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  1. Summary: Use what you have already developed. You can achieve a lot with very little effort. For each new possibility create an option to activate/deactivate. This gives you direct feedback on what players think is good/bad. What they use and what they don't. On all the platforms discord, forum etc. you only get feedback from the loud players. Is that the majority? I don't think so. And please maintain a page with all settings you have. In the game, in the Wiki or somewhere else. Detail: Here are my thoughts. The game is good, has great potential. Only the long-term motivation suffers at the moment. Why? I look back on e.g. Rend. The crafting was solved differently there. In order to produce better weapons at a higher level, a certain number of weapons of this kind had to be produced with lower quality. I.e. you want to craft a better bow/gun? Let's say 110% instead of 100%. Then you first have to make 10 bows with 100%. Or another example. You want to build stone walls? Then you must have mined a certain amount of stone to be able to learn this skill at all. It was a somewhat more natural approach as currently in Atlas (or Ark). Here it means find a blueprint and you can make it right away (if you have the resources). (And which is completely illogical. You can only make a certain number. That's like if I can only build 5 cars. Afterwards I am then again too stupid and can only horse-drawn carriages.) Furthermore, this approach has the advantage that when playing in a group, the skills/activities have to be split even more. Vitamins and food. The vitamin system has already been quite defused and certainly still doesn't have too many friends today. Too bad actually. Yes, I admit it. I'd rather let my character die than take care of the food. Why is that so? It's the recipes. For pretty much every recipe, I need special resources that I can't grow myself. So actually it's pretty useless to build a small farm. Everything I need for the recipes, I should be able to grow. For example, why can't I grow olives, lemons, etc.? Should I sail halfway around the world to get the materials? Yes, I do that exactly 1x, so that I have the seeds. Then I want to be able to plant it myself. I have to travel a lot because of the different resources. I don't feel like doing that because of the food. Is this a sailing trip simulation or a game with fun? Speaking of sailing. Much has already been written. More ships etc. Yes it is true. More different types of ships are needed. One that can transport a lot but cannot be armed. One that is fast but weak. One with thick armour but slow. One that can shoot further, one that I can ram with, one that only makes sense in the shore area for defense. Different tactics should be possible. That makes it interesting. If this causes a lot of work for the developers it will be done later. But why can't I apply boost to my ship? That would certainly be relatively easy to implement, a quick win for everyone. Makes a recipe for faster sailing, one that reduces weight... There is already the possibility to shoot faster. When I activate a homemade magic cake, a temporary boost is triggered. Especially the PVP players certainly have a lot of great ideas for this. Discovery Zones and Skill Points. I think that's a bit stupid at the moment. It only leads to stopping briefly at each island, setting foot on it and then immediately sailing on again. And the fact that there can still be different zones on an island makes this system even more confusing and impractical. I don't find it very motivating. And the islands in general. The following situation. There is a coconut on the beach. I let it be picked up by my character. I get cactus. It is definitely a coconut on the beach and not a cactus. I expect then also a coconut in the inventory and not cactus. Unfortunately, it is still the case at the moment that the same thing leads to different resources on different islands. This means that each island must be tested: Is what looks like Resource A really Resource A? I think it's a big mess. On one island the tree gives Strongwood on the other the same tree gives Softwood. I find it chaotic. Tax. I didn't understand that, what should be the principle behind it? Why should I pay tax to someone if I don't get anything in return? Give it all a meaning. For example, if I come into a tax area I have the possibility to pay the required tax or not. (After all, we are pirates here and certainly do not pay taxes voluntarily). And if I pay tax, then it is e.g. not possible to kill or rob me. Yes, this might become a bit complex in the implementation. But as it is currently implemented, quite demotivating. PVP or PVE. This question has been discussed controversially several times. From my point of view, a way should be found to bring these two worlds together. Because the game world is too big to support only one of the two. Why not decide when logging in, do I want PVP or PVE? Players in PVE mode are specially marked. Killing them or stealing their equipment/ship is then not possible. Maybe you can only steal their goods. Or they have to pay tribute... Maybe it would also be good to give players a score about how good/bad they behave and accordingly the player who kills another player gets more/less XP. As I said, this is quite controversial. And either the developers already have a solution in mind or they should discuss it with PVP and PVE players. Animals. There are a lot of different animals. But useful? An elephant is a must for the wood. Or a bear for the fights...but most of it is unfortunately quite useless. I would like to be able to use animals for certain purposes and each animal has also a special meaningful use. The implemented features are currently sometimes too weak to be considered meaningful. And also other features like the Para in Ark. An animal indicates when enemies are approaching. And then wolves, tigers etc. should be able to defend my home independently. Snake? Dead. Player? Dead. Currently they cannot be used well. They either run too far away or you just can't find them anymore. And if they are injured, they don't return to a safe place. The result is always the same. You lose them relatively quickly and the benefit has been small. Breeding/Farming. That I can't breed all animals/plants on all islands...I personally don't think that's a good design decision. Many players want to settle on the same biomes. If the penguin with its temperature regulation could be used here, it would certainly help some. And why can't I also use the penguin with the plants? 3 penguins and I can plant an olive tree in the Arctic. Wouldn't that be fun? Wild Pirate Camps. My current experience with it is somewhat disappointing. Pirate ship sunk (needed about 200 cannonballs). reward? zero. The pirate camp with 2 stone houses cleared. At the end 2x3 explosive barrel. reward? 2 pieces of standard cloths and a little bit of gold. Costs and benefits are out of proportion. Why should I fight these pirates? What should motivate me? No relevant reward. And that you can't hit a pirate at the cannon (he is immune to damage) other player have already complained. That I can only carry a killed pirate...only my animal able to mine him and get armor and weapons? The base for the Wild Pirate Camps is now available. Now this concept does. Fixe the illogical elements and expands it. I have an extremely bad reputation? Send me pirate ships or SoD chasing me. The difficult part, the AI, is already there. Use what you've already developed! The game knows my strengths. It could react to it and make the attacking pirates (or group of pirate ships) accordingly strong. SoD only occur in groups. No more single ships. How about a little more variance? At the latest after the x-th ship it becomes boring. And also these ships should be dependent on the wind. Otherwise it is quite unfair and weird. The same applies to the Treasure Maps. Almost impossible without an animal. Try different strategies? Useless. Only melee weapons still work. At least in the Single Player ...always the same procedure is boring. It should be possible to recruit your crew (NPCs) without freeport. The following happened to me earlier. I got my first NPCs. Then my ship was sunk. New NPCs? Sorry, max. 10. The fact that they were dead in the meantime did not interest the game. I thought it was pretty uncool at that time. Also the repair of the ships was criticized already several times. So I haven't had ships repaired by NPCs for quite some time. Probably I have hired simply lazy / stupid NPCs. Here I think all structures connected to a ship should be repaired automatically as soon as an NPC has no other task. Even on the high seas, as I can do myself. And please indicate if any materials are missing for the repair. And why can't I skill the NPCs for their purpose? The NPC on the sail can then turn the sail faster. The NPC that repairs can work more effectively. On the gun, they shoot faster... And if we already have NPCs. Can't I assign other tasks to them? Cut down trees and bring the resources to the camp? I'm supposed to spend more time at sea, so the activities on land should be done by the NPCs. Every pirate needs a base on land. Therefore, something useful should be done there during my absence. Today they just stand around senselessly. Gold. What can I do with gold? The NPCs pay, yes. But I only have a handful. They can't do much. Buy all resources? I haven't looked at the Freeport lately. At least a few weeks ago not all resources etc. were available to purchase. Seeds? Fruits? Food? Low Level Animals? Standard Weapons? Planks? Trading in Single Player? If there are no other players/dealers that can buy from me. At least on the Freeport I should be able to sell surplus. Much of what I wrote here has already been suggested by others. Try to communicate even better. Take single points. Discuss them (in writing!) with the players e.g. here in the forum. The player have from time to time the easiest and greates ideas. Let them participate in the development. At least give them the feeling. If the players can't bond to the product, you'll lose them. Sorry for this long text.
  2. My thoughts on Atlas at this point Really enjoying the game so far but I wanted to share my concerns with current game as well as for the future. Also, please Grapeshot, always approach PvP and PvE as separately as possible. Claiming: Right now I think the claim system works pretty well; however there is one major issue. There’s no safe way to allow others to build on your island which is going to lead to everyone locking their islands down. For example, if you allow everyone to build, your islands will be trashed with structures, bases, and traps etc... And if you add someone to an alliance they can use the declare war feature to destroy you. I believe that in PvE you should either be able to set different rules for different islands or be able to allow certain company ID’s special building privileges. The base will always be the endgame. Everything you do in the game will be directly tied to upgrading your base because everything else is always at risk of being lost. Tread very carefully with this mechanic. If PvE players lose their islands for any reason the backlash will be severe. Sailing: Probably the best and most important part of the game. Lots of impressive things going on with this from a technical perspective but I want to address some of the very frustrating elements of it. I get the feeling that you guys are scared of ocean being empty and that’s understandable. Yet, right now the ocean is filled with annoying disturbances. Sailing needs downtime, there should be activities on the ship to keep sailing entertaining. Not to mention, purely sailing a massive ship you built from head to toe is very rewarding in of itself. Ships of the damned are annoying, you pass them constantly throwing you massively off course, increasing the already lengthy journeys to even longer ones. Most of them are fairly easy to destroy or outrun but still they keep players from creating their own fun while at sea. Fog isn’t really that bad on its own but paired with SotD it’s just another layer of annoyance. Lastly, cyclones are just awful. Having skills based around render distance is not a good idea. The cyclones literally spawn on top of you and occur ridiculously too often. A lot of players focus on getting annoyed with the wind but I feel like that’s only because of the annoyances they’re trying to dodge while sailing. If you want to encourage sailing you need to reduce the stress of doing so. Add more optional and explorative activities like robbing an NPC ship, or things like the sunken ships. Problematic Design: I just want to quickly gloss over some big misc issues. - Getting destroyed by a SotD while loading into a new region - Docking a Galleon is extremely annoying and even risky because the anchor is laughably short. - Large boats having buggy issues with shallow water, sometimes flipping and taking massive damage for no reason. - Treasure maps bugging out completely when the holder dies. - Treasure maps spawning in extremely annoying hard to reach places with the same payout as easy to reach ones. - New maps like Blackwood should be added to the world space as a region even if there needs to be some reworks. Taming: The process is infinitely less time consuming than Ark but I wish that taming methods were actively designed to be more fun over difficult. Think of breaking a horse in Red Dead Redemption over kiting an animal into a circle of billboards and subjecting it to BDSM until you tame it. Skills: Very convoluted and extremely annoying for a smaller company to work around. You guys really wanted to incorporate skills into every avenue of the game even in areas where it feels detrimental to the gameplay. Not everything needs to be allocated purely to skill points. Cooking recipes should be on the loot table for example. Final Thoughts: I would never write something like this for a game I didn’t care about. Grapeshot/Wildcard are uniquely ambitious in their visions and put most triple a developers to shame. I see crazy potential for this game but please talk with the community before making big changes so we can give our input ahead of time. There’s massive investments involved from players, especially on official servers.
  3. I've not had a problem with the WPE pirate ships not taking damage. I've destroyed a few in my heavily armed schooner, until I lost it... wasn't paying attention to where I was going and ran smack into s fleet of SotD galleons.... ouch... Since then... As I mentioned before, I have started building mortars. For the bases, find a spot where you can hit all the buildings and start dropping rounds. These will destroy buildings (even the doubled up ones), it takes a lot of rounds but can be done. if you're on the same level (ie same ground level as the camp, not above/below) you can use the telescope to see where you're dropping rounds. Very handy. For the ships, If you don't have a high powered ship, build a mortar near the shore and drop rounds on it. I've take out a few ships this way. Among the bugs of the WPE is the double/triple spawning of the camps, this seems to occur if you come to and island and discover it, then log out. I've discovered islands and gone into a WPE and there was only one level. Ran away and logged and came back. Went to same camp, and it was doubled. Easily seen by the cannons sitting in the same spot. Thankfully the number of pirates doesn't double.
  4. Dear support team! I have the problem after 315.22 update. Every time I launch the Atlas with BattlEye, in 100% of cases I get BSoD. v315.4 update does not fix this problem Every time after crash I need to install the Atlas again. I struggled with this all night, completely removed the Atlas and made a clean installation - it does not help, always I click the "Play" button in Steam i get BSoD (blue screen of death). At the same time, I can launch Blackwood without problems when I launch the game without BattlEye. In this case, the crash does not occur. OS: Windows7 PRO SP1 Russian with all last updates. Please help
  5. In the D4 Birlisle Key region (the largest island in the region), I cannot mine resources. Neither tools nor hands. But if I kill an animal, I can collect resources from it. If I stand on a stone, I fall into it. When try to get something, hit marks appear, but the collection does not occur. Tell me what could be the problem?
  6. This is pointing out that the current pvp system is not going to work for a few reasons. 1. The game is modeled so that the more players join up together, the more safe your things will be. While this concept is fun for some, ultimately with one persistent world, this concept will create a gap between players who's arent losing assets when they log off and ones who are losing most of their stuff after they log off. The best way to save your assets is to join the biggest group. Eventually everyone will choose to join the biggest group or quit playing. This will end all pvp, as eventually everyone left will be on the same side, and the gap between that company and new players will be impossible to bridge. 2. In game defences are helpful when players are online to defend, but are near useless when no actual players are online to defend the base. Which is good because if they could stop online players, not much raiding would happen after sufficient defences are put in place. For this to work however you must try to design it so that almost no offline raiding occurs. 3. Combat timers are an improvement over no protection at all, however this is still a flawed system for persistent world survival where most of your assets will be collected on islands with combat timers. 9 hours a day may sound reasonable, but it doesnt promote a healthy meta. It means that if anyone in the company is not able to be online for the 9 combat hours everyday, then they are leaving assets undefended. The more popular the game gets the luckier you are that assets left undefended are still there. If everyone in the company cannot be online for the 9 hours per day, then you aren't playing the meta, and a company who is closer to the meta of gameplay time will wipe you out. Here are my suggestions 1. Everyone comming together and forming a sort of player made government is a pattern that happens in most survival games, and also probably the main reason they get stale and the playerbase dies off. To fix this problem you need to be able to save loot as a smaller company, even in a populated world. A small personal non connected Freeport bank would go a long ways here. I suggest an npc at the Freeport, that says "I'll hold your stuff for you here" or something that will hold 10 slots or so for you for free, with no limitations on what you can store there, and no gold cost. Smaller companies and players that want to pvp but do need to log off would greatly appreciate this, and you'll find that just having the threat of being able to store an item somewhere that it cant be taken back, will make larger companies more willing to negotiate and trade with a small company that has just won a pvp engagement, rather than just start an endless raid, that eventually kicks that small company off the game, or makes them join with another larger company, which the more they join with larger companies the less likely pvp is to occur. 2. Like stated above defences are very helpful when your online defending, however if your not online, and it's not healthy to be online 9 hours per day everyday. These defences wont stop very much. The best solution to this problem is to make sure little to no offline raiding happens. You should look at cases where bases get raided with no defenders, as a failed pvp engagement. 3. This ties in a bit with problem 2. The combat timer is better than nothing. However it's not enough to stop offline raiding. My suggestion here is the combat timer should be removed, and the war system reworked a little bit. This is better for multiple reasons, one being that you dont HAVE to log in every single day to keep assets, since the war will be announced days in advance the defender has time to take appropriate action depending on who has declared war on them. War should work the following way. The attacker must have held an island for at least 5 days before having the ability to declare war on anyone. When the attacker places a war token on the defenders island, the attacker gets to choose the soonest time they want the war to start(within 2-3 days). Then the defender has 48 hours to log on and choose what time after the attackers chosen time to start the war. The defenders also get to choose which of the attackers islands will be vaunerable for the duration of the war. If the defender does not log on the war starts after the 48 hour period or the soonest the attackers set it to start. When the agreed upon time is up, both islands become vaunerable for 24 hours OR until one of the islands are taken. When an island is taken all of the structure transfers ownership to the new owners, this leaves an island that's even had its loot cleaned out with some value, a point to take it, and solves all foundation spam issues. Also gives the new owners the choice, to use the old fort or scrap it and make a better one. Also a side note, shops and the player trading system would work much better with no combat timer! This would be much better than the current system of the combat timer, since with a combat timer the problem still exists that the only way to save your assets is to be a bigger group of players than your enemies, instead it should be a world that companies big and small could exists in and have fun pvp engagements. I love atlas, and hope for more fun pirate adventures, please consider a model for the rules that isn't doomed to fail based on how it stomps out all attempts to actually pvp, and remember that forcing players to log on to defend their assets, is usually not a fun experience, and if everyone has bad experiences, your game cant get popular.
  7. You can be sure that another wipe will occur after October 8th and all because of these "Wild Pirate Camps". They will first test and fix this system using feedback from single player mode players and then launch it on the official network. In short who starts playing after wipe already has a date to lose everything, we just don't know when. Really dedicate yourself to this game only at the official release and in single player mode.
  8. Welcome, nobody knows, and is that really a new question? There is so much discussion on wipes in these forums, and I can't see how you would think that nobody else had asked this before. Anyway, it might occur when xbox launches, which might be Oct 6th. I guess you came straight here after watching the xbox interview? After Erik gave the website address as the place to go? Unfortunately, there doesn't even really appear to be an official announcement for the xbox launch date on this website @Dollie might prove me wrong.
  9. Yeah, what? Is that a response to what I'm saying there, or are you asking about what I'm not talking about. I did not say there is anything wrong with weekday events. Really. There's maybe nothing wrong with weekday events, the events in atlas have actually been quite good tbh. There's been times where they go for a week on end, stop for a half a day, then they turn it back on for the weekend which just started now. It's just that there is no way of knowing whether you will be sad or not sometimes, and that's no fun/can't see the point to that. Seems like the devs just do things randomly, the voice of god coming down saying "its 2x!!" but then god only knows why there is no discernible pattern, and when the next event will occur. Its funny actually, many times when I'm playing the game, somebody will say "why is this like this?" and the answer is that there is no answer. Why is there a reload mini-game for the guns? Because the devs thought "ohhh mmos have mini-games". Why is there a cd timer on weapon slots? Same "reason". So they put it in. Why is there no 2x? Because the devs thought "ohhh its not guaranteed". So they did that. I wish I could think of so many other examples.
  10. Hey guy ,we all single players had this issue, it's going for months now and the devs currently focus on Xbox release. - If you want to respawn in bed on the ocean your ship has to be anchored on the shoreline. - Changing grids can cause serious bugs. -When enter a new grid , search for the nearest island immediately and build a bed there.(i have one in every grid just for safety respawn.) -When grid change make sure your shipname is marked in your current sector, sometimes your ship is marked in the prior sector,then this bug occur if you die. An annoying ,but for me the safest way, is when enter the new grid - exit to main menu and restart(loading goes quicker) The new grid then is fully loaded and active for respawn etc. I recommend Single Player Bug Thread the last pages for further informations and other(maybe better) tips. Hope you'll be back on the high seas soon , sailor. ( no guarantee for this english grammar)
  11. Well it didn't occur to some that I might not be up for the idea of factions myself but as you musta read I said if they do go ahead with factions then I'd like to see just two simple factions. Eso have 3 for pvp and In my experience it's the two strongest that team up unfortunately. So i'd rather just have two. If it was balanced properly it could work, and at least in pvp it would take away the spiteful bored player who has no one to fight so blows up your base while you are offline because you are a smaller group and can't retaliate. Which has happened to me, in conan exiles. Also to be pyrates you do have to have someone to pyrate against and two factions would level the playing field in terms of numbers. Oh and as for the snarky little jibe,Baah, at my age i'm more bothered by blockages in my sewage pipe than verbal sewage on a forum, but thx for trying anyway.
  12. I still dont really think it should be ffa pvp, or factions, just pvp that everyone can fight and have fun with if they want to. Shouldn't force any companies to a certain group size. This post is about changes that make the game more playable for all the types of players. The only type of offline raiding that I think should occur is if the owners got off for a long period of time (close to a week) or if the defenders decide to log out because they are losing. I also don't like the concept of making it more costly to raid, because besides in offline combat, I think the equipment system, structure health vs cannons and all that isn't in a bad spot. Make it more costly to raid and players are even less likely to attempt it vs other online players. I'll sum up the changes again because this thread is getting pretty long. 1. Freeport bank, personal bank that's not enough to get by on alone. 2. No combat timer, only war. 3. When an island is taken, all structures inside the claim, transfer ownership to new owners.(fixes foundation spam issues) The only type of players these changes make the experience worse for are the ones checking the player count on servers everyday and looking at combat timers to see, where they can find loot and who they can make quit playing that day. Simply takes away the need to offline raid or troll other companies daily. The changes I've posted are very carefully considered to accomplish this goal.
  13. Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun as well as what to expect in the coming weeks ahead! live stream First things first, at the end of the month we’ll be doing an ATLAS Developer Livestream! We’ll be announcing a date as we get closer to the time, so keep an eye out. The stream will be hosted on multiple platforms and we'll have much to share and discuss. Make sure you’re following our pages and tune in! twitch.tv/sailtheatlas mixer.com/playatlas https://www.youtube.com/playatlas https://steamcommunity.com/app/834910 We’ll also be collecting some questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, submit your questions to this thread! public test realm With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements If you want to join in on the fun, check out some new islands, and help us put these changes to the test you’ll need to switch to the PTR branch (8gb download) which we’ll go through below. Please note, you will not be able to use your existing single-player or non-dedicated server save files for this PTR. If you plan to play on the on PTR in either of those modes, you will have to delete your current ones via the in-game function. We recommend making a back up of the existing save folders here: SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\SavedAtlasLocal and SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\BlackwoodSavedAtlasLocal Also to note that the Blackwood map will not be available for this session of PTR testing. How to join the PTR: For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network: The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. pirate encampments We’re still working on the Encampments system, however, it needs a bit more time in the oven before it’s ready to be packaged and delivered to you. We’ll have further updates on this at a later time. For those not familiar with what the Pirate Encampments system is, you can read about it here: enforcement Our Enforcement protocol has been expanded to include temporary bans. This means that enforcement will now include three tiers of action rather than two: Temp bans, Permabans, and HWID bans. Whether your offence receives a temporary ban or not will be at the discretion of our Enforcement team. For the most part, temporary bans will likely be appropriate when enforcing against player misconduct, namely, chat related misconduct. Repeat offenders may receive longer bans, or in some cases, enforcement action will be escalated to permanent bans. Moving forward, in regards to some players feeling that what they said in-game was not deserving of a permaban: We work with the overall community and within our own company guidelines to identify what disruptive behavior and misconduct are and what the consequences for those behaviors should be. If your disruptive behavior has resulted in a permaban, it was either deemed highly excessive and harmful or this is not the first time you have been informed that your actions were inappropriate and unwelcome on our network. Please bear in mind that bans, both temporary and permanent, are seldom revoked. If you feel your ban was issued in error or seek clarification on the nature of your ban, bans can be appealed here live game patches v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  14. Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun as well as what to expect in the coming weeks ahead! live stream First things first, at the end of the month we’ll be doing an ATLAS Developer Livestream! We’ll be announcing a date as we get closer to the time, so keep an eye out. The stream will be hosted on multiple platforms and we'll have much to share and discuss. Make sure you’re following our pages and tune in! twitch.tv/sailtheatlas mixer.com/playatlas https://www.youtube.com/playatlas https://steamcommunity.com/app/834910 We’ll also be collecting some questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, submit your questions to this thread! public test realm With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements If you want to join in on the fun, check out some new islands, and help us put these changes to the test you’ll need to switch to the PTR branch (8gb download) which we’ll go through below. Please note, you will not be able to use your existing single-player or non-dedicated server save files for this PTR. If you plan to play on the on PTR in either of those modes, you will have to delete your current ones via the in-game function. We recommend making a back up of the existing save folders here: SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\SavedAtlasLocal and SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\BlackwoodSavedAtlasLocal Also to note that the Blackwood map will not be available for this session of PTR testing. How to join the PTR: For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network: The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. pirate encampments We’re still working on the Encampments system, however, it needs a bit more time in the oven before it’s ready to be packaged and delivered to you. We’ll have further updates on this at a later time. For those not familiar with what the Pirate Encampments system is, you can read about it here: enforcement Our Enforcement protocol has been expanded to include temporary bans. This means that enforcement will now include three tiers of action rather than two: Temp bans, Permabans, and HWID bans. Whether your offence receives a temporary ban or not will be at the discretion of our Enforcement team. For the most part, temporary bans will likely be appropriate when enforcing against player misconduct, namely, chat related misconduct. Repeat offenders may receive longer bans, or in some cases, enforcement action will be escalated to permanent bans. Moving forward, in regards to some players feeling that what they said in-game was not deserving of a permaban: We work with the overall community and within our own company guidelines to identify what disruptive behavior and misconduct are and what the consequences for those behaviors should be. If your disruptive behavior has resulted in a permaban, it was either deemed highly excessive and harmful or this is not the first time you have been informed that your actions were inappropriate and unwelcome on our network. Please bear in mind that bans, both temporary and permanent, are seldom revoked. If you feel your ban was issued in error or seek clarification on the nature of your ban, bans can be appealed here live game patches v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  15. However they do it, it just needs to be fixed, this game overall is really cool. I've done what I can to help solve the problem that the biggest group is meta, and only the biggest. With the system I posted everyone gets to exists, everyone can pvp. Offline raiding would only occur if defenders are logged off for at least 48 hours, trading would become common. That alone would also make piracy and ship v ship combat more common since more groups would be able to keep their setup. Please devs, your on your last leg here.
  16. Situations like this will occur while player base is low, the more it goes up, the more active players you'll need online for 9 hours everyday to defend. Your allowed to ally 4 companies, which means a company of smaller numbers is a weak ally. Also I'm guessing your company and alliance make up a good portion of the remaining players playing. I'm surprised you get attacked every night, is it by another big company, or small company freeporters? I noticed you said it HAD companies of all sizes, including single Bob's and small companies. What happened to them? The root of the problem I'm talking about here isn't in getting enough combat, it's the underhanded methods that are brought out by game design. The first time your company doesnt have many on during combat time, someone can just look up your server, see that not many are on, and anonymously attack your company. Which could be helped a bit by putting character name with steam name. It's a pvp system that gets worse and worse the more players decide to play the game. At some point you'll need more than max company sizes to be able to log out and still have assets when you log back in. If this doesnt get sorted out, game will kill itself every time it gets more players again. I'm not trying to troll or anything, I hope the system keeps going well for your company, and the battles stay fresh.
  17. Regarding the issues with respawning in beds which are on ships. I've run into this continuously this weekend, to the point where I have started the game over three times now due to losing my ship(s), beds and the map no longer updating properly. This is what I have found so far to be able to consistently end up in the same problem. 1. Create bed on ship prior to creating any other bed in any other Region 2. Leave Region, Make landfall in new region, create bed in new region (Make note of the lat/long where your ship is anchored while you are inland creating shelter/bed) 3. Continue to explore other regions, adding beds etc. 4. The first time you are killed (victim of cyclone madness) or crash in a NEW Region prior to ANY landfall in that region, the ship bed bug will occur 5. You Die 6. You receive Respawn dialogue. Note the X on the map showing where you died will NOT display your ship icon. Your Ship (and bed) will display at the LAST anchor point near the last landmass in the last Region you created a bed on land in. 7. You can select the bed on the ship and choose to respawn, you will respawn in the ocean at the last lat/long, the ship will no longer display on the map, and your company log will indicate the ship and the bed have been removed. 7b. OR you select the closest land based bed, respawn and still see your ship indicated in a different region. The ship will not show as removed in the company log. If you travel back to the coordinates where the ship is displayed on the map, there will be no ship and no debris. The ship is just poofed and your map is fubbared from that point forward. I've had this happen on save games where I've discovered five or six regions with multiple bed locations and just happend to crash during an unlucky zone, or in a brand new game where I created ship, created bed on ship, created bed on the freeport island and then sailed on my first adventure and then died to stupidity after my first zone.
  18. A few months ago, I said here that I would only return after a cleaning, but I decided to go back and I hope the cleaning will not occur. I had given up playing and spent two months without playing and right now that I go back to play and recover all that I had lost including finally got an island going to have clean again? !! I even understand that people who want to clean up are part of the share of players who do not have an island and are forced to live without law (believe me, I know very well what it is) but there are currently many islands available on NA PVE , even in tropical or temperate zones, just look a little. but if there's no solution and wipe is unavoidable for technical reasons don't exclude the damn char, get all discovery points for the third time nobody deserves it.
  19. MOTIK

    My Fantasy

    Thank you for the warm welcome! Polite question : Have any of you ever been out to sea? That first time you stand on deck and watch land slip over the horizon is exhilarating! You and your crewmates are truly alone. There is no swimming to safety or quick rescue. You must rely on your (captains) planning and trust that if things go wrong your crewmates will stay calm enough to fix the situation together. This is why my favorite zones are the power stone and kraken zones (h8?). You can not simply bump (crash?) into any near-by land mass to re-supply and repair. @Zottel I believe the concept of unique crew from SoD has already been mentioned on a road map? I too love this idea. @Realist Does less islands, but more land make sense? Bigger lands to build grand cities but, less of them. It goes along with my thoughts on Tier 3 tames being a super rare resource. I want to pull up to a new island (continent?) and be truly awed by a megacorps massive shipyard and city. My issue is that when there are 4 or 5 island in each grid littered with neon lego barbie castles it feels a bit silly. It sounds like you already have several games in which to build massive land structures. I am genuinely asking: do you know of any other games that allow ship building that focus on sea travel? Sorry if this sounds rude, but there are already many (dozens?) of games where a group of friends can build forts and castles. May we PLEASE have a ship building game focused on sea travel? :-) @ECE Yes, one large freeport island (in each of the freeport grids) with one large city / harbor. Currently I believe the only trading you can do is cosmetic or a comicly priced material swap. What I am thinking is an economy where you could trade stone, wood, metal, and other commodities to NPC vendors for gold. If the values were based upon distance I believe this would give traders incentive to use the trade lanes and sail great distances to earn gold. The act of removing islands does many things. I am not sure how to explain. Right now the game feels too safe. Several times i have been near sinking from PvE or PvP battles and been able to crash into a nearby shoreline and anchor to save my ship or at least sink gracefully within swimming range. Removing a vast majority of islands would certainly help with the lag many experience. Basically I believe people find sailing boring because there is very little risk when the nearest island is a 2 minute sail away where you conveniently have everything you could ever need to survive and continue the journey. I'm not sure how to respond to your building comment right now. I believe maybe it is answered above? I am not suggesting nerfing tames. Rather, make them super powerful reasons to wage war (pvp). Also, does anybody on PvE really enjoy feeding 50 tames a day? It seems a bit weird to have a Tamagotchi simulator in a "pirate game". Having chickens and cows on a ship seems like a reasonable way to feed a crew on voyages (ok maybe not an entire crew) but, you already have a game where you can tame all sorts of wild outlandish creatures (and they do it much better there). May we PLEASE have a pirate game? :-) Hmm, well I have used an auger to break through very thick ice and gone polar bear diving in zero degree weather and I am still alive typing this. I would rather see severe debuffs that lead to death rather than just straight health damage. Many drownings at sea occur from cold water cramping your muscles and causing you to drown. Very few people have acctually frozen to death at sea. Heat wave in a desert? Sure, make my character super slow, very thirsty, and maybe get a sun burn that is very uncomfortable causing a debuff for a few days. Out right death from extreme heat is also, relatively rare. Typically a human would pass out from heat exhaustion and then die from dehydration as apposed to magically melting the moment the temperature rises 2 or 3 degrees. :-) Again. these are just my thoughts and ideas. None of this is meant to be negative in any way. Cheers
  20. I tried to just give hints so that people could figure it out for themselves (that's how it's done..) but what I'm saying is that you are basically a wannabe PVE island owner who doesn't even own the land yet who wants to use the purge button, if you can only think of 'crossplay' making 'money' for the 'devs' as some kind of valid reason to post. Apparently, there is lots of islands removed and added in the PTR, so a wipe may actually happen based on the past events. Hopefully, and this is important, as grapeshot has stated, there will be some way to prevent a wipe. In ark, if a area was required to be wiped, the devs implemented a visible red ring around the area, and notified people so that they could move their stuff. Basically, a soft wipe. When the legacy servers became legacy, there was an opportunity to move to the new servers. Honestly, all of this thread is just a rehash of threads from years ago in the ark forums. Realist, if you say you are an ark player, get a clue mate, please. To contribute - I wish that the game would somehow become viable in a state that is stable. The whole nature of the game is to avoid wipes. It is a persistent world, and the whole point, as Realist has conceded, is to grind and achieve something in a persistent world. Thus, any argument that its good for wipes to occur, or any bs postulation that there is going to be a wipe is detrimental. If however there is a technical or logical reason for a wipe, such as changes that the OP has pointed out, or changes that have caused wipes in the past (for both ark and atlas) then that is ok. You would need to be a dev to talk about this, and until then, please rethink your post.
  21. Unfortunately, it's not something we support at the moment, there are concerns with 'insiding', when company owners have knowingly taken a break and then players have colluded to seek ownership via the support system. However, we recognize it can lead to problems in the event that a company owner is required for action and we have discussed steps to alleviate this. It's possible in future this could occur via our support team, but preferably would happen through an in-game mechanism.
  22. After over 4K hours in Ark I neither saw nor heard anything to indicate inbreeding increased mutation chances, and I knew some pretty serious breeders. To the best of my knowledge mutations in Ark had a chance to occur per breeding cycle which could be boosted with a certain tek item, but whether the mating pairs were related was a non factor. I used to ask lawyers if a Mississippi couple gets a divorce, are they still legally brother and sister?
  23. 1: Hosts game crashes to desktop but still says it's running. Unable to close game from desktop or Ctrl-alt-dlt to close it. It affects entire PC until rebooted. 2: Hosts game crashes instantly locking up PC and rebooting it. 3: Random crashes to host and any connected players (without lock ups) These seem to occur randomly, sometimes not for hours, other times it'll happen three times in a span of fifteen minutes. 4: Wind direction and speed show different for connected players then for host, making it very difficult to sail cooperatively. 5: All treasure map bottles are empty. 6: SotD do not agro and self destruct shortly after drawing in. 7: Some resources, while visible, do not actually exist. 8: Randomly unable to harvest fiber until leaving the island and coming back. I'll add more if i recall anything else.
  24. @EBABYL I've revised my previous Edit so that other players do not misunderstand this. Important Note for you Guys: I definitely had to delete the LastCoordGrid file when the game was crashing from startup. My solution is just in case if you've made the Export Pathfinder and then crash problems occur.
  25. Put trade winds into the game a fast traveling system that allows players a risk/reward for using this system. Some risks would be that players could setup ambushes on the route to pick off players etc. Companies need restrictions on who they can attack. Large companies should only have the option of taking on other large companies. Let the smaller tribes fight one another or have an option to allow them to also be attacked by larger companies if so chosen. Fix the horrible building concept. When you go to build a structure and you have this huge gap in your wall for no reason other then bad mechanics something like this needs to of been fixed during the first couple weeks. New upcoming patches are addressing additional content. However stuff like the kraken needs to occur not in a static point on the map but as a response trigger to large fleets sailing around together. If a fleet of lets say 3 galleons, 8 brigs etc are traveling around the kraken should be able to spontaneously spawn to disrupts large fleets. The bigger then fleet the harder the Kraken and with that the greater the reward if the kraken is defeated. This should happen anywhere on the map. Static cave events like the cold weather cave should not be a one time use. We can't have content that is only used once and its done it creates dead areas on the map. Maybe after doing a quest the dungeon unlocks so maybe a rare material spawns in the cave that can only be found here. This will allow pvp areas to be contested and sought after. We need more events at sea maybe spawning ghost ships on people. Or something like black beards revenge where a ghost fleet will pop up on players or fleets of players these encounters are of hard to extremely hard difficulty and would allow a greater risk/reward system as far as loot obtained for defeating these encounters. These encounters are random and once again anyplace on the map will be vulnerable to these encounters. The bigger the fleet the harder the spawn small fleets have an easier encounter and all these encounters can be dismissed by just traveling away from the encounter so if you don't want to do this event you can get out of doing it. More ship and sail types, more skins, make defensive land structures actually work and make them less trivial right now no defensive structure stands a chance against a player. Make the combat window for a company 4 hrs or a war token still allowing 24hrs. Right now nobody can keep up with a 9 hr window every single day people have to work, school etc. this is forcing people out of the game due to it feeling like a job and not a game. I would even suggest as a gold sink allowing players the ability to not have a combat window at all forcing tribes to war declare them if they so choose to attack such an opponent. If a company doesn't want to be attacked they will have to pay for this ability which could be one means of a gold sink.
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