on so you can collect them every time someone harvests some.
  13. "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
  14. Crew on a ship require 1 gold every X hours. (X depends ship's level of accommodation and what you assign them to) So if you have a crew member on a cannon, they might require 1 gold every 1.2 hours. If you assign them to nothing that would double to 1 gold every 2.4 hours. On a galleon running 60 crew members that adds up A LOT. So when you park the ship overnight to log out you have to go through and unseat every crewmember one at a time... again... 60 crew. That's annoying. But then the next day before you can take your ship out you need to reassign every single crew member to every position and THAT is an absolute nightmare. But the amount of gold you save by doing this makes it almost necessary. What we need is a way to hold E on our ship, unseat all crew members at once, then be able to hold E again and put them all back on their last assignment assuming they havent been reassigned manually since.
  15. I think there should be another dynamic to this, the tax that is charged is based on number of claims and tax rate charged. There would be a base rate, but when you add taxes it goes up accordingly. 0% tax 100% of charged rate, 10% double that., 30% tax double that again. I would charge 1 gold per game day, per claim as base. (1 + TaxRate*10) I would further make the company pay it in a Freeport tax collector, no more than RL week past due or claims revoked. You should have option paying as far in advance as you want, but once paid, no return of gold already paid (this tax collector not a bank). Taxes are charged ever game evening at evening music. This would get companies to claim only what the can support, encourage lower taxes, require the company to be active in play and allow some one to take an extended location. If you want a single plot and not charging taxes, cost would be trivial. Large Companies with many claims and high taxe, upkeep would require work, but in turn they are affecting many other players play,
  16. Nomad Coalition -Age 18+ Ship Captain -The Purpose of this Coalition is for smaller groups that do not wish to settle for paying taxes and playing under the oversight of 1 larger group -The strategy of living nomadically WILL REQUIRE COMPANY LEADER COOPERATION AND PLANNING DAILY (until we are larger enough to require land, realistically 50+ members) -All ship captains are responsible for their own crew as well as their actions -All major decisions are decided via a majority vote by all ship captains. All rules and structure, are subject to change via a supermajority vote for more detailed information please visit https://docs.google.com/document/d/1PJQDZTNslTVSQXIOGYhNALTFJFapX1W5QqVcTnPx7jY/edit 3 POINT SYSTEM FOR EVERYONE 3 POINTS-Major Breach of the Pirate code - Major punishments (exilement) Racism, sexism, treason, cowardice in combat (decision of the military minister), espionage, major toxic behavior 2 POINTS-Minor Breach of the Pirate code - Minor punishments (public/private apologies to indentured servitude to fines) Deliberate theft, assault, false representation, repeated ordinance violations, insubordination, mild toxic behavior, damaging another guild’s resources, sharing info with outsiders without malicious intent. 1 POINT-Ordinance Breach of the Pirate code - Mostly Warnings but possibly temporary indentured servitude "you break it, you replace it" Unintentional theft, accessing restricted areas, leaving gatehouses or keep doors open, leaving with/usage of high tier items without authorization Offenses will function on a point system. receiving 3 points will automatically put you in front of the admins for judgment based on your offenses. Should you remain in the Coalition after this, 1 more point will earn you a direct qualification for a discussion to be removed. RULES OF ENGAGEMENT https://docs.google.com/document/d/1CJ1vDMUU25DznNcdouJVkD4NUt8dmLpWDucSblHw6WQ/edit Contact Jonny @ https://steamcommunity.com/profiles/76561198035015529/ for more info
  17. Flame arrows deal % dmg and bypass any protection meaning they are "op", but only in pvp. Bein a pve player but few times got an idea for nerfing flame arrows but also making them still viable and more skillful to use other than meele range ground spam. First idea that had was oil grenades would be needed to actualy lit someone/something on fire, otherwise the fire would deal only 20% of their damage and extinguish, however if someone was hit while oiled, they would deal full 100% damage, pre-nerf original damage whcih was 50% we think and uncapped. Oil grenades after impact would also create oiled ground arround which would also be lit as a ground fire and be the main source of ship damage with fire, otherwise can't see how a lit on fire arrow could ever burn a ship down without hitting something like sails. To make it so fire arrows are less of a pain to use since they would need to be coupled with oil grenades, they would not require sap, or the sap requirement would be reduced back to 1. Second idea that had in mind was wettness preventing fire damage. What if player was 50% or 75% and higher wet and was immune to fire damage?, water pools would become a strategical points in combat when battling enemies that use fire weapons, it would also enhance ship-to-ship battles where flamethrowers are used as ppl would splash not only their ship but also their crew with buckets to prevent damage. For inland battles where there is a significant lack of water sources, water buckets could be carried or allow maybe water jars to be smashed on the ground like a "water grenade". Perhaps even rebuild all islands to include more lakes etc, this would require a wipe and so, those islands would realy need to be good, not just with lakes but also with more detail and more strategic, defensive/resourceful points to justify the wipe. Those 2 ideas could be of course mixed with some rebalances to create that "sweet spot" in balance.
  18. If you think I hate some guy for taking full advantage of a passive, bland system, you're not actively thinking. The tax houses are easy as hell to make, easy to plop down, and require no management. I fully expect EVERYONE to drop one and there's no incentive not to crank the tax to full. If you have been playing since EA launch and don't have one yet, even as a solo player, you're doing something wrong. They just are pretty dull and stupid. The fact that nearly everyone who's replied has done so to try and spite me and point me out as some butthurt carebear is hilarious. I want nothing but good for this game, but passive systems that require no input are cancer. There's a lot that can be done to make taxes better that aren't revolving around ruining every little Ayn Rand acolyte's favorite dreams. The fact that this is a game about pirates but has no poaching is... kinda funny.
  19. MMO literally just means thousands playing together and has nothing to do with being a solo game or not. 99% of mmorpgs (or any mmo) do not require groups to progress to midgame or endgame, and most of the ones that did died. You can play solo in EVE even, not saying it's advisable but it's possible. I mean I really have no problem with end game being groups or groups being encouraged, but nowhere have they ever said that even this game will require medium or large groups to play it. IMO solo and small groups could have a place in the games world as renters or people living off their ships pretty easily. Sorry if I come off a bit strong here, been seeing old Ark players misuse the term constantly for weeks insisting soloers and small groups should just leave.
  20. Since the start of the game always an issue in ATLAS. Today my question is regarding cooking. Many if not all recipes require water.however the only way to get water at the moment is fill water skins in water barrels,which is incredible arduous and time consuming,especially since you want to make hundreds of batches and store for use.. Is there another way to get at least irrigated grill or something,or better way then filling 2 skins at a time(consuming said barrels quickly as well) This also relates to preparing various dyes,but that you dont use so often on daily basis as food and drinks require.
  21. Armor, weapons & firearms use in the skill trees. I notice that the way the skills try to incentivize armor, weapons & firearms skill by restricting the use of higher quality items unless you have those skills it pertains to, which I think is a bad thing. Instead higher quality items should be free to use, and the detriment comes from not being skilled in it's use, where the progressive skills should reduce core penalties further with each higher level of training. Any armors above cloth armor, melee weapons and ranged weapons should incur various types of penalties specific to the item in question, like reduction in movement speed, reduction in action speed, reduction in accuracy, reduction in reload speed and so on, with each of complexity level of armor/weapon/item these penalties increase. These core penalties can be offset by higher tiers of training with the item in question. If possible minor improvements should be possible from using the item in question for a longer period of time, where death would reset this training. However, there should still be some types of items that cannot be used with the required skill to use it, like for instance more advanced type of artillery. Furthermore, it's NOT good that in order to specialize in the use of armor, weapons, firearms, etc. you have to be able to craft it, and it also disincentivizes trade, because why would you trade for it when you can craft it yourself. Making it so you can specialize using armor, weapons, firearms, etc. without requiring you to be able to craft it, creates more specialized types of careers to persue - like for instance those that don't want to be crafters could for instance become a firearms specialist. You think soldiers or pirates are crafters? I'll let you think on that for a while. Some might, but the majority would not be and should not be, this will diversify Atlas. You're trying to make an MMO, so you need to realize that what you're trying to create is way different from Ark, one should not be able to be a Jack of all trades as one can be in Ark, and if so it has to come at a price, that you can only learn the basics of the majority things but certainly not all and so you will need to make decisions. If the skill trees were more diversified, it would make it much more similar to career or class based system, where each would find it's role within Atlas. Some of the core penalties of not being trained in a particular type of armor above cloth should be, where the higher the tier the higher the base penalty should be. - Reduction in movement speed. - Reduction in action speed. - Reduction in Accuracy. - Reduction in Stamina Regen. - Reduction in damage reduction capabilities. (potentially) - Requires more stamina to move. Some of the core penalties of not being trained in a particular type of melee weapon should be, where the higher the tier the higher the base penalty should be. - Require more stamina to use. - Slower attack recovery. - Inflicts less damage Some of the core penalties of not being trained in a particular type of ranged weapon should be, where the higher the tier the higher the base penalty should be. - Require more stamina to use. - Slower attack recovery. - Inflicts less damage. - Less accurate - More potential spread. - Precise aiming becomes shaky faster (like aiming down sights or aiming with bow). These are just a few I could think of but I'm sure there are more that would apply for each individual item in question. But in general I think it should be it should distinguish between crafters and those that specialize in it's use, and it would also incentivize and encourage trade a lot more, as people could trade their services just as well as their commodities.
  22. You only have 2 of the 4 different types of materials, go get 2 more different Fibers and wood, and 3 more different types of metal and your good. Each blueprint does this and each require an extra multiplier for mats. i.e. the green require x2, blue x3, and purple x4. I think I got that right regarding the color...
  23. I’d make it so each person only gets a single primary flag with a very long cool down to contest (2-3 weeks). Companies could cluster their primary flags together for larger bases. When placing primary flags down the game would require a large buffer between your companies primary flags and primary flags from different companies. This buffer area would be primarily to maintain resource spawning. Each person could get a 2nd or 3rd flag but it would require significant skill points and upkeep and have a short cool down. 2nd and 3rd level flags would be to acquire territory in these buffer areas between the primary flag placements. I’d restrict building in these areas to maintain resource spawning but companies could put a tax on the 2nd and 3rd order flags. This way the buffer region between companies primary flag placements could be used for short term land contesting and taxation for people that like that sort of thing and still keep resource spawns viable. Primary flag placements would be hard to contest in PVE and would mainly turn over when people decide to stop playing.
  24. Point is, you lose 1 durability per shot with 40 shots per bow. So you either shoot more than 80 arrows, or you repaired 2-3 times, exactly what hackjob mentioned. If you make a post where you complain about something get your numbers right and don't just wildly guess. That said, yes bow durability and durability in general, is and always has been an utter mess. Same as farming, same as all the things where people would stop playing if there are no existing mods for the game. It is beyond me how an official company no matter if it's name is Wildcard, Grapeshot or whatever they wanna call themselves in the future can make such absolutely dumb and moronic decisions. Is there no QA? Is there no one who actually plays their own game on the official servers? Respawn of hostile enemies is crazily over the top, durability forces you to repair after every few enemies or in case of gathering resources a few resource runs, and 70% of the game is currently spent on maintaining and repairing what you already have with barely any resources available. Horrible game design. I don't wanna spend most of my time repairing and re-building ammo for what I already have. I wanna explore and make new stuff and have enough area available to explore. Not some island already filled 10 times beyond it's capacity with players where every resource available is already snatched by others. Even for PvE this is horrible design, let alone for PvP. It didn't work for Albion Online and it doesn't work for Atlas. If you want a persistent world with such an abundancy of players, you need more room, simple and easy access to tools and weapons and no shenanigans like vitamins. If they want PvP in their game, those tools and ships need to be easily accessible. No one wants to spend hours building something and then sink it in a single 5 minute PvP battle. Having higher durability on bows and tools and weapons in general will make things less tiresome, it won't make the weapon any better. A 500 durability with 1 shot durability loss per shot would be reasonable, seeing as you already have to take the time to make the darned arrows. Same for tools, same for other weapons. As things stand now, it's a bother to make the tools, it's a bother to farm the arrows and it's a bother to repair the bow all the time. No one will want to do any PvP at this rate. The real issue is that a regular bow is just a regular bow and not a journeyman, master mythic or legendary variant. As their higher grade weapons totally ruin that balance again because suddenly you shoot that croc not with 10 arrows but with perhaps 2, what they really need is a complete overhaul of their mess that they currently have in regards to weapons. PvP and PvE goes totally different paths when it comes to equipment. For PvP you want quick and easy access, no high amount of resources and low durability, because you want people to have an easy time to gear up get into battles, but you also don't want those legendary weapons to hold forever and make things one sided. For PvE on the other hand you want slower access, a higher amount of resources and looking at the current amount of monster spawns high durability, because people don't lose those things in PvP fights, but they will be highly annoyed having to repair their weapons all the time due to monsters that are no challenge, but require a substantial amount of constant attention. What we currently have is an approach where tools and weapons have high resource requirements, no easy access and low durability, making this an utter mess to play with, as you require way too much time to get into PvP, but at the same time, way too much effort for those tools to be really useable for PvE due to the low durability.
  25. Riding an animal shouldn't require a skill because if that's the case then if you haven't learned cannons you can't use them or if you don't know how to make a pike you don't know how to use it. The fact we're only able to go into about 1 skill tree now makes it so we can't learn the riding skill. It should be required to tame stuff you have to learn but riding animals should not require a skill because everything you haven't learned then you shouldn't be able to use.
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