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Found 101 results

  1. There is spatial limits on more than warehouses. Haha. What else can you do for fun? Grinding isn't fun? Valuable PVE player, I spent lots of time thinking about you, and my solution is that you are saying that you want to get a barrel in the face. Thanks for the noise
  2. 11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  3. 11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  4. Yeah, funny, what did they "hear" concerning many other things? Not even a bunch of noise probably...
  5. If you read their post concerning the price for ships, they said they heard “a lot of noise”. Like we are pests or their ex’s. I love abuse so I keep playing Atlas.
  6. Whenever I load my local singleplayer/co-op game all the Large Cannons always do a noise, like if the ship planks creak. This is very annoying since every cannon does this so it can get very loud if you have 10 or 12 large cannons on a ship. As I have no galleon yet I can only imagine how annoying it would be for that one. As a solution for it you can use every cannon for a second and the sound is gone for that game session for the whole time. But next time you reload the game it's back again. The sound bug does only appear for the large cannons and it doesn't matter if the gunports are opened/closed or if crew is using the cannons or not. Also it does not seem to appear for every player. People I play with told me they don't hear that sound.
  7. if youre still caged and they are keeping you alive, you can kill your self while handcuffed by using the "yell" function. though, it wont drain your stam unless youre actually causing noise feedback, you will eventually die, even if they are med kitting you.
  8. Soundsettings driving me crazy, i meet many people with mic open, doing noise sounds that burst my ears. My microphone is either working or not, i dont even know about it. WHy we can not test it?
  9. So i tried to adjust my game audio to lower the sounds the characters and other creatures make. Something happened and now the SFX, like hitting a rock with a tool, are SUPER loud and any noise my character or creature makes is WAY WAY low. Not sure what is going on here....
  10. And here at the end we see the foundational premise from which everything else you say proceeds. It is very important to you that the devs know how pissed you are. Your personal emotional reaction is the overriding factor in the things you say here. “This game is utter garbage. “ is not a statement made by someone who wants to fix the game or thinks it can be. It is the statement of someone who only wants to hurl as much vitriol as possible. Is that the way that adults deal with things they don’t like? Your posts are too well constructed to be that of a child but rather than choose to simply leave the game as a lost cause that you have given up on OR stay and offer useful constructive feedback in the hope it may get better, the usefulness of any insight you have to offer gets lost in the noise of your bile. I imagine game developers have pretty thick skin, you would need it to to survive in such a customer feedback intensive industry, but they are also only human. If you do nothing but scream at them that they are awful and incompetent, they WILL tune you out eventually, and then what did your efforts accomplish? Raising your blood pressure, which only puts you in the ground faster.
  11. Wiping when you come out of EA absolutely should be done and I support it completely. Wiping during EA when the devs determine it as necessary for testing, say for WPE, I also have zero problem with. Wiping solely because some group of players who never played demand a clean slate during EA, when I have already put time and energy into what I have...yeah @#$& that noise and I don’t give a rats arse what Twitter says. If Realist thinks every console player is on Twitter he’s delusional. Yes I’m being dismissive of their collective opinion, it’s because so far I have skin in the game and they don’t.
  12. MrJoeBarbarianToday at 8:12 AM @Sovreign This is why you wear a kilt, no zipper .. no noise Easier to get to the sheep that way DangerDanToday at 8:12 AM The silent stroker? It goes on and on. This nis what kids that participate in this community have to see and read? This is acceptable behavior?
  13. I was doing treasure maps before the update so I have some on my hotbar, my brig is in the middle of the ocean and I cannot log into game because of this treasure map bug. I have tried 100s of times and every time it starts to load, I hear animal noises and the noise like when you open a map then BOOOOOM Fatal error, every time This needs to be fixed asap
  14. It is the whole notion that I must ask for permission and pay a tax. Screw that noise...
  15. You keep talking about what you know about the game while I'm talking about what our average new player encountering the game on Steam knows about the game. This is not about you. Statements that a dev throws out during an interview are not communications to the community or potential buyers and they're not design specs. The stuff about civilizations, etc. on the steam page is very general but it sounds great. So a new player sees that, expects that, gets in the game and where is it? It's all full island claims and mega companies. Maybe they wait through 3 Mega Updates for news on it and nope...taming and end game bosses. Where's the communication on the design direction for what should be a major feature? My **opinion** is that they consider they've already given us this with companies and claims, and if they do expand it, it'll all be based on companies anyway so it won't be much different. Still..who knows? They say nothing about it. That's exactly my point. If they communicated their vision, people wouldn't be wasting time and having arguments over things that aren't in it. The noise level would go way down, which would help everyone. Until they do that, people are going to complain and suggest all kinds of things. (Also, taming whales isn't really part of some "vision". It's a tid bit detail in a game. Vision is an overall plan for a game..taming is part of the vision. Taming ants is a detail.) Oh, so the cats may apply to pve then. In a terrible way. Great. If what you say is true, for people who don't like taming it's another mandatory taming task and another addition that's all stick and no carrot. Cripes. Note to devs: If everything added to the game is going to be endgame bosses and taming, please let us know right now. Some of us had hopes of other stuff.
  16. I'm talking about bigger picture stuff than whether there's a cat in the June update. Some details about what elements of mmorpgs they want to include and what aspects of survival they want to include. Crafting - important and a big deal or no? Taming important and a big deal or no? Their sales pitch didn't include any mention of it being a territorial conquering game, and yet that was their first real emphasis. If I know a game doesn't contain the elements I like, I don't play it, and vice versa. I bought this game because it looked like it might contain some of the elements I like. It's been out 6 months and I STILL don't know if those are supposed to be in the game or not. Would be nice if someone provided some direction, but I suspect they can't because they are making it up as they go along. You don't see people jumping on the Civ forums complaining that there are no dungeons, because they know it's not part of that game. This game? From the description and some of the things that have implemented/unimplemented we have no idea what it's intended to be, so everyone complains about everything they don't like. Direction and information dials down the noise. Cats? Not so much.
  17. Agree with both. Being able to return a ship to the yard is surprising by its omission but having crew dedicated to repair of ALL structures on a ship exactly what happens IRL. Repairing the many planks, ladders, wall hooks and whatnot is fun from time to time but becomes tedious and not fun if you have to do a lot of it. I would also like to have maintenance staff for my bases. I like to build from wood for aesthetic purposes but it gets mildly damaged because apparently animals are completely unafraid of the noise and bustle of a port town and scorpions like to to bite elephants that get stuck under your balcony. I wish I could task a guy to take care of these minor repairs.
  18. If you think that's bad. I had one in the mouth of a giant 3 lighthouse tall totam. About 33% of the mobs spawned next to me, 33% at the bottom, 33% at the top. And the shovel point was floating in mid air above an incline. Fuck. That. Noise.
  19. Excuse what behavior? Calling nonsense what it is? There is nothing at all inflammatory, or immature about the post. This isn't a bug where nobody knows it exists. This is a problem that still exists to this day in ARK. It's not new. At some point, games need to be polished, and have persistent bugs fixed. If there is an exploit that they are trying to stop with this...fix the exploit, and remove this old, crusty bandage that was used to cover it up. There is a problem in games today, where no professional testing is done anymore, and we, the players, run from one early access game, to the next. By the time the game gets even close to being polished, the player base has largely moved on. Some because they got tired of the half finished game, and others because they just player it so much, they are now bored with it. They are now playing the latest early access game. It's a never ending vicious cycle. I wish gaming would go back to the way it was when you didn't download, so everything had to be on the CD...the game had to be polished before it shipped. Then, in these early access games, the only way things get fixed is to make noise about what you don't like. A silent player base is assumed to be happy. I would love to be able to just go in and play the game, but it's broke, like every other game these days. Like how the eff do you mess up Mass Effect Andromeda? How do you take a winning formula and just trash it like that? I haven't even gotten to the cheating that goes on, in this game, and so many others. But, we should at least be able to make proper structures that work. The number of times I run into this NONSENSE where a things just won't snap in, or say they are blocked, or appear to highlight where it will snap in, but jumps to another snap point, over and over and over and over. Shall we talk about how gates will only snap inline to an existing wall, not perpendicular to an existing wall, and won't snap inline, or perpendicular to an existing gate? Shall we talk abut how the book case is visually small enough, but physically too tall for a one wall high structure, forcing you to find a work around or just say eff it when there is too much above where you want to place it...too much trouble to demolish something like a resource chest, or several storage containers, just to be able to remove the ceiling, so the book shelf can be placed. How about the fact that a wood ladder won't snap into a hatch frame that is one wall above a floor? I am not being unreasonable. I am not crying over something like the unpolished way that structures snap into the ships, leaving unrealistic, and unsightly gaps, etc... I fully understand that this is something new, and needs time to be polished. I am talking about issues that have been a part of this game engine for years. It's past time for this to be fixed.
  20. Hello, after today's patch which increased the speed of elevators have broken them for my base. They will only move up & down 1 elevator piece now. I keep clicking to lower & it just makes a noise & won't move down. I've cleared everything from the base of the elevator & this still happens. Please fix.
  21. it should be on the ambient noise soundchannel
  22. Screw that noise!! I love Lawless as it is the ONLY thing that makes me remain and play the game. The claim system and "Landlord screwing their tenants" game is a bunch of crap. Now your suggestion to reduce the amount of "Freeports" makes great sense. I would also suggest that the devs make us some building materials where we could build our own "Floating Towns" where we have to defend it from raiders and offer wayfaring sailors a chance to dock safely and resupply while out at sea. This would add an entertaining new dynamic to the game and may possibly solve some of the lack of land issues.
  23. I concur with this post. Also one of the reasons I make a noise to the devs if someone in PvE is trying to PvP (grief).
  24. I’ve said this before... the biggest mistake a game company can make is NOT listening to their player base the second biggest mistake IS listening to their player base its the community managers and the devs jobs to see the reason through the noise Typically two types of people post on game forums... loud, entitled, narcissistic, people who like to complain about their problems and troll others and people that actually want to game to succeed and post reasonable, productive feedback. This fourm is heavy on the former.
  25. nice chuck and i hear you there. i play with church and them in the federation. i remember the very 1st week i shit on zonda so bad. must of sunk 2 gally's and 5-6 brigs, killed countless tames, and popcorned 80k gold and about 40k metal. The very next day church, jedi, and this one girl, i forget her name but i think she was an original fed, literally scolded me saying the same thing. you cant attack them just because you want to. If we were to do that all the time we wont last on this server a week. Being an absolute asshole to any kind of authority, i said fuck that noise im goin back and filling up my boat with as much shit as i can again. well they didnt like that at all. the next week we settled things down and everyday since, we are in discord together. 90% of the time i play with 4-5 people although the company is 500+. i hate zergs, fuckin lagfest. I dont farm anything except when i need food to get more high lvl razortooths. Solo, or very small groups, is always the most fun way to play the game.
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