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  1. They've already said before that they aren't working currently on new ships as they would add heavy loads to server performance. New ships may come in the future, but right now I don't think it's being worked on.
  2. Forb has some good general advice for you, just gonna add and expand on what he said. Firstly, being able to plant all the plants only matters if you want to get deep into cooking or want to do your own taming/breeding. If you want quality tames but don’t necessarily want to bother with the mechanics of beastmastery much, you can always just buy tames from someone who does. Also you can plant enough things in tropical and tundra gardens to make a decent selection of 2 vitamin foods, so you shouldn’t feel restricted to equatorial for basing. Forgetting to put a bed on every ship is a really good way to lose that ship or create a major headache for yourself. Bed should be the first thing you install once it’s built. What he’s saying about bamboo is significant because it’s the one fiber where gettting large quantities of it otherwise is a headache. Bears are def one of the most important tames at this point. Parrots I feel are underrated for their insulation buff (think otter). Monkeys can be handy when taming because they buff your regen and sometimes you take a hit when feeding but time is of the essence. If you intend to craft high level gear, then by far your biggest consideration will be locating within shortest distance to all 6 mat varieties within a type, and at top of the importance list for this will be metal owners no to the combination of its weight and use in many different recipes. Second is wood. Stone, gems and crystal are also heavy but used in fairly few high end crafts. I have found tundra to be best for metal proximity. You have said in the past you are into building. If you play on pvp, stone is the only way to go. Unfortunately nothing is really good at gathering stone. Rhinos in theory but they are meh imo. A good hatchet with high damage and durability and bring your elephant to pack mule is the better option. Trying to build higher quality stone walls from bp’s is probably not worth the headache of trying to assemble large quantities of 5 or 6 types of stone. Just build more walls.
  3. As we Getting request everyday we will be Doing auctions again on a more frequent base. Not everyday but guess a few per Week. Also the 50% Discount on mighty mythicals And heavy harvester only Runs Till the 30th this month so be quick
  4. Nice! They changed the Suggestion section What I would love to see in this game is small temporary groups. I mentioned this in another thread but I ran into a problem that needs exactly that. To be fair I play on an RP Server. Things are slightly different but I think this would be nice for PvP and PvE as well. Implement small temporary groups. (Let's call it Crew) I want to invite a player to my Crew. His company isn't touched and my company isn't touched but we can now sail the same ship and play together. I think this is important for an mmo because it makes it easy and effortless to socialize with other players. This could improve PvP in the long term (less toxic) I compare this to World of Warcraft. If you had a problem and the members of your guild are far away you would ask strangers to do the quest with you. Some of them were doing the same quest anyway. I know we don't have such simple quests but a treasure map could be such a thing. Still the WoW example it would be stupid to expect someone to leave their guild for a quest or even start a new one. This is to heavy! I know that this isn't as easy as it sounds especially in regards to the use of ships. Because most of the time if you are in a company, all ships are company owned. Would a crew member be able to sail other company ships as well? We could need an option in the ship menu where you can set this per ship. "Use Sails" "Use cannons" "Use boxes" "Use steering wheel" For example. So you can make adjustments what crew members can currently use on ships. This could be used as a try out mechanism for new members as well. Which is super cool for PvP where you don't trust anyone
  5. I really like the idea of WPE, that is something I was hoping since almost the beginning of the game, awesome it will be added. Though, I came with an idea : Make different kind of WPE, make a "company like" Here is the idea, instead of having everytime the same WPE but with different difficulty/size, make different WPE Company, with each their own skins/flags/constructions type. Here are some fast exemples : Blackbeard company : Pirate theme, pirate skins (Cloth and Hide armors), weapon : pistol/saber/throwing knives, special tactics : like to board, use Harpoon, mainly alone at sea, very aggressive. Royal Navy company : Marine theme, officer skin, weapon : pistol/saber (or special skin ?)/carabin, special tactics : mainly in groups, defensive. Asian company : Asian theme (japanese ?), Hydra Heavy skin, the new sail skin, weapon : sword (katana skin?)/pike/bow/crossbow/fire arrow, special tactics : like to use fire a lot (...) WPE Company would fight eachothers at sea, some kind of special event. Make the WPE Company live in their own region, so you need/want to travel a lot to discover every of theses WPE Company. All thoses region would become even more unique. Having to fight the same type of WPE everytime will become veryyyy boring. If their is many WPE Company, it will become unique everytime (I'm not saying that it needs 1 company per island, hell no, but 1 company per region would be very awesome) (edit : By region I mean "Tropics", "Desert", "Tundra"). Let us participate to create/image thoses WPE Company As we all know, some of Atlas players are very talented to create/imagine, just look at the Show 'N' Tell and see how awesome things emerge from it. Make a contest like the Show 'N' Tell, where people would give : Company name Theme Flag (with image) Construction design exemple (with image) Ship design exemple (with image) Lore/story behind the company For the more talented one, draw all the concept art if it doesn't already exist in the game, and if it's really awesome, implement it in the game with Atlas Team (dunno how hard it could be ?) The contest would work as a Show 'N' Tell, people send their proposition, and as for Show 'N' Tell, that's the Atlas Team that choose the winners. (so no troll as "Area 51 with Naruto Runners flags, even if it's funny, that's not the point here. It also let the Atlas Team choose to not break the actual lore of the game or everything) FURTHER Make quest through WPE Company If you completly wipe a WPE Company, you win something (dunno what, it could be a skin ? a skill ? else ?). All WPE Company have one main base with their captain (a mini-boss ?) Each outpost you destroy/claim, the more the main base become vulnerable ? Be able to interact with company ? Buy things ?
  6. Your food-bar drains faster when you do heavy work and slower when you do light work or nothing. Same should apply to vitamins or they will get out of sync. Its a really easy quick-fix that would make the system work, it cannot be balanced without. Further improvements would be nice also but that fix could be released tomorrow.
  7. What about a salvage & repair mechanic instead? I think it could be compaitble with PvP and PvE both. Imagine a salvage attachment to your ship that allows you to sail up to a wreck and not just salvage from a plunder-the-resources POV, but salvage from oi-this-part-looks-still-usable POV. Then those mythical cannons and master planks are actually worth salvaging. So you would end up with a partially filled variant of the cargo rack containing rescued ship parts. The existing salvage nechanics could remain as well. The salvage attachment could be a one-wreck-operation only. The attachment should be mountable on a sloop (and bigger). There is a huge difference between losing your ship in the beginning of the game or later, when you have resources in stock and possible animals to farm. But even in the beginning -alone and poor-, I didn't find it too hard to rebuild a ship in a few hours. The loss of gear and tames was often more painfull. The salvage mechanic would not have helped me then as my ships were basic. Only later, when in a company, we invested in spare ships and much better, specialised ships. By the way, the insurance would have been too heavy for me as a starting solo player as well. Now, the spare ships are there anyway and yes gold is cheap at this stage, so I would use it. But I honestly can't see it being implemented exploit-free.
  8. Also there are trade offs to living in the harsher environments. Pre wipe I lived in o2 and discovered one of the benefits of living there was that 4 of 6 metals were within a zone or two's reach tops. Given that higher tier gear requires a wider spread of mats and given that the weight of metal and it's widespread need in crafting (crystal is also heavy but needed for comparitively few recipes) makes moving it around in qty a logistical problem, having that many different kinds of metals within easy reach is a non insignificant benefit.
  9. I too feel it was a ridiculous Fix for something that wasn’t really a problem. I enjoyed getting creative on treasure maps, the thing about open world survival MMO’s is the players make their own content. Now I’m no tame hater, I love my bears! But I thoroughly enjoyed finding new and alternative ways to do maps! Now, however, it’s “bring a bear or go home” I’ve been a stout defender of these devs as I understand development cycles and testing and realise that they will move the goalposts to either side of balance to test effects, but I am starting to lose faith in their competence as slowly, but surely, they are removing all the sand from our otherwise amazing sandbox. its a crying shame as I really want atlas to succeed but I just don’t get them.. so many heavy handed and unpopular changes on an already dwindling player base isn’t a great way to promote the game, again, neither is the complete focus on PvP balancing at the expense of PvE. Especially when the numbers are about equal.
  10. CPU hasn't been the bottleneck for a computer in several years now! Please keep your un educated thoughts to yourself.... The Hard Drive is the current bottleneck in my Computer and most everyone's computer! And after that Software tends to be the next bottleneck... As for 32 GB of ram being a waist thats the dumbest thing I have ever heard... If I had more then 32 gig then perhaps as a 64 bit OS can't handle any more, but RAM doesn't speed up or slow down your Computer, well it could if your using a slower clock speed then your Bus Speed supports but my RAM is matched to my boards bus speed so that's not an issue... More RAM simply allows for you system to swap and handle more simultaneous functions and having 32 gig of RAM is not a waist. As for the video card being more elaborate then the rest of the system well your right. But at the same time the Video Card is one of the only parts of your system that often times is truelly utilized bye most game's, and what I mean bye that are some games are CPU heavy like Arma3 for instance in arma3 you run into whats called a Software bottleneck which forces the CPU to handle most process's and only 1 Core at that.... However my build even when playing Arma3 peform's quite well!!! Why??? Because the Pentium g4620 being only a dual core has a healthy 3.7GhZ processor and its Bus Speed is 2400 Just like The Ram Just like the Board... The fact of the matter is all of this hardware is Same Generation and your "Bottleneck" Theory your attempting to point out could work if something in this build was from another generation! For instance a MOBO with an 1800 Mhz bus... Or 2133 MhZ Ram In these situations you can get a Bottleneck thats based on Hardware from different generations! But again that's not the case with my build... In the Generation of my build the limitations of Sata 2 ability to read right from my Mechanical drive is my machine's limitation! The stronger Video Card is not a waist of money its a benifit and can often times pull much of the load off of the weaker CPU which is one of the best Value per dollar cpu's you can find on the market today, mind you! No the age of the CPU bottleneck Was 2 Mother board Generations ago! Maybe you need to adapt with the time.... Have you bothered to wonder why Solid State Hard Drives are the new rage??? News Flash its because the HD has become the new bottleneck. DDR4 Was the rage with the last generation of boards??? Why because the the Ram's Clock speed wasn't keeping up with the Mother boards... And before that Generation of tech the CPU was the bottleneck, that's like over 10 years ago now!!!
  11. Yeh the thing for me is console is just plug n play, but many games get massive nerfs to gameplay to make them compatible or the pc version is so utterly dumbed down, so both versions are easily patched. Whilst there's an obvious montary value to developers to sell to both platforms, it has utterly ruined quality in gaming for the pc. Whilst at the same time, massively improved gameplay for both ps and xbox, in that there are rules devs must follow for each platform, which result in heavy fines if not obeyed. This in turn tends to create a perfect patch system as devs don't want to pay those extra charges, but it also creates a delayed patching system, as it takes awhile for each update/patch to be verified and tested. So players loose out, having to wait longer etc. The pc versions however, cannot be similarly enforced, due to the nature of pc's having to many different industry standards, oem versions etc. Would make compatibility issues impossible to enforce or even legislate to. With xbox/ps the console is very specific hardware and easy to be developed to. So in short, consoles games look rubbish, but tend to be better maintained. Since there's only really 1-2 of each hardwares to deal with. Pc games look amazing, but tend to poorly maintained. And often unoptimised, because everyone is using 500 different video cards on 1000 different motherboards, with 350 different cpu's and ram sticks. Not to mention a half dozen different operating systems. Then there's a state of each individual pc in it's own maintenance, viral and various other issues, overclocking, misinformed overclocking, picnics and so on. And of course.. the people who spend $1500 on a pc expecting it to work perfectly.. in an EA that is designed for pc's made 5 yrs before theirs.
  12. Either that or the in-game distance measurements for map markers active on the sextant are totally wrong. Or the math is totally wrong. From: https://atlas.gamepedia.com/In-game_speed_testing#Ship_Speeds Ship Sails Wind Wt* Dist (m) Secs ㎧ KPH MPH Knots Sextant Off by Galleon 6 Large Heavy / Side 48% 1000 35 29 103 64 56 16.5 kn 70.5% *Wt=Weight percentage of maximum So in the chart the sextant says 16.5+- knots but the time to cover 1 km says otherwise. Here's the math: Distance (m) Time (s) ㎧: KPH: MPH: Knots: 1000 55 =A2/B2 =C2*3.6 =D2*0.621371 =D2*0.539957 So it's converting m/s to KPH at *3.6 per and converting knots from KPH at 0.539957 So where is the error? Place a map marker and activate it on the sextant. Get up to speed. Mark down the current distance from the map marker and start a stopwatch. Go 1000 meters. Stop the stopwatch. Testing my galleon just now it took 42 seconds. During the test the knots display said ~13.5 knots. A 42-second kilometer is 24 m/s. A 42-second kilometer is 86 KPH. 86 KPH is 46 knots. So either the distance display or the speed display are *way* off. Which is it?
  13. High risk, high reward. I like it. The more gunpowder in the barrel more damage and more heavy. It would be awesome to make it impossible for gliders in tower to use this tactic, they will need weight to carry a barrel that will do more damage. We kill two birds in a row. Increased weight when carrying a barrel, increase the fall speed and gliding speed when using glider. That will be awesome. Also shooting a glider and exploding him would be fun to watch. You could decide if you go with a 20% barrel or 30% barrel or 100% full gunpowder barrel. More weight= more damage. We will have the option of using 5 barrels of 20% or one of 100%, when having a barrel of 100% is overkill most times.
  14. Maybe instead of sailing get some decent ship xp from ship activities like repairing, picking up flotsam, fishing. I know repairing sounds like it could be rough but it will also be rather resource heavy to straight level this way by tediously managing sotd damage resources and repair time.
  15. Hi been playing from day 1 and a number of things strike me as dam annoying and just plain unnecessary on a day to day bases. Taming please rethink this, having come from the Ark universe, the taming system on there is miles better and more enjoyable, track, trap and knock-out the animal, shove its favourite food in and fight off all nasties to have a perfect tame it works, its fun fending off whatever rocks up. Atlas take on this is less fun, try to almost kill the animal before the bola is used and hopefully drag it into a trap, then try and find a spot where you can feed the animal, and hope it does not spin around at hit you, still no idea if this is an intended feature or a bug? When the animal’s intent on killing, you pray you have a bed nearby to re-spawn on or you lose the taming efficiency already gained that loss of tame efficiency is way to quick. This is frustrating and in no way “fun” for myself and other I have played with. Breeding It’s a little better with the ice option but again why lock the areas that you can breed animals in, makes no sense to me, its never really been explained why this has been implemented, it just seems to be a needless complication to the game mechanics for the sake of something to do? Just one to reconsider and perhaps let you breed in whatever biome you are in within out the faf of getting/making ice. Ship weight, can we make cannon balls lighter, by the nature of the beast the Kraken needs some planning and a fair few cannonballs, seems counter-productive to load up to max ish weight on cannonballs alone, it would help if they weighed a bit less to allow a reasonable amount to be taken without the ship slowing to a crawl don’t see this having a negative impact for PvP players either. Ships speed, seen a number of posts on this already but it would be nice to have more speed when heavy especially. Perhaps a new quest to unlock a power option like the merchant ship we see from time to time, where going against the wind is then possible but costs a fair amount of fuel like the sub. NPC Pirate ships It would be nice to see normal NPC pirate ships that can be boarded and captured, similar to the ships of the dammed but normal variants of them, you would then have a reason to get up close and personally, and in PvE players would have a reason to use the grapple harpoon and the chance of capturing a superior ship would make hunting them a worthwhile endeavour! More new quests Need something to aim for extra stat bonuses etc, and receive more experience for completing them, grinding maps is not much fun solo and in groups can be too easy, but players need a route to level up in a reasonable time, if you don’t hunt maps or kill Alphas the XP rates pretty dire if you doing mundane tasks building ships, farming etc. General threat level, Not much on the islands in general that will cause a panic once your up past the starter levels, that’s one of the unknowns in Ark that something may wander along in your direction that you either need to kill or kite away from your base, the odd !! threat would be potentially interesting to deal with IF you’re in the area to deal with it. Pulling items from containers, What an utter pain in the rear to collect all of the resources and then have to shuffle them around between the benches, a pull function would be a good idea and make crafting a little easer as the hard parts getting the items to begin with on the better level items. Airships Now that would be an interesting addition, allowing players to reach the higher peaks easer without building elaborate ramps to get to map locations that now decay with the latest changes so it means that others can’t benefit from the effort of others, nice difficult quest similar to the sub but for the sky, a galleon of the sky’s so to speak. Meat Can we stack this higher than 20, it spoils to fast and is a pain as it stands currently, a higher stack would give a longer overall retention rate. Crabs Stamina light the elephants seems a bit low, not helped by the fact they only eat spoiled meat and there is no quick rate to create spoiled meat for them. Scuba gear Another potential unlock, like the sub, it would be nice to ride the crabs under water but not currently viable Clipping Can we have a more relaxed clip policy its difficult in some areas to get a flat floor without going under the surface, It would be good to have a foundation Hight adjust to “lift” the start up a bit, single player seems to be introducing that policy? Power stone looting Can we stop that, seen loads of examples where a boss is killed and then people camp the entrance hoping to pick-up a free key, allow the looting of everything else bar the key, if you don’t earn it you don’t get it! Animal variety More please, still looking for an Anki type animal that can extract metal from normal rocks would help on islands with no metal nodes. Ship hatches Cargo hatches would be a good idea nice to load animals in and out and when closed keeps prying eyes out. Drops Give items sometimes, not just blueprints would make the effort of collecting them more worthwhile.
  16. Or fix the button with a coin, toothpick or place something heavy on it.
  17. It's 24 for a bear. 36 for a tiger. If a style of play was working, one that you call "crippled", and then a change to the game makes it utterly impossible, that is a consequence that the game designers should be aware of. As a conscientious player (and former employee for both Nintendo and Xbox) I am doing my part to make them aware of the consequences of that change. Please re-read my post. It was not about blame or anger or "you're doing it wrong!" I just explained what my game experience was like before the change and what it is now after the change. You know, feedback. Be aware, you call this crippled even after I listed four advantages you get from not taming. ---------------------------------------------------------------------------------------------------------------------------------------------------- i have animals. Found them abandoned for long enough I could claim them. They're heavy, noisy, and boxed up to keep them safe from mobs. That's why I know how much I can harvest in comparison. (Tied, except for bears) And that it is easier to solo green maps with a tiger or bear than to do it with grenades and walls. But I spec'd out of those skills so I could actually run my base and ships solo, build what I need to build, and equip what I need to equip as a solo. (As for explosive barrels, I built 40 over a 2x weekend and then spec'd out of that too. Unlike bears, you can still use explosive barrels and grenades when you are no longer spec'd in the skill.) Spec'ing is a pain in the ass once you are at the level cap. I don't want to switch back and forth by sailing to the Freeport every other day. There is this ONE thing now, the only place that I am required to have animals. That's pretty narrow to be calling it "crippled".
  18. I just thought I'd post my negative experiences in this game and see if anyone agree's with my issues and maybe we can make the game better by getting some changes implemented. 1st - Island pvp timer's being on 12hr intervals... This I believe is creating a massive drain on the playerbase. People spend tons of time on tames/ships/base building/resource gathering and they don't want to see their stuff destroyed or lost when they are offline. This leads to the feeling they need to be online defending their stuff... but nobody can maintain a 12hr state of alert and not get burned out. Recommendations - Lower pvp cooldowns to 3-4 hours Have multiple island timers. One for pvp one for docked ship protections and one for building vulnerability. So maybe pvp is possible for 6 hours but docked ships are only targetable for 4-5 hours. and building destruction is only possible for 2-3hrs *unless war decked* 2nd - Travel Time for long distance. This is a bigger issue for long distance transportation of large amounts of resources but also for maps as well. Many nice blueprints come from doing maps 15+ squares in a direction. With the current system this can be a 3-6hour sail time in each direction in order to accomplish this... Think about that for a second.... That's a 3-6 hour time investment to go somewhere then if the map isn't bugged or in an unreachable location 30mins of actually doing the map... then a 3-6 return trip.... most of the time this is attempted in a single login due to no real safety while at sea. It's not like you can island hop and do the trip over a couple of days. I think this causes people to be less willing to make these long map trips having to travel so long to do them. It feels like a job more then something fun to do. Also to build alot of these higher end blueprints it takes multiple resources from locations up to 10+ squares away sometimes more. Trying to transports alot of metal or stone or w/e heavy resources is very tedious. Many people were excited for the shipping containers but the 40% speed reduction can cause a 5 square trip to take 3+ hours.... These huge time investments on just traveling are a major killer to the game and should be looked at. Recommendations - Have some sort of explorer ship that travels 2x--3x the current max speed of brigs/schooners and maybe can't support cannons. Smaller overall map size... lets face it most of the map is empty anyways. lower distances for high quality maps. Remove speed reduction from shipping containers they already take up a lot of room/weight which makes combat ships less likely to have them. make all resources available within a 2-4 square radius. 3rd. Breeding/Taming - The way the game works Taming is 100% essential part of the game some of us like it some of us don't. Breeding is also a fun mechanic in the game many people enjoy and there are lots of benefits to breeding tames. However the way the game works you really want to just tame high level wild animals and you want to breed for stats and mutations. The problem with this is lets say you only want 25-30 wild tames only.... the average level of most spawns are 5-10... You can spend 8+ hours on an island looking for high level animals to tame.... if your goal is to go out and find something to tame this can be extremely frustrating as it can easily become a multiple hour event that can end in disaster very easily. Breeding..... Breeding is probably the most atrocious aspect of this game... Lets start with the fact the entire process can take between 1-3 DAYS! that means if you want to breed something you might need a 3 day time investment into the process.... who in the hell thought this was a good game mechanic??? This is even worse for meat eating breeds since meat only stacks to 20 and can take an hour to fill multiple feeding troughs. So lets say I'm breeding 4 tigers.... This is a 3 day event... that requires 2 feeding troughs be filled every 5 hours and imprinting is once every 8 hours.... which means for 3 days... I hope you don't have a job or any other plans you will be dedicating your time to taking care of the breeds.. Recommendations - Raise the average level of creatures on islands. Increase meat quantity per stack to 100 like berries Reduce overall breed time to maybe 1-2 day event so it's more feasible. Change imprinting time to be 12 or 24 hour intervals Change food consumption rate for breeds 4th. Island Defense - Defending an island requires an insane amount of work and pretty cheesy tactics like creating giant harbor walls with 100+ cannons in them filled with npc's and 1000's of cannons... or Spamming pillars all over the island in an attempt to prevent people from building in undesired areas. Large islands are an absolute pain in the ass to try to protect. Recommendations - When someone builds on your island allow for tracking to be enabled on the atlas map so you can see where people are built. Make changes from 1st issue. Give more islands a natural harbor. Give larger structures for things like cannon towers and cannon walls so there are 20,000 game objects being tracked for make shift structures. 5th Food/Water/Vitamin system - This is probably the most toxic part of this game... I'd love to look at some analytics as to how many player deaths are related to starvation dehydration and vitamin deficiency... I don't know of anyone who enjoys the current system and is probably responsible for many people quitting the game who are not hardcore survival genre players. And before the JuSt gEt ForTiFiCatIoN MaX responses.... this doesn't help new players. And if you need to pvp you need high hp/stam if your crafting you need high int and everyone needs weight... You shouldn't sacrifice your ability to do those things just to spend all your points in a stat that lets you not starve ever 30-40mins. Recommendations - Give all islands a natural source of water reduce the decay of food by 50% reduce the decay of hydration by 50% remove vitamin system from the game or significantly reduce decay add more buffs to food to make cooking for viable also longer lasting buffs.
  19. Well that is why I like natural laws better than human - role playing - laws... First of all I am a pirate, therefore not only am I "marked red" from the start, I have a Jolly Roger - the red flag, so you know what will happen, yarr!!! Also need no Letter of Marque, because I am a pirate and not a privateer that works for king and country... A Siege Token, I have, it is round and heavy and made of lead... And just so we understand the problem with any form of token to do anything. That is like hiding torpedoes behind high resource cost, not a problem for a Mega in a survival MMO were it is literally needed to farm lots of resources and do lots of things to get lots of things... you are not stopping anything from happening with tokens... you just maybe keeping people away from participating in the game, while the problem continues. On the other hand natural laws. Cannot attack anything on a claimed island during peace time - nothing is stopping you, but the natural laws of the game, no one is cut out of the 'action', everyone is naturally the same. Problem is the natural laws in the game are not good, going towards stupid and that is killing the game. You want a siege token so someone can wipe someone else? No problem, there is no "expensive" in a survival MMO = still get wiped, still leave the game. Because in the end the natural law of the game, that for example a cannon bear is OP against defense still stands... does not make a difference that it cost 10.000 Gold or what ever to use it on you...
  20. So what was the objective with the island point changes? I'm guessing you want to encourage more people to settle the unclaimed islands. That's great except that I fear you've misunderstood why players claim islands. The problem is not the cost. It's the islands themselves. All those 69+ point islands are unclaimed because there are no resources. The size of bases relative to islands is inconsequential for the most part. IMO the order of priority for most players choosing a home base is: 1. Availability of resources 2. Proximity to other resources 3. Accessibility of land and resources 4. Environmental factors (climate, beauty, animal spawns, breeding restrictions, etc.) As metal is required in such great quantities, an island without pure metal nodes is pretty much worthless. Everything else is either lighter (thus more easily transported) or only required in small quantities (gems, crystal). There are some cheap islands in the polar regions but no one wants them because they're terrible places to live. Plenty of pure metal, sure but sparse wood, zero fibre, weather that wants to kill you, yetis and heavy spawns of wolves, and a bleak and dreary appearance that's just plain depressing. After the update tonight that introduced the point changes, we found just one 35 pointer and a handful of 57s. The rest are 69-122 pts. We checked out about 8 of them. Most had no pure metal or just a few scattered nodes. Most had stupid amounts of shallows that would require very long piers in order to service schooners and above. Almost all had really obnoxious terrain that made moving around the island just plain painful. Many were just tiny beaches stuck to the feet of massive cliffs. Based on the dozen or so plateaus that I've climbed in the last month, they will have nothing up top except trees and bushes that completely obscure vision, whether you're on foot or bear-back. There's no reason to climb up there. 80% of these islands is thus a complete waste of space and artist's time. Why would I choose to own one of these islands? I don't need acres of space. Tax income will be negligible because there are no resources to attract settlers. I can't prevent anyone from building, even if someone did come. Yet it costs me money to maintain the title. Far better to simply become a settler on a more accessible island with decent resources. --- Suggestions: From the perspective of making all islands attractive to potential leasees... Short term: (should be achievable w/o major work) * Recalculate island cost (points and upkeep), based on the resources available, not the physical size. - Sparse/Average/Dense (pure metal): 5/10/15 pts. - Sparse/Average/Dense (metal traces / crystal / gem): 2/4/6 pts. - Sparse/Average/Dense (wood / thatch / fibre /etc.): 1/2/3 pts. My island has dense pure silver, sparse pure cobalt. 15+5 Two dense woods & thatches, average fibre and sugars. Sparse crystal, no gems. 3+3+3+3+2+2+2 Total: 38 points. By contrast, most of the 122 pt islands I've seen have no pure metal, one trace metal, one or two woods, one fibre, no gems, maybe crystal. They're 10 point islands under my numbers, and that's why no one lives there! * Tame the damn weather so that living outside Temperate doesn't require legendary hot/cold gear. * Remove the biome restrictions on breeding. * Give the less attractive biomes a boost to harvesting. Longer term: (presumably next map wipe) * Rework all island resources to have more or less the same resource value (per the calcs above). At minimum, all should have some pure metal. * Other resources, crystal, gems, salt, etc. should be no more than 2 zones away from any point. etc. * Players should be able to get 3-4 types of each resource within 4 or 5 zones. * The sixth resources should only be on powerstone islands. * All islands should have a nice mix of shallows and deepwater ports. * Giant rock pillars with no reason to climb them other than the very occasional map, do not add value. They're a great place to put 2nd metals or 2nd woods, etc. --- It's 1am now and I've been looking at this missive for too long but that should explain the core of the idea. If you want to get all the islands populated, make them equally attractive in the eyes of the player, not the people writing the game lore. Cheers Perhaps this post I made yesterday resulted in this latest change. If not, you might want to have a look.
  21. Heavy re-work on existing assets would most likely require a wipe or softwipe in some way. This is something that they would need to think about long term.
  22. Thankyou GNIHAR, you seem to be the only one in this topic who has managed to stick to the actual topic. Which is a bear with a cannon strapped to its arse is able to systematically demo any players island- unchallenged. Raiding should be hard. I’m sick of feeling like I’m exploiting by using a cannon cart due to the fact it out ranged other peoples ranged base defences. Anyone who thinks this is fine is shit at raiding imo. You’re relying on what would be considered to be a cheesey exploit in any serious PvP game.your saying it’s okay to raid as long as you can’t get hit by defences. That’s weak AF. The issue isn’t that the counter to it is ur shitty flame swivel( which any serious PvP company can dunk on with a off cut throw away breed line tiger or canister swivel horse, or ballista cart, or dropping grenades on the floor infront of the cart horse while mounted on nearly any other mount , or use pillars staggered around your fob to dismount the swivel gunner, or olfend gangbang the flame swivel cart horse (this is my favourite) the issue is that defences don’t work for the people building them due to the range of the cannon bear. The only counter to a cannon bear atm that doesn’t solely rely on your smaller company trying to defend against my mega company ( you will lose, I don’t care how good you think you are, we have many, many, many more than you and our gear will always be better than yours, we popcorn entire raid kits on our way off raided islands because they’re heavy and slow our raid boats down too much on the way home ) is building on top of a rock pillar and hoping we look at your base and think “screw that, too annoying to raid today” when we come raid you, and we will. I hope you remember this thread. Stop bitching about mega companies if you argue so hard when we try to fix things to make the game fairer for you. We like this game. We want you to like it too.
  23. Add a mechanic where raider dont wipe you complete. Maybe they just break in to get some BPs and then left. Everything else, like your ressource Box/Smithys whatever should stay intact. If I get raided and my BPs are gone, okay, I can live with that. But if I get raided and all tames, all ressources, all ships, all constructions except maybe some walls are gone then Im mostly gonna quis this game. Since all the stuff is mostly to heavy to steal it, most raider just drop it on the floor for despawning. A mechanic like, in the radius of your flag, everything that is dropped, automatically get stored in your flag when it despawn. To prevent abusing, everyone (raiders too) should access the inventory of the flag
  24. So you want to carry the amount that you can carry with racks, which would result in your ship not moving and sinking and you complain that your ship goes up to 40% slower of the current weight speed (not 40% of the zero weight max speed)...?!?! Please do understand what is what and how to use it. Use weight sail the moment your base ships gets slower with your all speed sail meta, than with the addition of another weight sail. Yes some of your PVE ships are so heavy they would be faster with weight sails than the muh-speed sail-duh... Then, when you are out there and need to carry cargo home you add racks which will make you carry your cargo faster than without them. And yeah take them down after use. They cost 'nothing'... Too complicated? What the hell, maybe just make the ships unlimited carry capacity... they will still be too slow for you in no wind condition, right...?!?!
  25. FatalCrazy

    M8 EU PVE

    The new island in M8 have hurricane frequent, compass does not work inside the new map. I think this is wrong. If you are in this in M8 with a heavy boat, you you must be careful this time and the frequent hurricanes. I think this is some mistake, the hurricanes updated their reduced chance to show up, but in M8 this happens so easy.
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