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  1. Ahoy Pathfinders! We have set up the Sea Forts for route control, the Markets for Trade configurations, and now Trade functionality is on the way with the next patch! As a reminder, it is currently scheduled for Tuesday 11/10 at 7:00 PM PT and includes a Wipe. The first iteration of Trade functionality will introduce virtual shipments only, meaning no tangible NPC Trade Ship will be created and all Trades that are started will reach its destination Market after a certain time. Players can still blockade Trades via control of Sea Forts, in which case a Trade will not start if there are no routes it can take to reach its final destination. The automatically generated Trade Ships that players will be able to impede and attack are still undergoing testing will be implemented later. We are also introducing Random Events to Trading, and these will appear in the Trade log when they occur. It’s wild out in the Seas, and you never know what can happen. Perhaps your ship sailed into a group of NPC pirates who took some of your stock. Or maybe you got lucky and ran into a treasure chest, gaining you extra gold! Maybe the amateur cook on board accidentally set your ship on fire so you lost some of your cargo - but inadvertently gained coal! Random events can be negative, neutral, or good, so be sure to keep an eye on your Trading Log or you’ll be caught by surprise! Multiple Random Events may trigger, and all Random Events are virtual and do not get resolved until the end of the shipment. The weights of several resources have been adjusted in relation to the Trade System as well. Economy The Trade system will be the main way for players to generate gold. We will be starting with very conservative numbers with the gold generation rate from Trades, and will adjust the numbers accordingly. With Trade Functionality now in play, we have increased the cost of building Ships. Players will need to Trade consistently and/or control Sea Forts to build income for Ships. Acquiring top-tier Ships is going to take some work and we are expecting to see a lot of Sloops at the beginning. The first Schooner, and subsequent Ships should feel like a big deal and a job well done! Whales, Ships of the Damned, Shipwrecks, Flotsam, and Treasure Maps are other avenues for gold as well. Re: Upcoming Wipe As noted, the next Patch will include a Wipe with the introduction of Trade Functionality. The Wipe will also resolve some previous issues such as interference from the old Sea Fort structures and problems with claiming Sea Forts on Lawless. We also received some questions about whether the Wipe would change the map or multipliers for the new “season.” We would like to start off by clarifying that with our recent change to our direction in development, we are shying away from defining official “seasons” while we are still in Early Access. In the Summer, we announced that we were renewing and essentially resetting the ATLAS development journey. Since then, we have come to realize that we cannot expect to have “seasons” while we are still shaping out the core gameplay mechanics. At this stage, we will be rolling out changes continuously and wiping whenever it becomes necessary. Meanwhile, we will consider how we may want to run seasons when it makes sense. The upcoming Wipe will not introduce any map or resource distribution changes, at least not right away. We are still looking at how we want to change and balance the distribution of resources. We like the idea of having Hot Spots/contested locations and want to bring more of that into the gameplay. Once the NPC Trade Ships are in, it will also create opportunities to attack the Trade Ships that are carrying rarer goods. The changes to resource distribution will be happening later in this cycle. This means that the value of certain locations can and will change until we strike the right balance, and it will mix up whatever the current circumstances at the time may be. Base multipliers/rates will also remain the same. There are no planned changes at this time, although we will likely look into readjusting them later down the line. Private Servers A wipe is not necessary for Private Servers, but it is recommended as there may be outstanding issues that a wipe would resolve if you had already added the original Sea Fort structures to your map. Be wary that adding Sea Forts now may cause unintended changes as well. Sea Forts are also not necessary to enable Trading on your server. Trading is set up so that if there are no Sea Forts in the server, it is considered an open route and there is no tax when passing through. If the origin or destination market is on a server with no Sea Forts, the trip will be virtual. In other words, Trading is allowed for everyone if there are no Sea Forts on a server. Unless you desire to add the gameplay surrounding Sea Forts, it is not a requirement for the Trade System. Tentative Changelog *** Please note that this is only a preview of the next patch and may be incomplete. Final Patch Notes for the Live build may differ and will be reposted once it goes live. Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This results in increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratinoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Ships Increased Gold cost for crafting ships Schooner: 50 → 5,000 Gold Brigantine: 250 → 25,000 Gold Galleon: 500 → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports 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 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
  2. Ahoy Pathfinders! We have set up the Sea Forts for route control, the Markets for Trade configurations, and now Trade functionality is on the way with the next patch! As a reminder, it is currently scheduled for Tuesday 11/10 at 7:00 PM PT and includes a Wipe. The first iteration of Trade functionality will introduce virtual shipments only, meaning no tangible NPC Trade Ship will be created and all Trades that are started will reach its destination Market after a certain time. Players can still blockade Trades via control of Sea Forts, in which case a Trade will not start if there are no routes it can take to reach its final destination. The automatically generated Trade Ships that players will be able to impede and attack are still undergoing testing will be implemented later. We are also introducing Random Events to Trading, and these will appear in the Trade log when they occur. It’s wild out in the Seas, and you never know what can happen. Perhaps your ship sailed into a group of NPC pirates who took some of your stock. Or maybe you got lucky and ran into a treasure chest, gaining you extra gold! Maybe the amateur cook on board accidentally set your ship on fire so you lost some of your cargo - but inadvertently gained coal! Random events can be negative, neutral, or good, so be sure to keep an eye on your Trading Log or you’ll be caught by surprise! Multiple Random Events may trigger, and all Random Events are virtual and do not get resolved until the end of the shipment. The weights of several resources have been adjusted in relation to the Trade System as well. Economy The Trade system will be the main way for players to generate gold. We will be starting with very conservative numbers with the gold generation rate from Trades, and will adjust the numbers accordingly. With Trade Functionality now in play, we have increased the cost of building Ships. Players will need to Trade consistently and/or control Sea Forts to build income for Ships. Acquiring top-tier Ships is going to take some work and we are expecting to see a lot of Sloops at the beginning. The first Schooner, and subsequent Ships should feel like a big deal and a job well done! Whales, Ships of the Damned, Shipwrecks, Flotsam, and Treasure Maps are other avenues for gold as well. Re: Upcoming Wipe As noted, the next Patch will include a Wipe with the introduction of Trade Functionality. The Wipe will also resolve some previous issues such as interference from the old Sea Fort structures and problems with claiming Sea Forts on Lawless. We also received some questions about whether the Wipe would change the map or multipliers for the new “season.” We would like to start off by clarifying that with our recent change to our direction in development, we are shying away from defining official “seasons” while we are still in Early Access. In the Summer, we announced that we were renewing and essentially resetting the ATLAS development journey. Since then, we have come to realize that we cannot expect to have “seasons” while we are still shaping out the core gameplay mechanics. At this stage, we will be rolling out changes continuously and wiping whenever it becomes necessary. Meanwhile, we will consider how we may want to run seasons when it makes sense. The upcoming Wipe will not introduce any map or resource distribution changes, at least not right away. We are still looking at how we want to change and balance the distribution of resources. We like the idea of having Hot Spots/contested locations and want to bring more of that into the gameplay. Once the NPC Trade Ships are in, it will also create opportunities to attack the Trade Ships that are carrying rarer goods. The changes to resource distribution will be happening later in this cycle. This means that the value of certain locations can and will change until we strike the right balance, and it will mix up whatever the current circumstances at the time may be. Base multipliers/rates will also remain the same. There are no planned changes at this time, although we will likely look into readjusting them later down the line. Private Servers A wipe is not necessary for Private Servers, but it is recommended as there may be outstanding issues that a wipe would resolve if you had already added the original Sea Fort structures to your map. Be wary that adding Sea Forts now may cause unintended changes as well. Sea Forts are also not necessary to enable Trading on your server. Trading is set up so that if there are no Sea Forts in the server, it is considered an open route and there is no tax when passing through. If the origin or destination market is on a server with no Sea Forts, the trip will be virtual. In other words, Trading is allowed for everyone if there are no Sea Forts on a server. Unless you desire to add the gameplay surrounding Sea Forts, it is not a requirement for the Trade System. Tentative Changelog *** Please note that this is only a preview of the next patch and may be incomplete. Final Patch Notes for the Live build may differ and will be reposted once it goes live. Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This results in increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratinoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Ships Increased Gold cost for crafting ships Schooner: 50 → 5,000 Gold Brigantine: 250 → 25,000 Gold Galleon: 500 → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports 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 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
  3. Advice, things to consider devs... 1. Can Company A initiate a trade, then cancel it and still receive Company B goods? 2. Can Company A initiate a trade, then just go sink/ steal both ships? 3. If Company A initiates a trade and a 3rd party (such as a co-conspirator or 2nd account) sinks/steals the outgoing cargo does Company A still receive their goods from Company B? 4. Will trade vessels be armed? It appeared so in the pictures.. 5. Can the control point owner just camp their site and just sink/steal all the cargo flowing through under protection of said control point? 6. What happens if a control point changes hands after a trade has been initiated.. Both when alternative routes are available and, more importantly, when they're not? 7. Will the "trade tax" be paid up front at the market or transformed into gold out of the cargo? 8. Will, or have you considered, making insurance a part of this? Insurance was an actual product utilized back in the day... 9. How will Sotd react to trade ships? What about killer whales? Even mermaids..Consequences for traders? 10. If trade ships ARE armed will they initiate battles w nearby players or only respond to aggression? Will they fight or just fire but stay on course? 11. Have you considered letting transaction participants choose/ pay for higher/ lower levels of shipping vessl armament? 12. What effect will cyclones have on trade vessels? 13. Will the trade ships be labeled in some way so that people know which companies cargo they're plundering? 14. Will there be an announcement/log file when negative events occur? Last thing, it was stated, if i remember correctly, that at a certain point the trade vessel will be/ become virtual to reduce server load, correct? It may be wise to begin ALL transactions as virtual until the above mentioned exploits and scenarios have been addressed imo. Have a steady flow of "generic-npc" trade ships for players to plunder for fun at the outset perhaps? Advice to players Make small/ frequent trades initially to reduce the cost benefit for nefarious trade partners. Anyone have a scenario i missed to help the devs? Have a good day everyone.
  4. Thanks Devs ! I checked it about 22.00 h continental european time. The reported Bugs don't occur anymore on my single player savegame(same grid) without patch ? Edit : Oh sorry patch 410.4 fixed it. I don't get any download information from Steam.
  5. hi While interesting and i understand your frustration... There many more true "bugs issue" that need addressing... As per last night for me... I travelled to the D9 Freeport via crossing east shot side....With my new Brig, a bear, and all my gold... Got within anchor range when i was kicked from my own company.... Shock & Horror .... lost it all... This morning picking over the wreck for the gold... while my bear & crew float around.... Hence built a new Ramshackle and headed north... Crossing over the boarder... Shock & horror got kicked from that company and returned to the old one ... Currently i am stuck there given no control of this ship... do i risk another ship for the bear ?.... While you may think this is rare... Our neighbour had this occur to him on land.... given a ticket in... was meaningless to help him... lost all his ships and base... Neighbours helped him reclaim all his animals.... To your "Wreck Remains" i feel they add character to the game, i like them... true they should not last as long... A better balance of decay time including the frames i would be fine with... That being said you can build over the frames and close to... Yes it sucks for shipyards... As for your "Shipwreck gold" yes it sucks when LVl 12 is buried under the sand.... In the old version (last season per-say) yes it was roughly a 24hr re spawn.... However in this version re-spawn can be every 2 to 4hr after you take it... that being said, this has nothing to do if 5% to 50% of the wrecks are buried in the sand... "Squares" have good days & bad one's ... As soon as you get one, Move to another square... Given roughly 20 wrecks in a square... If the first one is buried, then roughly there are 10 more like it.... Don't waste your time... move on.... "Rule of thumbs" Squares with small / less Island are best... I've picked up 2000 to 4,000 gold from these in a play session... Regardless, it is good to chat about bugs per-say ... Does anyone have a work round for the Farm-house bug ??
  6. The problem now is - the weather MUST be a CORE aspect of the sailing game. And yet it was made the most simple way. And it doesn't affect AI ships. I just copy-paste my thoughts of sailing aspect: I would change the wind so It would just blow same direction for a while (and by "while" I mean at least 24 ingame hours). Then it randomly rotates for some angle (clockwise or counter) and blow new direction for a while again. Most of the time wind is around average, provide me FULL SPEED. Occasionally it goes to strong hurricane state and this requires me to lower my sails and turn to it's direction to prevent ship and ragging damage. Occasionally it goes to calm state and all hidden flotsam appear on the water surface. Now to the challenges. Weather should be divided in to two types. Warm in equatorial, tropic and desert areas. Cold in temperate, tundra and polar zones. Warm weather brings: rains, thunder, storms whit tornadoes or hail, dust storms and fog. Rain - make ship heavier, it loses some speed and maneuverability. Thunders - slight chance that lighting strikes masts, causing ragging damage. Storm brings deadly tornado or hail. Storm is not global, it just wide dangerous zone in the ocean, and players goal is to avoid or escape one by all cost. Sail into tornado will cause sever damage to ship or either destroy it. Hail do moderate damage to sails. Fog lowers visibility to all ships (NPCs ones also) when it's calm. Dust storm lowers visibility when it's strong wind. Cold weather brings snowfall, ice rain, blizzard, white mist. Snowfall just makes ship heavier. Ice rain makes it even heavier, and deck became slippery. Blizzard - is local spot to avoid because it cause moderate damage to ship and sails. White Mist is bright sparky show fog appears during sunny day. Lower visibility. Oh, and about visibility itself. I would cancel unlimited visibility and make so it always changes around average values. So islands would appear as we getting close to them and lighthouses actually guide us (for that I would make freeport and homeland lighthouses different color or brightness). Beside weather, player also should deal with ocean. There are randomly generated dangers in there. Warm zones provides migrating seaweed zones and reefs with rocks out of the water. Seaweeds dramatically lower ship speed, and if player wont escape in time full sails along wind direction may require to escape. Rocks and reefs are deadly. Hitting one will fully take out planks HP. Cold zones provides drifting icebergs. Hitting one is also dangerous. Both cold and warm zones also randomly generate jet streams (make ship turns and damage planks if angle is too big) and funnels (tries to capture ship in it's center - require full sail along the wind and along rotation direction to escape). Everything above affect all ships. Player's ship, NPC's ship, damned ships etc. Also because there are less water around, and islands closer to each other - sailing through the center of grid will require some maneuvers between island (something like that now in Polar and it's fun to sail through). And tasty one. Each danger that player face, and each activity player actually do in the ocean, gives special reward points to the ship. If player pass seaweed zone - he gets "seaweed point". If he avoid iceberg - he get "iceberg point" there. If he gather flotsam - he get "flotsam points" etc. After gathering enough points player can choice special tittle for the ship. After gathering more points, player get special skill for the ship. After gathering points for the third time - special figure head for ship became available to craft. For example if I avoid a lot of seaweed zones, I can add to my ship name a tittle: "Unstoppable". If I continue to pass seaweed zones I'll open a skill for ship that lower my speed penalty in seaweed zones by half. After I pass many more seaweed zones - I'll get... let's say "mermaid" figure head blueprint for my ship. Getting there should take a while, to make all those achievements valuable. Figure head might also have some bonus stats. For balance stuff player should be able to choice just one danger bonuses and either be able to change em in repair dock or be unable to change them at all : )) Maybe survive inside the most deadliest situation (like actual tornado) - give player some really unique and valuable reward. In PVP ships with those skills might suddenly get an advantage if battle occur near dangers. And yeah. Some nice addition would be, if next weather would be predictable. - Scarlet red sunset-sunrise - before windy weather. - st. Elmo's flares - before thunderstorm etc.
  7. Will taming be removed from the game in the future? I am reading alot of notes from the developers that they are planning to overhaul the game and get away from the “fantasy” aspect. Does this mean they will be removing taming or significantly cutting current portions of it from the game? I hear they want to make the game more realistic, but I didn’t buy this game to play sea of thieves. I have no interest in PVP pirate sea of thieves simulator. Do the devs not realize that PVE is the majority consumer base in this game? If this does occur I will most likely leave this game and Im sure Im not the only one. Edit: This my main concern when it comes to the future of the game. The developers (as far as I know) have not elaborated or answered this question
  8. I got ya bro! @Ranger1k A prosecuter wouldnt take the case. Only in egrious circumstance might the DoJ or another reglatory agency get involved. In this situation, you would have to sue the company. Like Doc said, good luck finding a lawyer to take the case. You can always represent yourself, which is fine... just be careful of that "contempt of court". Now to his other point, good luck finding a judge to hear the case. Most will either dismiss as lack of jurisdiction or because it would be a frivilous lawsuit. Like it or not, the tooltip issue is just another bug from a development stand point. Yeah its a pita, but its not game breaking and tbh the fact it wasnt updated last night makes me think more changes will occur before they patch it to the client. This is the cost of playing early access, which is an alpha test btw, not a beta test.
  9. Perfect Q & A? No. Step in the right direction? Yes, absolutely yes. Heres my question..rough estimates acceptable How often will Q & A posts occur? Sidenote... Shout out to Bluestone for trying to answer some questions on occasion here recently also Ty, have a good day
  10. 1. Some obvious cliffs and steep dropoffs that USED to be gentle slopes still have the collision detection for the slope instead of the dropoff. Player can walk down an invisible slop when they should be falling2. ALOT of the decorative ground clutter, some trees and other gathering points are floating in mid air well above the ground3. Water barrel seems to infrequently delete the water within all at once (No, nobody is stealing it) This mainly seems to occur if you fill a barrel with ground water and then rains adds to it4. This is kind of a big one, but gathering points/mining nodes are giving the wrong resources.Example, Quartz (Crystal) nodes are now giving Garnet (Gems), Silver nodes are giving Iridium instead, some mining nodes will not respond to being hit (stone flakes off, but node doesn't break and no resources are gathered), Wheat is giving Licorice 5. Animals are spawning on top of mountain and inside POIs (Example, platform with walls high up on a stature had 2 lions while another had a horse, sheep, and pig)6. The melee damage from tools to structures is INSANELY higher. i.e. metal axe used to do about 15-16 per hit to a large wooden storage, now it does 55-56 per! This will break raiding and pvp pretty badly if its not fixed7. Animal hit boxes are messed up, at least for arrows. I've shot a bear, two chickens and a wolf with my bow and the arrows stuck in them, they showed signs of being wounded, but they didn't react, took no damage and wandered around with my arrows stuck inside them.8. Fiber is very weird right now. certain areas have none while some have an OVER abundance (in 3 minutes of farming I had SEVERAL full stacks of cotton) 9. Crystal is now almost non existant unless you go to a freeport for the generic stuff, and half the time some d-bag will try to follow you out of the freeport for it 10. Turn off the ability for other players to loot bodies in freeport! If we can't pvp there, we shouldn't be able to loot each other either. I was killed by a bear that a player aggro'd to me (see next point) and immediately after, that player looted all of my gear from my corpse. 11. Stop animals from attacking people that did not aggro them in the Freeports. This is a huge griefer ability. You can aggro say a bear then outrun it pas another player, at which point the bear goes after them. Aggro'd animals that are normally docile will attack everything human around them, whether you are in the same company or enemies.I'll keep adding as I experience stuff that may still pop up.
  11. I am locking this for now. Everyone is entitled to their opinion, but there is no need for the name calling, threats, and telling people to shut up. I am leaving the original post as is and we may re-open it later, assuming that a lively discussion and debate can occur.
  12. Xbox D2/E2 (as far as I've seen but have not travelled east/west to test) Can confirm it does not occur in D1 for me While attempting to climb a ladder from the water, pathfinder will mount the ladder but not climb up/down. Instead it will freeze in the climbing position and move forwards/backwards in the water until the pathfinder "jumps" off the ladder. Repro: Happens practically everytime we tried to board a ladder. occasionally it will swork without any issue, other times have to try and board the ladder looking up and cresting a wave.
  13. I have a few bugs I would like to address first starting with ship issues. The first issue is that takes will slide through the ships during loading sequences. Most the time they lag back on the ship but in a few instances the will lag into the ocean never to be seen again. Another Lag issue with ships is occasionally the ship will render beneath the surface of the water. This brings the ships closer to the sand bars( which in my opinion should only beach a ship wink wink) causing increases likelihood of a lost ship when near a sand bar. All the ship issues generally occur when entering a new region and I am a Xbox user. The second issue is bows as the hit box on a bow is similar to the mana's ice breathe in ark where as the target is only taking damage when aiming at his anus. The Hit box does not appear 75 percent of the time for head shots or body shots even though the arrow is obviously stuck into them. Guns do not possess this issue so you may look into firearm ammunition coding as a possibility to a solution. The last issue refer to takes and lag issues. On console I have noticed the big lags of bases are due to the system trying to liad bases as a whole instead of render in piece by piece. An option to add structure render rate may debunk most lag problems as the coded seems more efficient than ark. Also when crashing if the characters can just go unconscious that would save tame lives while swimming as normally a tame float in the water but if your on it, well it sinks and drowns before you get back on. The last issue involves the age old babies ignore their inventory when all players in tribe or offline or out of render range leaving a baby to starve with a full inventory. These are the only issues i have found so far. Thank you and have a wonderful day.
  14. There are two amazing people - Kara and Nate. They youtube travelers and already visited 100 countries around the world. Right now they are in their magic voyage to the very southern waters of Antarctica. And they got really touchy and emotional moment. Check it out here (watch from 12:00 to 15:00). So I've been thinking. This video is really great example so ocean don't have to be all dangerous, evil place. There are some rooms for beauty as well, right? I mean right now in Atlas - we just facing a dangers. Ocean is danger. Islands are full of danger. If you see anything in a game - it's probably wanna kill you, or you would wanna kill it for resources or loot. And after a video above I thought - maybe it would be amazing, if we had little positive events during our exploration too? They would occur occasionally, and be that touchy and emotional with proper graphic and soundtrack. Those events were you don't need to kill anyone. Just to be in a right place and right moment. And watch. Not just whales, dancing along the ships. Maybe rainbows after the rains, luminous algae during the nights, magical sunset and sunrises, maybe some mystical stuff, glowing flora, rare blooming flowers, fireflies etc. And for experience all those stuff we would gain EXP as I mentioned above. I mean right now there are dolphins, jumping around, northern lights in arctic, etc, but those are not events. Just meaningless picture.
  15. Just had the same problem occur makes defending bases with NPCs pointless
  16. Let's take a look at sea travels. I prepared, get sextant buff, set sails, point my ship to direction I need, a-a-a-a-and...? I Alt+Tab and go check my e-mails, social media and watch Youtube for funny videos. Sometimes abnormal storm appear - I play Pacman with like 50 tornadoes, and I get nothing in reward. Sometimes it's fog - I either lower my sails, stop and go watch Youtube, or continue along the border, and go watch Youtube. Sometimes it's coldwave - with same low visibility and I either stop and go watch Youtube, or continue along the border and watch Youtube. Sometimes it's heatwave - which lower my HP by half. Then it regains. Sailing is second main pillar of games like this. And right now there is JUST NOTHING in sea travels that keeps player in a game. Seriously. I once set my sails along the border and went for a walk with my dog for a half an hour. Let's talk about: 09: SEAS ADVENTURES The basics I would do: 1) - Compress whole ocean at least twice, so the longest half atlas travel would lasts 40-60 minutes (I mentioned this one earlier) 2) - I would make players actually do something while sailing. 3) - I would reward them for all activities. But before I go there - let me tell something about the wind. Right now it just rotates clockwise. It raises and cut it strength from calm to strong and back. And that's it. If I go half ATLAS with loaded ship, I know I'll experience counter-wind and calm (I pray not together) and that's only fact just take away my desire to sail: I would change the wind so It would just blow same direction for a while (and by "while" I mean at least 24 ingame hours). Then it randomly rotates for some angle (clockwise or counter) and blow new direction for a while again. Most of the time wind is around average, provide me FULL SPEED. Occasionally it goes to strong hurricane state and this requires me to lower my sails and turn to it's direction to prevent ship and ragging damage. Occasionally it goes to calm state and all hidden flotsam appear on the water surface. Now to the challenges. Weather should be divided in to two types. Warm in equatorial, tropic and desert areas. Cold in temperate, tundra and polar zones. Warm weather brings: rains, thunder, storms whit tornadoes or hail, dust storms and fog. Rain - make ship heavier, it loses some speed and maneuverability. Thunders - slight chance that lighting strikes masts, causing ragging damage. Storm brings deadly tornado or hail. Storm is not global, it just wide dangerous zone in the ocean, and players goal is to avoid or escape one by all cost. Sail into tornado will cause sever damage to ship or either destroy it. Hail do moderate damage to sails. Fog lowers visibility to all ships (NPCs ones also) when it's calm. Dust storm lowers visibility when it's strong wind. Cold weather brings snowfall, ice rain, blizzard, white mist. Snowfall just makes ship heavier. Ice rain makes it even heavier, and deck became slippery. Blizzard - is local spot to avoid because it cause moderate damage to ship and sails. White Mist is bright sparky show fog appears during sunny day. Lower visibility. Oh, and about visibility itself. I would cancel unlimited visibility and make so it always changes around average values. So islands would appear as we getting close to them and lighthouses actually guide us (for that I would make freeport and homeland lighthouses different color or brightness). Beside weather, player also should deal with ocean. There are randomly generated dangers in there. Warm zones provides migrating seaweed zones and reefs with rocks out of the water. Seaweeds dramatically lower ship speed, and if player wont escape in time full sails along wind direction may require to escape. Rocks and reefs are deadly. Hitting one will fully take out planks HP. Cold zones provides drifting icebergs. Hitting one is also dangerous. Both cold and warm zones also randomly generate jet streams (make ship turns and damage planks if angle is too big) and funnels (tries to capture ship in it's center - require full sail along the wind and along rotation direction to escape). Everything above affect all ships. Player's ship, NPC's ship, damned ships etc. Also because there are less water around, and islands closer to each other - sailing through the center of grid will require some maneuvers between island (something like that now in Polar and it's fun to sail through). And tasty one. Each danger that player face, and each activity player actually do in the ocean, gives special reward points to the ship. If player pass seaweed zone - he gets "seaweed point". If he avoid iceberg - he get "iceberg point" there. If he gather flotsam - he get "flotsam points" etc. After gathering enough points player can choice special tittle for the ship. After gathering more points, player get special skill for the ship. After gathering points for the third time - special figure head for ship became available to craft. For example if I avoid a lot of seaweed zones, I can add to my ship name a tittle: "Unstoppable". If I continue to pass seaweed zones I'll open a skill for ship that lower my speed penalty in seaweed zones by half. After I pass many more seaweed zones - I'll get... let's say "mermaid" figure head blueprint for my ship. Getting there should take a while, to make all those achievements valuable. Figure head might also have some bonus stats. For balance stuff player should be able to choice just one danger bonuses and either be able to change em in repair dock or be unable to change them at all : )) Maybe survive inside the most deadliest situation (like actual tornado) - give player some really unique and valuable reward. In PVP ships with those skills might suddenly get an advantage if battle occur near dangers. And yeah. Some nice addition would be, if next weather would be predictable. - Scarlet red sunset-sunrise - before windy weather. - st. Elmo's flares - before thunderstorm etc.
  17. Simpler format than my usual threads. Just QOL issues and fixes that I think would be best. PvP: PvP in general, sucks right now. Massive powerblocs prevent newer and lower level players from progressing. The need to be part of a group should be diminished in some way. Making war declarations against a company, not an island would fix this issue. This should also coincide with reducing war window timers to 4-6 hours instead of 9. This will allow small groups to plan around a more easily managed war window, and allow warring groups too attack anywhere they need. Likewise, Lawless should behave like owned land and have a 1-2 hour raid window every 3-4 hours. This allows casual players and solo players a realistic chance at piracy activities. This could be a stepping stone to.... faaaactioooons ((pls pls)) Secondly, current harbor building techniques are thermonuclear UNFUN. Locked channels that take hours to get in and out of? Might as well not sail, just gonna play Ark at that rate. Encourage raids that target loot, not full destruction. Nerf stone structures placed under water. PvE: PvE is in a pretty decent spot; but has the draw back of over population. Adding more islands would be swell! In addition more perks for island owners. Perhaps allowing territory claims on top of island claims to extend a players timer and give a controlled building area; preventing griefing in all forms. Treasure Maps: So many treasure map sites are broken. Suggestion: Manually delete all map spawns that do not occur on flat land or beaches. Almost all sites on top of rocks are incompletable: Remove them? Sunken Treasure: Too numerous and often not worth the effort. Reduce overall spawn-rate and increase quality. Ships of the Dammed: Rarely ever worth the effort. Especially for PvE players. Increase drop quality. Tames: Tames could be made less of a focus by buffing them instead of nerfing them. Using the same method used for cryopods in Ark; players could "Familiarize" a number of tames of each species. (Eg: 2 Female Bears, 2 Male Bears) as a summon spell. This can (And should) be coupled with the ability to resurrect familiarized tames. By allowing players to summon/dismiss animals and preserve favorites breeding and taming will not be a critical focus on many companies. This will also open the window to to allowing tames to be sold from a vendor. Tames should function more like MMO battle pets and not like farm equipment. While, yes you could ride, farm, and swipe to kill with your bear: sending him in to taunt while you shoot the badies with your carbine should be better. Battle tame of choice should complement the playstyle of the player both with buffs and mechanics. As an example, snipers would want a lion or bear. Swordsmen would want a parrot or vulture. Sea-Witches would benefit from a cat. Remove many of the dinosaur like features from Razortooths and Shieldhorns. For Razortooths, using a more Spino-like stance to resemble a Protodragon, give a right click breath attack. For shield-horns, make their skin leathery instead of scaled. Change leatherwing model to that of a bat, bird, or winged crocodile. Add a "Meat Chow" and "Veggie Slop" recipe to the cooking table that has a long shelf life and high nutrient density for feeding tames; similar to kibble but only for feeding. Baby Animals should not need hand fed. Instead, they should be required to stick near the mother who will eat the extra food in place of the baby. As a counter to the now AFK mechanic, the amount of food consumed should be vastly increased. This will significantly reduce the focus on the tames them selves and allow breeders do other things in game. Powerstones: Too many earth golems, make caves slightly less populated. Get rid of the meatballs of baddies in buildings that jump out all at once. Increase gold payout from AoD. Get rid of using ships too kill bosses. Keys should not be dropped on death, should instead go on your "keyring" or you receive a buff that persists through death to open the case. Around the home: Allow Ice-chests to act as preserving cabinets vastly increasing spoil times even when not filled. Allow ice chests to be irrigated thereby producing ice at night in the desert and temperate biomes. Allow Irrigation to grills, etc to be radiant, instead of requiring a direct connection. This is by far the easiest solution to placement problems. Implement a compost bin and allow a crewmember to be assigned to it, automatically picking up poop in an area similar to a trough. Crew: Crew should be much more dynamic, such as was demonstrated in the trailer. Adding piratey deployables like taverns and bars is a great first step Crew should be allowed far more jobs and function on land to allow players to focus on sailing and exploring. Ships: Sails: FIX SAILS lol. Weight sails: Make weight sails reduce the effect that cargo containers have on a ship's speed. Cargo Containers: Increase capacity beyond 16 units. Handling Sails: Change name to correctly display their function: Acceleration Sails. Speed Sails: Make them work by raising the top speed cap of a ship, so that they can be combined with acceleration sails.
  18. Greetings, With the bonus weekends and holidays that come and go, I had an idea to keep people active with these bonuses without being too overpowered. I'd like to suggest another layer to add to this to keep people interested and to explore islands. Here are my suggestions: 1. ) Add random EXP bonuses that occur perhaps daily or hourly for random zones. Perhaps even in secret, so it requires another player to report the bonus. 2.) Add random resource bonuses that occur perhaps daily or hourly for random zones. This could work the same as the first rule. Could even narrow it down to certain resources. 3.) Do the same for taming as the first two rules. Not sure if this could work, but thought it would be a nice idea if possible and would keep people exploring more randomly. Thanks for your time, Zike
  19. You need couple ballistas on ship stern and nothing else. You approach whale and try to shoot him manually. There is a bug that often occur - you projectiles hit invisible wall aside of your enemy, stuck there with no damage. It's not just happen to whales, but to all enemies around. So continue to shoot him. Try to get a bit closer (not too close). Then you finally hit him, he aggro and start to swim towards you. Raise your sails, keep distance and shoot. You need around 70-80 ballistas spears to kill one whale (I usually take around 120 in case of bugs etc). When around 30-40% hp whale will turn around and start to submerge. You just stop and wait until he back. Keep your distance and shoot. I personally made both solo with just a schooner and 2 ballistas on stern. I had 3 crew - one was on big speed sail control, another two - were shooting in automatic mode : ) p.s. - In polar region whale aggro you as soon as they see you. So you sail around - and when you see healt-bar underwater - turn around and keep you distance : )
  20. Okay so I have spent days playing on my own single player server to get a feel for the game and I've been using a few mods - Custom Item Stacks, Regenerating Ships, Battle Stations!, Godsafe, CG Ships, HeavyShip2 more specifically I was working on a specific Location building a fortress dockyard on a recently Island I captured. D5 58606 -315660 2405. I got pretty far into building one night and exited (without any crashes, there had been some in the past quitting single player) to main menu then quit game to play another. upon returning 2 hours later I loaded into the game and everything went as normal, got in music started to cut in and out, I could move and interact normal but only for about 30 seconds before the game just closes - No Error report, nothing just closes to desktop. I try and try again with same result. I then replaced the current save with the corruption free back up, same result of crashing. I didnt have any near prior saves that didnt lose me hours work so I decide to delete my known saved location. Upon reloading I had to select an area to respawn and I had a few beds on the island itself I was working on, so I choose one closest to where I had been building.., upon spawning it doesn't put me at the bed, but rather, at the exact same location D5 58606 -315660 2405 where I had saved/quit before the issue started. Again it started to occur. I tried killing myself and respawning, I tried a combination of different beds on the island including one on a ship off shore, same result it would put me at those said co-ords and game would just close after 20-30 seconds. Finally I decided to delete my known location again and spawn from the starting point, and re-sail to to the island this seemed to work only I had lost everything I had in my inventory upon respawn. Along the way I saved multiple spots in different locations/regions and when I got close to the island, stopped offshore in a spot away from the problem location and saved. Then quit and reloaded, everything seemed to worked just fine so go back to, D5 58606 -315660 2405 nothing happened, no crashing, no body or sign of previous inventory items. I moved to another spot close to this exact location and tried to quit and reload and same result as above game would crash upon loading into the D5 58606 -315660 2405 spot. So I replaced the files with the ones I made a copy after resailing to the island from homeland and saving from the opposite end of the island I was building on. It works from this point on, and will allow me to return to D5 58606 -315660 2405 and continue building problem free, but when ever I save and try to reload from that location it results in the game constantly closing 20 seconds in which leads me to believe something with that location is causing a fatal error - an animal stuck in a structure, an item or structure itself causing corruption upon save.. Also after I built more then went back to the opposite side of the island to save and quit as it will work from this point, upon reloading one time I ended up getting back the same inventory I lost when all this occured and anything I had remade after was lost but everything else still seems to work so long as I do not try to save/quit from the mention build location or anywhere within visual range of it. I am hoping someone can help me pin point what could be causing this issue so I can eliminate it without having to lose countless hours of creation. The Save was on location ocean x3 y4 (The biggest Island in that region)
  21. I dont think you understand the system I'm afraid. If there is an NPC (ANY NPC) in the circle of the flag belonging to the current island owner, it will be permanently contested and the flag will NEVER lower. Therefore, if the island owner has npcs within the flag radius, regardless of their activity, it can not be contested until the npcs are removed (mutiny & death). The island needs to run out of gold and berries completely for that to occur. Berries of course will never run out if anyone at all is visiting the island ... so its the island gold upkeep that needs to expire before you can contest if they have npcs in the radius.
  22. Once you figure out the workarounds for the bugs associated with WPEs,, they really aren't so bad. I've figured out how and why some of the bugs are created and try to prevent a lot of the issues. Basically, if you take over all the camps on an island without logging out or better yet, not CTDing, then most of the bugs will be prevented. What happens when you log out before completely taking over the island is that when you log back in the game super imposes another pirate camp on top of the one that was there in the save file. Any ships associated with that camp will be respawned as well, so if you took the ship out first, then proceeded to the camp, you will have to fight it again upon logging in. So, things are doubled at the camps, and when you finally take the flag, you are only able to raise one of the 2 flags, which only makes one of the camps yours, while the other camp is still locked to you because you can't raise their flag to claim it. In those cases, I use the admin controls and make the camp mine. Its simple, look at an item, a wall or door that is yellow, meaning it doesn't belong to you, hit the tilde key and type givetome, then you can interact with that object, either demolish it or whatever. Only problem with that is that you have to do that with each piece of the pirate camp, which can take a considerable amount of time. Or you can just add yourself to the faction and I guess that would make the whole camp yours, haven't tried that aspect yet. The real glitches occur if you CTD during the taking over of an island. I've had issues where there were 3 camps super imposed on each other, and I had to fight a galleon that had no sails, or at least, no sails on top of the ship, when I went to demolish the wreck for the resources I found the sails had spawned in reverse, they were on the bottom of the ship. Made it easy killing the ship since it couldn't maneuver and just sat in one place while I pounded it with about 300 cannon balls. I didn't care. I demolish the wrecks and use those resources to repair my ships and make other stuff with, because you can't use those resources for any blueprints, and all the other stuff I farm during my gathering trips is stored off the ship at my base, to be used when I get enough stuff for my mythical or legendary ship that I will build when I get enough resources farmed.
  23. Last night I had 10'sh SOD in a line blockading my way on my power stone run The detour was so boring. Don't worry they are going to make sailing a much more interesting experience like Maybe Cyclones occur every 5 minutes 10 times the number of SOD and whales. Sneaky whales and giant squid that come up at you from beneath Winds that constantly change and Winds that blow you off course. Sharks that fall from the sky and eat your crew. Sharknado! No more wood from trees only floating logs you find at sea and mats inside flotsam and sunken ships. And and powerstones will be located in long deep underwater shark infested caves Who says the Hydra can't grow gills and live underwater. Underwater Hydra fights! Awesome. https://en.wikipedia.org/wiki/Hydra_(genus) It's going to be so.... so.... much fun.... I can't wait... (Uninstalls Altas...) btw I'm being sarcastic
  24. Jeremy said that it was thought about to implement in ARK, but because of the major lag that would occur with the massive amounts of dino’s and ships, it couldn’t work??
  25. I did not change the computer and operating system. I did not install the game again. The file integrity check did not reveal any problems. Restarting the game and rebooting the computer does not help. My characters and acquaintances disappeared when teleporting between regions. For no apparent reason or error: you teleport to a neighboring region, the game returns back (teleportation does not occur). You exit the game. All. The character is lost. When you re-enter the game offers to create a new character. On other servers (like PVP NA), my characters load seamlessly.
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