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  1. I parked Le Pharaon next to the island companies harbor, onboard is a shop containing a small amount (2200). I currently am farming more and will have another delivery later today, let me know if any problems occur or if you need the ship relocated. Thanks
  2. So I took a break for a bit owing mostly to rl and recently returned to check out what's new with Atlas. I haven't had a chance to really dive into some of the newer stuff yet, but I did notice something I found disapointing: the removal of individual debuff effects from vitamin deficiencies in place of more mundane taking damage when any one gets too low. I'm aware this was almost certainly done out of player dislike for the system and complaints it imposed too much of a burden. I'm also aware that many find the vitamin system unappealing in it's entirety and want it eliminated. For what it's worth my two doubloons are contrary to this view and here's why: The vitamin system adds to and enhances the survival genre and seems a natural step to differentiate it from other games that just have health and stamina. Many people put forward an initial complaint that it was overly punitive and unrealistically required micro management of eating and drinking. I will conceed that the system in its initial form lacked polish and needed tweaking, but many people pointed out that vitamins don't drop that fast irl. You also can't build an entire building or a massive ship in a single day, so I think it's safe to say things in Atlas can occur faster relative to real world time frames. Stil, many players were unhappy with initial tweaks to make vitamin consumption less punitive. I strongly suspect many objected while at the same time being unwilling to put points into the skills that mitigate vitamin drain, or invest points and effort into cooking. I think cooking holds a lot of potential for Atlas as providing a reason to gather far flung mats and to maintain land based operations as well as ships. However, vitamins have now been nerfed to the point that cooking is at best a flavor option, rather than a strong means to mitigate vitamin loss and manage it and the food meter more effectively. I think a balance needs to be struck where cooking isn't necessary, but is highly useful for both buffs and managing vitamins. To the degree vitamins become increasingly easy to manage on their own, this serves as a form of nerf to the cooking tree. I would encourage the devs to cointinue to add depth to cooking by adding more recipes, giving most recipes a distinct use or advantage, either a buff or a good combination of vitamin heals for more commonly found ingredients. Right now it's a good start but needs work, and is somewhat dependant on vitamins for it's viability. Combined with the crafting system which requires an increasing variety of mats for better and better gear, cooking could be one of the core things to spur trade and exploration, as players fan across the map to locate ingredients for all sorts of recipes. For this to have a meaningful risk:reward ratio, the devs must carefully consider how good a food buff needs to be to make finding or trading for it's ingredients worthwhile. If they can find this balance, I think it could be a significant step towards helping Atlas develop a vibrant and engaging economy. At present I would say that most of the buffs are lackluster in comparison to the effort required to get them. I also want to urge the devs not to listen only to players complaining about managing vitamins without considering whether those players have been willing to avail themselves of the available tools to manage vitamins better, or are just whining out of laziness. My personal experience so far with Atlas is that vitamins have always been manageable because I was willing to invest in the relevant survival skills and cooking. That's just my two doubloons.
  3. My aren't you grumpy.. I wonder how many in this thread have played atlas in the last week. This discussion of the island raze, the main contention was an assumption that someone could possibly maybe remove structures in use. Not that they would. But an assumption that everyone is evil and toxic. I haven't removed a single bed from our islands. I haven't even removed traps. I ask people to do that and they come and do it. Beds I don't mind, most of them are plonked down in out of the way places. I'm certainly not going to run around looking for stuff just to break it. Seems to me, most of you need to take a good long hard look in a mirror if you want to see an actual toxic personality and not just base your assumptions onto everyone else. Today is a sad day.. and a loss for the pve community. To pull out one part of what you are saying here, about the guys doing maps in other peoples bases. you know if you throw a grapple in someones base it is returned, because a grapple does a small amount of damage.. therefore violates rules of pve. Thus, you can't grapple onto someone elses gates.. but you can fire a zipline into them. Cos apparently ziplines don't do damage. I'm sure there's a bug in there somewhere. But I do agree, maps on peoples bases, should auto migrate to a location outside of peoples bases. But I'm sure the devs have thought about this already.. Do you know why people put flags behind walls? It's because people in their own companies.. were stealing from it. As for who is to blame for griefing etc.. well the devs for allowing the concepts that allow the griefing to occur.. but also the players who do the griefing.. and latterly the devs for not going anything about them, when they're caught. Outside of written warnings. Funny tho.. make a homophobic remark or a racist comment.. and you get banned permenantly from the servers. As a certain Russian found out last week. But caught using exploits or 3rd party code.. ach noone cares. Of course.. if they did care, they'd have region locked the servers and made Asian servers for the chinese, koreans, japanese and various others whose countries I cannot spell correctly..
  4. Hello Pathfinders, Here are a few random thoughts that I wanted to share with all of you: 1. Economy One of the major factors in long term MMO's is, frankly, the economy. We need a market place that actually connects to other free port areas so that all players have a chance at buying / selling items. This will fuel trade, trade wars, and make more materials available for all. It will only cost you some coin! 2. Ship Cabins With the makeup of each style of ships, I'd propose pre-fabricated, purchasable cabins for each ship. These could range from luxurious cabins for the front, back or middle, to the war setup which allows the rear planks to be cannon ports. The cabins should cost plenty of gold and offer some type of small advantage to the ship. Luxury cabins could offer reduced food and water consumption. The war setup could offer resistance or damage while the trader setup could offer speed. 3. Currents / Trade Winds Many players, current and past, complain about the sail time. While I really don't mind, I do understand the issue. If there were trade winds / currents, boats could move at a significantly faster pace. The trade for speed, however, should be offset with the boats icon on the map. The player will have to choose what is more important; speed or security. 4. Home Button / Docking Pass I have this suggestion from a company member. Each boat should have the ability to "teleport home", once every 24 hours. The ship cannot be in combat during this type of action. This is for the emergencies which occur in daily life. The other option is a 24 hour docking pass, purchased in the freeport which allows you to leave your boat there for up to 24 hours, without any decay. Further, there should be a 24/48 hour cooldown on the ability, or charge double the second day, triple the third, etc., up to three days. Each day you spend equals a day you are on cooldown. Just some suggestions. Thanks for reading. Havok Deadeye MERCS Company of Misfits
  5. A healthy game would be active players versus active players. There is no benefit or game-play value in offline raiding/destruction, at all. Ships and everything on them should be immune to all damage in all zones when you have achieved green anchor status (with delay to achieve). To prevent this from creating permanent roadblocks (at least with no effort), "out at sea" decay damage should still occur on planks, which can be continually fixed by sweeper NPC's. This introduces three resource sinks to maintain your invulnerable ship status: repair resources, food, NPC payments. These sinks can be adjusted to gain a desired management of time/effort to maintain your invulnerable status, as well as provide a natural removal of players that stop playing. In my opinion, a similar "green anchor" status should be introduced for land based structures that goes into affect on lawless regions. You would gain this status after all company members have been offline for 15 minutes. Same resource sinks. This would support companies of all sizes and time commitments. At the end of the day, you want active players seeking out other active players to create "player made content" for PvP. Ideally, this should be sea battles, battles near shore, and land based ones with defensive assistance from NPC's. Any PvP destruction where one party is offline is just PvE content, and badly designed content at that.
  6. This is a typical response from you willard. One obvious question.. if you don't go online for days.. why do you even bother? Since you aren't playing anymore, you're essentially backseat arguing about the games development. Something many of you accuse realist of. Since he also, by not having the game technically has no right to make complaints about the game. IF you're not playing other than to log in "every few days" neither do you. As to my reply: We are.. the problem is being forced to test in specific circumstances, where ships cannot goto specific islands whilst this testing is being done. That said, I personally, would expect a developer or community manager to have these answers. Since it is apparent, you don't either.. nor anyone else in the community. (You won't since you don't even play anymore, but only login to maintain your base) In fact it seems quite apparent, that between the devs, the wiki and the large fan base.. noone really knows any facts about atlas. Esp not to those of us, who actually play the game on a daily basis. As for refilly 20 boats or towers.. It only pays gold and basic food maintenance.. it is full of flaws in it's design. Doesn't refill our main loss.. ie ammo or ship maintenance.. The loss in gold/food is minimal. The majority grind is in wood/thatch/fiber/metal/alloy/coal & flint. You can't grow these in a farm. If anything the new system, which I have praised in it's basic form, stops crews from mutiny by offering a lifeline. Outside of this, it's really a useless change. Takes only a few minutes to replenish food in larders etc. Now we're expected to grind massive amounts of berries? Safeguard our flag gold.. with no information ingame on when exactly the next maintenance will happen or when the next crew payment will occur.. kinda vital info for running any organisation.
  7. How about just reducing the fucking xp that skeletons give to boats? Making cannons do no damage to AoD is the most wankey fix to this "exploit" of leveling boats that I've ever heard of. I mean what an arse-backwards fix. What a bunch of marooons. Do they not know how to use UE4's visual scripting system? Is the programmer unable to put a few lines of code that would nerf the fucking xp given by AoD? Here's a tip, int he function that gives the fuckign ship XP, check if it's a ship, check if it's an AoD, and learn to write a fucking IF conditional, modify the value inside that IF conditional, and call it a day. Don't forget to add a comment ##Bugfix AoD Ship XP; or something for it being shitty spaghetti code. Zero fucks given to anything but losers whining about pvp "exploits" is going to kill this game. Fucking crybabies, should have just blasted their ships at golden age ruins, and Wildcard should be so happy that people are even going to golden age ruins after getting the powerstone. Also, leveling ships the right way might actually occur if sinking SotD were a worthwhile experience. They literally only exist to grind XP, what a fucking horrible game design for a "sandbox" game, and i say that in "" because right now it's just a PVP game that makes you wonder why you're not playing APEX or Chiv. Seriously, give us a reason to kill SotD, it's okay if a PVEr gets his boat sunk on a PVP server doing PVE things. Not like their grasp of PVP gameplay is much better, with fire arrows and swivels being the only viable weapon in PVP after combat actually starts unless you're aim-botting due to the stupid af reload times.... a mini-game to reload, i mean wtf? Oh and they might as well just remove melee from the game, it's garbage. Worst melee system in any game I've played, Ark's was better. PVP meta is literally the fucking bola as of right now, and flame arrows. Honestly you shouldn't even be able to bola players at full health. They did stupid things like this in Ark, literally the Whip ruined Ark PVP. Not to mention that killing stuff on land with your boats should level it. It should be a viable way to level boats. It's not like SotD are a challenge anyway, you just slap two cannons on the back of your boat and fiddle with the sails until they are all dead.
  8. Of course we're talking about my opinion.. everything I say here.. is my opinion, as everything you say is yours. My opinion.. is you're cheating if you alter the gamma. And I laugh at you for doing so. Don't like my opinion? Not my problem. It's actually hilarious.. that it probably doesn't even occur to you.. that you're also.. "since arbitrary imposition of your belief on others is something we frown upon in free societies." doing this. I am not forcing my opinion on anyone.. I am giving you my opinion, as you give me yours. We argue out our reasons for having our opinions in an effort to convince people of them. To change theirs.. I know for a fact, that there are people who completely agree with my stance on cheating and exploitation. And that there are people like you.. who seem simply, incapable. And who draw every possible objection to anything you think.. as some racist, islamaphobic, homophobic, xenophobic, nazi.. because we too.. have opinions. As people like you say.. feel free to disagree. As people like me say.. argue your point. Or it isn't worth anything. Your argument is "there's a button, that makes it okay" My argument is "you don't need to use the button" You think because there's a menu option to allow you to change the gamma.. makes it ok. You think because 100k people play a game, it's good. I don't. I think, what I think, matters. Here are my reasons... you can agree/disagree all you want. But the moment you start making broad accusations about how you think why I'm making my opinion, that somehow I think my opinion is the only opinion.. which is basically racism, that you're accusing me of.. as part of your argument, to try to declare that my opinion is obviously wrong. That's where you fall flat on your face. And show everyone who you really are.. the namecaller.. is usually the name called. Hm.. servers crashed.. Oh and by the way.. you actually make my argument for me.. in your silly responce.. "or could reasonably be construed as doing so." This is, the definition of cheating. Using gamma to "see in the dark" is unreasonable use. Using it to see the game as it was intended to be played. Is reasonable use.
  9. It does feel like the frequency per rain event has gone dramatically up in the last few weeks, almost like they inadvertently disabled the randomizer that was supposed to make it happen 33% of the time. I don't have any hard data to support my claim, but I used to sail out in rain because I liked to take advantage of the high winds with some risk, but lately it feels like they occur 66% of the time.
  10. Honestly to me the true test will be the console players and if they can retain them. I don't see a big injection of PC players as each Mega Update (I know, all 2 of them) seems to bring back fewer players. I think the real test of the long term viability will be HOW they add console to the game. Wipe or not? Console specific servers or a mix? I think a lot of optimizations need to occur with a very clearly defined plan from the developers. If console release fails, I just don't know how they come back. At the end of the day, there are only two cash cows for them that I can see and not knowing what the cash burn is from the initial flood of EA release funding, console failure I am afraid will spell doom. FtP MMO's at this scale? I don't see how a business or game developers survive.
  11. It's not consistent. If it was consistent then I would go ingame now, demolish something and something else would disappear. Now as that doesn't happen every time someone demolishes something then it is not consistent. It is the consistency of a reproducable bug that really helps pin point the cause of the issue. For example, I tested out the tames on ship issue, and provided the devs with a clear step by step reproduceable process for a consistent issue, and it was fixed pretty quickly. Now the fact that they can't reproduce it with any certainty that the issue will occur is what will make it difficult to resolve.
  12. June 11, 2019 A couple of nights ago, my freshly christened fishing sloop, Aransas Pass, met with our brig, Pecos, out at sea to resupply and exchange provisions. During the exchange, the officer of the watch noted that his spyglass appeared to reveal an unknown discovery area nearby...in open ocean. Assured by our cryptographer that no land mass was in the area, we sailed over to investigate. We put one of our men over the side in a diving suit to scout for any wreckage or features of note on the sea floor but found nothing. Our investigation was cut short by a sudden storm....cyclones fell from the skies and the rain came at us like broadsides in the wind! Our brig made to come about and sailed directly into a patrol of SotD and began exchanging cannon fire. I elected to take the small fishing sloop directly west and outdistance the storm as quickly as possible! Last evening, I returned to the area in question and verified that the anomalous mist still lingered over the area...a most peculiar and spooky sight to behold. A crewmate joined me and went over the side, again using a diving suit to aid in his exploration. Momentarily, the most peculiar thing I have seen on the sea did occur...and perhaps you will not believe what I am about to tell you.....but do heed my tale and listen well... The hairs on our necks stood on end and all manner of ship's equipment seemed to freeze in time. Our sails froze, crystallized in a sudden frosty shimmer...my deck crew froze at their posts...my trusty parrot even fell silent upon my shoulder...the ocean waves ceased to undulate beneath my hull and the winds fell silent and still....and the fish....the fish seemed possessed by demons and rose from the sea! I dare not whisper a lie for the ocean gods would drag me and my crew to the murky depths....The fish rose from the sea! And among the marlin and giant tuna there arose three great sperm whales! They lifted themselves out of the ocean and took to the air! My small sloop was surrounded on all sides by this spectacle! It was as if the seas themselves were giving warning of impending doom! And then....my vision went dark...and I and my crew collapsed on the deck! Some time later, I awoke....the ocean had returned to normal and my mate was still over the side in the diving suit, the small air pump clunking away as if nothing had happened! I called out to him and after a brief silence, he surfaced from the depths and came aboard. "What happened? I saw nothing down there." "Nothing at all? Did you not see the fish come out of the water?" "No..." "And the whales? Did you not see the whales?" "No, I saw no whales, captain....perhaps we should return to shore?" "Aye....that we should, indeed," I quickly answered. As we made to return to the island, I marked on my map "Whale Sighting" at the location in question...and I made note not to return there until I had the proper rigging for whaling. Until next time, safe travels. ~Cele ========================== OOC: We were investigating a discovery bubble at sea that is clearly visible using the spyglass when the servers went down last night and three sperm whales floated up out of the water along with the rest of the fish nearby. Can anyone verify if a discovery bubble at sea indicates a whale spawn area or some other underwater structure, as I believe that seems the most logical explanation....
  13. No - Sailing speed is perfectly fine the way it is, if anything it is too fast.. a schooner with a large speed sail can rocket along at such speed that it can be out turned by a galleon. There are also significant problems with 2 or more players all moving in different directions if speed was increased, collisions would occur more often. It's bad enough now with people around golden islands hitting each other and you want an increase? It sounds to me, like this is really just a post for pvp light ships to gain a massive advantage over heavily laden ships to enable easier pvp. In which case, it should be a massive no to increase speed.
  14. My friend, this game is an MMO "Massive Multiplayer Online" the servers have to adapt to more capacity having players and support their tools how the boats is main tools to players. I understand that improving the experience for players is importante, create mechanics that limit activities that are the main activities of the game, this is not something good to accept. Developers need to improve the performance the engine graphics and make it work for it to occur in the best way to support many players in server. If continue this way people will continue to give up the game, because it is a very good game, but it can not support large scale players per server.
  15. Damn do I hate to defend @Talono! Most of you are misrepresenting his post and complaint. As far as I can tell, he is not asking for the game to be catered to solo people. Sure he feels that it is too hard to be a solo currently, but that was not his main point. His main point was that it shouldn't be always for the mega's every step of the way. That's what it has been. The colonies server was for smaller companies, until the empires server was yanked, and then we raised the company cap to 75. THAT WAS THE ONLY THING EVER DONE FOR SMALLER COMPANIES! They took it back just like that. Allies up to 10, A.K.A. up to 750 people in 1 alliance. Absurd. The worst part, oh its gross, is they complain that the alliance cap is 10! I hear it daily. I am in a small company, we allied into an alliance because obviously we had too. Or else you log in to see you've lost every ship, every week, to bigger companies just because the devs ONLY want mega play style catered too. The alliance, its always full (10 members), they always complain about the cap. OH and I am not supposed to attack some people..... ...HALF THE MAP....... HALF THE MAP! Does anyone else see the problem with this? I have had to cut out most of the PvP, in a PvP game, to live on someone else's island, at their discretion, just to have a chance to keep a ship around for a few days. All because we preferred to not be in a mega. Now look at us......the irony? Nay, the oppression, imposed by the devs choices. Does no one else get bothered when they see a mega company's tag over 25-40 islands? Yeah ofc smaller companies are going to complain, and they should! Why in the FUCK is it even possible to own that many islands on a colony server? Its a 100% exploit on the scaling that is supposed to occur when you own more islands, 100% the dev's fault for not making this impossible. Then you have @Sheepshooter with the balls to say we should get rid of lawless grids!? The ONLY choice left to players who don't want to be subject to a mega's capriciousness. 1. Why CAN'T ships be safe when anchored? 2. Why CAN'T companies be capped back to 50? 3. Why CAN'T alliances be capped at 5? (still up to 250 people!) 4. Why CAN'T island ownership be capped at 1 or 2? Making more available to smaller companies. 5. Why CAN't island upkeep be scaled off of company size? (again, incentive to be smaller, always incentive @Jatheish) I hope you can all understand his criticism a little better. Its not about making the game a solo game at all. Its just curbing the insanity we have now and limiting some of the mega advantages. Don't cater the game to small companies, but don't make it an unfair disadvantage either. -CS
  16. There needs to be 100% clarification in error messages when these problems occur, so people know exactly why something cannot be placed.
  17. Was my post, at all helpful to you? You have to be very diligent about identifying the mutations, and NOT using bad mutations for breeding. Somebody can correct me if I am wrong, but AFAIK, a mutation doesn't have to be passed along, to still have the mutations saying, for instance, 1/20. In other words, let's say your male bear had a mutated Melee stat, and that is higher than the female. But the baby comes out with the mom's melee state...when you check the baby's mutations, it still says, 1/20, just like the dad. That count is really just keeping count of the mutations that occurred in the breeding line, on both the paternal, and maternal sides. Trust me on this...the most tenacious breeders toss away a lot of babies...good babies...to get what they want. But, you also have to throw away a lot of bad babies...a lot of bad babies. Keeping track of those mutations is a must. One slip up can ruin your whole breeding line, especially if you are not retaining all of the parents. Without those parents, you can't backtrack to get rid of an unwanted mutation. Now, I don't know yet, if Atlas is allowing what we did in ARK, but in ARK, this is what we did. Breed for just Melee mutations only. You keep breeding for just Melee mutations until both the maternal and paternal mutations are maxxed out. Then you set some babies aside with that max melee, and start doing the same with "clean" parents...no mutations...and look for health mutations. Repeat the same process. Breed the max melee babies with the max health babies. Look for babies that catch both stats. There may be a limit to this on Atlas, and in fact, I am sure there is. But this just makes it even more important not to waste mutations on useless stats. 1. Melee and Health. 2. Stamina and Weight. All others are basically useless. If you cannot see the mutation, it is not a keeper. Make that baby a company bear, for general use. Also, all mutations include both a color, and a stat mutation. Also, while rare, a negative mutation can occur...so again, the dad can have a 9 melee, and the mom a 7, and the baby get a 7 melee, which is the dad's melee, mutated negatively to be the same as the mothers. But again, don't let this be complicated...if you can't see a good mutation...stop worrying about it...you didn't get a good mutation. It's NOT a breeder. In other words, if you were looking for a Health or Melee mutation, and it says the dad gave the mutation, but you don't see a health or melee stat better than the dad's...you didn't get what you were looking for. Don't breed that baby.
  18. Hmm. I wonder if it’s an issue with all bears with cart saddles equipped. I have noticed that occasionally, while travelling with a bear with cart saddle onboard, that I’ll hear a sound and then about half a second later all of the bears will shift towards the rear of the boat, or even floating in the air behind the boat. Thinking about it more, it does seem to occur more frequently when I have several bears onboard. I’ll try and record what is happening and how many bears are on board when it happens. Hopefully that will shed some light on what causes the issue. I used to furl the sails and whistle them on follow if they’re floating off the boat, or mount them and reposition them if they’re still on the boat. I’ve since found it much more reliable to just sail to a nearby island and drop anchor. After a second they’ll reset to their original positions.
  19. It sounds like your redis and saved worlds were out of sync when you restored them resulting in the forced character creation If you're getting a message in your startup batch file along the lines of "Server LastSharedLogLineProcessed (number) is higher than the database log:ct (number), invalid state" then your saved worlds and the redis are not synced up correctly. Usually means the saved world files are farther ahead than the redis. If you're not able to fix it by rolling back the world save even farther then you're pretty much just left with the option of starting over. Considering you only played for a few hours not much would be lost anyway and I'd recommend just starting fresh. You should also not be restarting redis for any reason, it's likely this is what caused the issue if it didn't close correctly. Did you fix your treasure map issue? Because there's a lot of reasons for why the blank maps occur
  20. Actually there is You have 20 "easy" mutations per parent tree. These 20 mutations are with a descent chance to occur. You can have unlimited amount of mutations transferred via breeding, but they are not going to be effective mutations. You will have your animal dirty and this is all.
  21. The proble is back again , it always occur when server suddenly become very lag , my internet working fine and no sight of lagging on other games .
  22. Ahoy Pathfinders! Today's log will just be a brief update on our current status with our upcoming Mega patch touching on where we are! MAY MEGA UPDATE The team are currently working on wrapping up the patch for internal review and we expect it to enter our QA process later today. Following that, we'll be hitting it hard and barring any fires, we should be in a good state to get the update released onto our new Public Test Realm soon. This means that we're currently planning for the Public Test Realm to be available around the end of next week. As we get closer to the date, we'll be able to provide you with a more specific timeline. So far it's been smooth sailing, and we're on track for our end of the month release date. For those who have been away at sea, in our last Captain's Log, we covered our most recent Developer Livestream, as well as spoke about the content that's coming in the latest update. If you've not had a chance to watch the stream, you can do so here for some in-game footage of what's to come: But for those just after the nitty gritty of the patch, here's what you can expect: New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! New Offensive Structure: Torpedo Launcher (and torpedoes!) New Boat Attachment: Cargo Racks! New Cart Attachment: Large Storage Box! New Tool: Fishing Net! New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun! New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI (first pass has already made it in!) With more still to come! latest Patch notes While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. 104.56 - Skill UI redesign (first pass, more work to come with it!) - Fixed misalignment with female first person hand view v104.55 - Ending Magic Mythos event on Official Servers v104.52 - Large Cannons not snapped onto Gunports on Servers using bDontRequireLargeCannonsToSnapOnShips=true will now fire correctly. v104.51 - RMB or Middle Mouse Button will now "drop" a grenade - Grenade physics tweaked slightly be weightier, damage radius increased 15%, and grenade explosions now move with ships properly - Stationed NPC's aside from puckle are now properly melee-damageable - Added server option to allow large cannons to not require snap on ship: Game.ini ShooterGameMode bDontRequireLargeCannonsToSnapOnShips=true - Fixes for cyclops Cloth boots and Kraken Hat not being rewarded - Switched from Add New Item to Increment Item Quantity for Milk and Wool from Cow and Sheep to prevent being limited to Max Item Quantity if the player had no exiting stacks of the item given. - Increased max amounts at full yield from 60 to 80 for Cow and 100 to 200 for Sheep. - Melee Combat, fixing two bugs related to blocking: Setting traces to use zero instead of complex collision groups on clients so that clients properly see hits Fixing mistaken/unclear orderings for block determination that led to servers failing to correctly identify and pass along a block if the client-based block didn't succeed (such as in the cases where the client couldn't land a hit due to the collision group) - Added a "turn off" option to ballista and catapult - Fixed floating characters on standable tames such as elephants - Fixed a bug where clients would see characters that had been grapple pulled off tame still move with their tames as if they were mounted resulting in a weird flight-like state. - Added option to hide the pause menu's Server Info Panel 104.33 - Fixed an issue with leatherwing's grab - Large cannons should now properly snap to all gunports - Large cannon snaps now require floor/deck underneath - Nature's touch cooldown now has unique icon - Coral item now has correct coal-type item category icon - Reduced Golden Age creature spawns by 60% and increased their respawn interval by a factor of 3 - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners - Item Skins are no longer eliminated when Trading v104.2 - Hid the unclaim boat button as it's not ready for public release yet - Fixed an issue where Large Cannons were being destroyed on the destruction of a gunport they were snapped to - When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you. This will be indicated to you via the demolish HUD. The boat must be fully anchored to get resources back for non-ship/core type structures. v104.14 Balance Changes - Crab can no longer grab crew off stations - Ship claim time reduced by 5x when a ship is unanchored. - Large Cannons can now only be placed in gun ports when on ships. Existing Large Cannons that have been placed on decks or ceilings will not be functional and will need to be demolished. - Small reduction in Large Cannon damage - One-time doubling of acquired Discovery Points for all previously existing player profiles - Players will now get 2 Discovery Points per regular discovery rather than 1 - Quest Discovery Points have also increased by approximately 2x - Lighthouses will check for nearby enemy players before being able to be successfully placed - Large Gateways, Gates, and Large walls will check for nearby online players before being able to be placed unless on Settlements during peacetime. - Core Structures will check for nearby online players before being able to be placed during Combat Phase on Settlements - Flotsam gold reward gold increased by 20% - Crew Payment Interval doubled (this means that you'll need to pay them less gold) - Shipwreck Gold Reward doubled - Creatures able to be equipped with armour along with Crew are now able to equip gear above common quality. - Any structure that checks for enemy foundations when placed in water now has a 4x enemy foundation check radius (such as pillars and shipyards) - There is now a creature specific cooldown on Nature's Touch QoL Changes - Increased spoil timer on SotD loot. - Reduction in Blizzard Sound Effect volume - Crewmembers will no longer eat Water Jars from the food larder or their inventories - Transferring materials with a filter on now transfers all children types too. For example, filtering HIDE will transfer Leather, Fur, Hair, etc. - Transferring items of a higher than base quality will now automatically go into the hotbar space Bug Fixes -The Accordion song, “A Mockatoo Once Told Me” will now appropriately apply the buff to players in the area - Fix to the movement of elevator when manually operated - Fixed a crash on transition - Submarine now consumes fuel consistently after crossing a world border - Kracken should no longer aggro onto ships/players outside of the barrier - Fixed an issue related to ships transitioning with players when a catapult was used - Fixed a basing issue which could occur when crabs jumped off ships - Fixed an issue caused by opening the feats wheel then pressing “i” which caused the mouse cursor to be placed on screen. - An unraised noose on a ship will no longer cause a player to take damage upon transferring - Fixed an exploit related to harvesting from crop plots - Fixed an issue with crop plots unintentionally being able to be stacked - A player’s bag will no longer spawn above the cave if they die completing the Powerstone quest - Items inside a loot bag will now register the correct weight - Fixed a visual bug related to the cloth Cyclops Helmet skin - Cannons can no longer be placed right beside another (to address stacking three cannons inside a gun port) - The sextant compass buff will no longer be removed upon logging out - Fixed Hydra Spawn on H6 - Cleaned up levels from Mnt_R_PVE and reworked spawns on Cay_H - Cannonballs will no longer pass through own collision - Gateways and Gates can no longer be placed in Freeports or Golden Age Ruin servers - Alloy will now be correctly detected from a resource repair box Misc - Settlement Owners on our PvE Networks can no longer set rules on building offensive structures - Rectified an inconsistency when painting decks and ceilings on ships - Adjusted the Chest Width slider for females in the character creation screen - Corrected Hide Cyclops Armour name in BP description v103.32 - Improved logic for fixes related to items/blueprints changing into Engrams. v103.31 - Fixed another case where items/blueprints could change into Engrams. v103.3 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.2 - Fixed a bug which would have caused items/blueprints to change into Engrams. Complete Patch Notes: SHOW 'N' TELL #7 We loved looking over the entries for Show 'n Tell 7 and we're excited to showcase this collection so you can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS ATLASGENESIS I...have no words...this made me laugh. Fantastic editing and shots also. Congratulations, you take first place! GLOBYTHEOLDPIRATE Ships that pass in the night, and speak each other in passing, only a signal shown, and a distant voice in the darkness; So on the ocean of life, we pass and speak one another, only a look and a voice, then darkness again and a silence - Henry Wadsworth Longfellow OTAWA72 Otawa is at it again with stunning composition and quality. KNIVET This unique perspective on an elephant shrouded in firelight caught our eye. HONOURABLE MENTIONS ENKI ANNUNAKI XXVISIONARYXX Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! 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
  23. Ahoy Pathfinders! Today's log will just be a brief update on our current status with our upcoming Mega patch touching on where we are! MAY MEGA UPDATE The team are currently working on wrapping up the patch for internal review and we expect it to enter our QA process later today. Following that, we'll be hitting it hard and barring any fires, we should be in a good state to get the update released onto our new Public Test Realm soon. This means that we're currently planning for the Public Test Realm to be available around the end of next week. As we get closer to the date, we'll be able to provide you with a more specific timeline. So far it's been smooth sailing, and we're on track for our end of the month release date. For those who have been away at sea, in our last Captain's Log, we covered our most recent Developer Livestream, as well as spoke about the content that's coming in the latest update. If you've not had a chance to watch the stream, you can do so here for some in-game footage of what's to come: But for those just after the nitty gritty of the patch, here's what you can expect: New Cosmetics: Hydra Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set! New Offensive Structure: Torpedo Launcher (and torpedoes!) New Boat Attachment: Cargo Racks! New Cart Attachment: Large Storage Box! New Tool: Fishing Net! New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun! New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. Extends spoil time of things inside, but greatly extends the storage time of ice. Also has an option to turn ice into water to consume. New Resource: Ice - Must be harvested from cold zones. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature for a short duration (15s per ice cube, max of 5 mins). Relatively heavy. New Feature: Company-wide map markers New Feat: Instant Hotbar Equip QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI (first pass has already made it in!) With more still to come! latest Patch notes While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. 104.56 - Skill UI redesign (first pass, more work to come with it!) - Fixed misalignment with female first person hand view v104.55 - Ending Magic Mythos event on Official Servers v104.52 - Large Cannons not snapped onto Gunports on Servers using bDontRequireLargeCannonsToSnapOnShips=true will now fire correctly. v104.51 - RMB or Middle Mouse Button will now "drop" a grenade - Grenade physics tweaked slightly be weightier, damage radius increased 15%, and grenade explosions now move with ships properly - Stationed NPC's aside from puckle are now properly melee-damageable - Added server option to allow large cannons to not require snap on ship: Game.ini ShooterGameMode bDontRequireLargeCannonsToSnapOnShips=true - Fixes for cyclops Cloth boots and Kraken Hat not being rewarded - Switched from Add New Item to Increment Item Quantity for Milk and Wool from Cow and Sheep to prevent being limited to Max Item Quantity if the player had no exiting stacks of the item given. - Increased max amounts at full yield from 60 to 80 for Cow and 100 to 200 for Sheep. - Melee Combat, fixing two bugs related to blocking: Setting traces to use zero instead of complex collision groups on clients so that clients properly see hits Fixing mistaken/unclear orderings for block determination that led to servers failing to correctly identify and pass along a block if the client-based block didn't succeed (such as in the cases where the client couldn't land a hit due to the collision group) - Added a "turn off" option to ballista and catapult - Fixed floating characters on standable tames such as elephants - Fixed a bug where clients would see characters that had been grapple pulled off tame still move with their tames as if they were mounted resulting in a weird flight-like state. - Added option to hide the pause menu's Server Info Panel 104.33 - Fixed an issue with leatherwing's grab - Large cannons should now properly snap to all gunports - Large cannon snaps now require floor/deck underneath - Nature's touch cooldown now has unique icon - Coral item now has correct coal-type item category icon - Reduced Golden Age creature spawns by 60% and increased their respawn interval by a factor of 3 - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners - Item Skins are no longer eliminated when Trading v104.2 - Hid the unclaim boat button as it's not ready for public release yet - Fixed an issue where Large Cannons were being destroyed on the destruction of a gunport they were snapped to - When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you. This will be indicated to you via the demolish HUD. The boat must be fully anchored to get resources back for non-ship/core type structures. v104.14 Balance Changes - Crab can no longer grab crew off stations - Ship claim time reduced by 5x when a ship is unanchored. - Large Cannons can now only be placed in gun ports when on ships. Existing Large Cannons that have been placed on decks or ceilings will not be functional and will need to be demolished. - Small reduction in Large Cannon damage - One-time doubling of acquired Discovery Points for all previously existing player profiles - Players will now get 2 Discovery Points per regular discovery rather than 1 - Quest Discovery Points have also increased by approximately 2x - Lighthouses will check for nearby enemy players before being able to be successfully placed - Large Gateways, Gates, and Large walls will check for nearby online players before being able to be placed unless on Settlements during peacetime. - Core Structures will check for nearby online players before being able to be placed during Combat Phase on Settlements - Flotsam gold reward gold increased by 20% - Crew Payment Interval doubled (this means that you'll need to pay them less gold) - Shipwreck Gold Reward doubled - Creatures able to be equipped with armour along with Crew are now able to equip gear above common quality. - Any structure that checks for enemy foundations when placed in water now has a 4x enemy foundation check radius (such as pillars and shipyards) - There is now a creature specific cooldown on Nature's Touch QoL Changes - Increased spoil timer on SotD loot. - Reduction in Blizzard Sound Effect volume - Crewmembers will no longer eat Water Jars from the food larder or their inventories - Transferring materials with a filter on now transfers all children types too. For example, filtering HIDE will transfer Leather, Fur, Hair, etc. - Transferring items of a higher than base quality will now automatically go into the hotbar space Bug Fixes -The Accordion song, “A Mockatoo Once Told Me” will now appropriately apply the buff to players in the area - Fix to the movement of elevator when manually operated - Fixed a crash on transition - Submarine now consumes fuel consistently after crossing a world border - Kracken should no longer aggro onto ships/players outside of the barrier - Fixed an issue related to ships transitioning with players when a catapult was used - Fixed a basing issue which could occur when crabs jumped off ships - Fixed an issue caused by opening the feats wheel then pressing “i” which caused the mouse cursor to be placed on screen. - An unraised noose on a ship will no longer cause a player to take damage upon transferring - Fixed an exploit related to harvesting from crop plots - Fixed an issue with crop plots unintentionally being able to be stacked - A player’s bag will no longer spawn above the cave if they die completing the Powerstone quest - Items inside a loot bag will now register the correct weight - Fixed a visual bug related to the cloth Cyclops Helmet skin - Cannons can no longer be placed right beside another (to address stacking three cannons inside a gun port) - The sextant compass buff will no longer be removed upon logging out - Fixed Hydra Spawn on H6 - Cleaned up levels from Mnt_R_PVE and reworked spawns on Cay_H - Cannonballs will no longer pass through own collision - Gateways and Gates can no longer be placed in Freeports or Golden Age Ruin servers - Alloy will now be correctly detected from a resource repair box Misc - Settlement Owners on our PvE Networks can no longer set rules on building offensive structures - Rectified an inconsistency when painting decks and ceilings on ships - Adjusted the Chest Width slider for females in the character creation screen - Corrected Hide Cyclops Armour name in BP description v103.32 - Improved logic for fixes related to items/blueprints changing into Engrams. v103.31 - Fixed another case where items/blueprints could change into Engrams. v103.3 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.2 - Fixed a bug which would have caused items/blueprints to change into Engrams. Complete Patch Notes: SHOW 'N' TELL #7 We loved looking over the entries for Show 'n Tell 7 and we're excited to showcase this collection so you can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! WINNERS ATLASGENESIS I...have no words...this made me laugh. Fantastic editing and shots also. Congratulations, you take first place! GLOBYTHEOLDPIRATE Ships that pass in the night, and speak each other in passing, only a signal shown, and a distant voice in the darkness; So on the ocean of life, we pass and speak one another, only a look and a voice, then darkness again and a silence - Henry Wadsworth Longfellow OTAWA72 Otawa is at it again with stunning composition and quality. KNIVET This unique perspective on an elephant shrouded in firelight caught our eye. HONOURABLE MENTIONS ENKI ANNUNAKI XXVISIONARYXX Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! 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
  24. Malicious player sinks ship with tornado during peace phase Even if you lower the anchor can not cope I want you to change it so that a tornado does not occur around the island
  25. Flip asked me to also post my experience with this exact same thing happening to me. System: Windows 10 (recently updated) version 1809 x64 2019-04 Intel Core i5-4430 CPU @ 3.00 GHz 12.0 GB RAM NVIDIA GeForce GTX 1080 6GB Atlas: NA PVE Patch 104.75 (Rev. 113867) Attempted troubleshooting steps: - Press Backspace button - Attempt to access inventory with "i" key to change HUD options (pressing i resulted in the inventory flashing on my screen for one second before disappearing) - Relog - Die and respawn somewhere else (this didn't work out since I got a blank map with no options on where to respawn, so I had to force close and try again) - Log onto EU server first (where I saw names and could interact) - Log onto PVE server first (also able to interact) - Validate files through Steam (twice, both with one file noticed) - Attempt to log in without BattlEye (can't do this on official servers) - Delete BattlEye folder and reopen game to force reinstall - Uninstall BattlEye with uninstall option and reinstall using run as administrator - Update video card driver - Check for Windows Updates - Restart computer - Uninstall and reinstall Atlas Approximately 1/10 relogs, I was actually able to interact with items, only to have the Network Failure error Flip screenshoted above occur. When no names appeared over anything, inventory wouldn't open, ect, I was able to collect materials using E, hit things with the left mouse button, and mount creatures (sort of, my character raised up and to the left and I could move the tame but not accurately). Most of those times, I exited to main menu or killed the program with Task Manager and restarted, but I sometimes let it time out to the BattlEye error. I actually lost count of how many times I logged in/out. Each time with the "create a new Atlas" because the reconnect option was only available if I logged out of a server other than NA PvE. I will also mention that I encounter the Host Time Out error when I first log in and must wait for that error to pop up and then for the program to start responding again so I can hit OK for it to progress to actually connecting (if I kill the task/program it goes through the same process again), which has been an issue for several weeks (on various internet connections).
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