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Found 648 results

  1. One flag per guild per server? per island? per member? Having multiple bases on a couple different islands is very beneficial if one of your islands is resource poor in one area, we have one with 3 rich metal spawns on the whole island meaning we MUST have another place to farm metal. Additionally, our ships wouldn't fit inside a single claim let alone all our buildings, that means that at any time someone can drop a claim flag next to us and steal our boats? This whole one flag per guild thing wont work period, if you need proof look at a lawless island sometime, they have no flags and no resources because people build foundations everywhere to claim land. The Devs aren't interested in limiting people like that because quite simply they will all form their own guild and just ally then we will have whole islands that are untouchable. Unlimited flags with heavy maintenance, or one flag per member is the only way that it can possibly be reduced at all and that will only stop the single person or small companies that have claimed a whole island not the tribes of 50+. In theory no one can steal your base overnight because you should be sleeping there which auto contests it. They can steal your territory though.
  2. Just seems very strange to do something to attract players to Freeports after such a heavy handed step to force them away
  3. You guys took the time to actually make none-allied boats none-walkable surfaces, which basically just means running over a raft = death (as I'm experiencing right now). This fix is weird because it shows you put a bit of work into it AND is mentally retarded, and that an better fix could have been done faster. I recommended this before, I'll reiterate it now, since you've proven you can easily code something for when a ship is anchored. 1: Anchored ships take no weight damage, instead of this dumb pong like packman setup you got going - fix PvE and PvP and still let people jump on ships in PvP to fight and kill on them. 2: As this is NOT fixed in PvE, you should be able to shoot other people on your ship. If someone drops on you ship while sailing with a heavy load, they can still sink you. If you scream that this will let PvP in PvE, it's already there - you can just approach someone with 2 galleons leveled in weight and have your guys jump off with rocks and sink someone anyway so it would only hurt people who trust strangers and go into their vans - I mean boats.
  4. Seafaring: Enable ships that have reached max level to become "Legendary" with a general server announcement, the ability to rechristen them once, and a large one time stat boost. This will allow for player created ships that become as infamous in-game as the Flying Dutchman, Black Pearl, or Queen Anne's Revenge are in other settings. Would be interesting if the maxed out Tarot-Tree could be used to "raise" them from the sea at high expense as well, even if only once or twice. Provide a means to forcibly de-aggro water predators using a heavy single-use harpoon that lodges inside their bodies, or else chum buckets to lure them to a different location. Ship of the Damned variants would do a lot to spice up encounters. Presumably these cursed soldiers should have access to multiple types of ammunition and shipwright techniques just as we do, so let's see them use those. Hull and Sail skins, would be cool to see shredded "ghost sails" that glow in the dark, or Asian-style "ribbed" sails. I really like the "dragon-scale" shingles that appear on the aft of the Brigantine, and would like to see those kinds of patterns else where as well. Iron-Sided ships at some point would make for an interesting, (but necessarily crazy expensive) feature. Creatures and Taming: I would suggest adding Mules as a tamable (or cross-breedable) creature which can move at standard walking pace even when encumbered, this way the only limiter on carrying good would be the inventory item cap and land-based caravans become more viable. (And while we're on the subject of cross-breeding, why not Ligers? It would be fun to have certain creatures only obtainable though advanced animal husbandry.) Hummingbird "shoulder" tame that flutters around you and provides a Movement Speed Buff. Owl shoulder tame that provides a fog AND shroud of war buff. Make Crocodiles tamable but add a "Saltwater Intolerance" debuff that builds up in saltwater and causes DoT at 100%. I'm fine with crossing grid-tiles and maybe going from one island to another or assisting with deep-water dives, but obviously they cannot be allowed to viably replace sailing ships. More variety in taming techniques and items, Muzzles, Halters, Lassos, Bird Feeders, Bird Traps, etc... All these things and more could spice up an diversify the process while giving us more options for how to approach the various tames. Tools and Utility: The ability to use filled water buckets and water jars in a hotbar to "douse" oneself and deactivated the "enflamed" debuff early. When climbing picks break, auto equip the next pair in your inventory just like with bolas. Adjust colored lantern lighting to be more useful and less like a blinding disco party, softer light would accomplish this better than the hard light it typically casts with most colors. Add small visual indicators as to what kinds of locations the shovel will be most effective at digging up potatoes or worms or whatever else. The ability to "entrench" torches in the ground or rocks in order to create a "standing-torch" esque stucture that provide some constant lighting cheaply for a short while. Theming: Even during the Golden Age of Piracy in the real world there were obviously hundreds of cultures surrounding and influence in the pirate aesthetic as well as many different types of pirates in different parts of the world. The romanticized aesthetic that the game currently uses is, I think, exactly what everyone really wanted out of a game like this. But with skins and such incoming and the reveal of the upcoming "Hydra Armor" that clearly has both Chinese and Japanese Samurai style influences in it's design, I am excited to bring more cultural influences and aesthetics to the world of Atlas as well. My main concern is how complete these "themes" will be. The armor is amazing, but to round it out it would be great to have a Naginata skin for the Pike, a Katana skin for the sword, and perhaps a Japanese or Chinese style bow skin as well, to say nothing of ship or structure skins. I know that's a lot of work, but since Atlas' lifeblood long-term will be cosmetic micro-transactions... I am optimistic. I have a lot more idea I'd like to put out these, and I will probably do a second post at some point, but ATM I've gotta go and get seven teeth extracted... Happy sailing all! I wish you fair winds and following seas! -CyanicEmber
  5. I do think there should be some layers added to the tax system. In general I think the tax system is not too bad, but it just needs some added stuff so that it’s not just free resources for heavy land owners Some initial thoughts I think could be implemented in various forms. Some are just ideas that might not be “great”. As it stands now it’s just a very boring linear system that like op said has no consequence for jacking up taxes and no benefit to dropping taxes. -Tax banks cost upkeep in gold. The game in general needs more gold sinks and this might be a perfect place, as it forces land owners to balance income vs. cost. The more areas you tax the more the upkeep costs. -Tax banks require a tax collector in the area to enforce the taxes. NPC’s can be paid in gold to collect. In PvP, the NPC’s could be slaughtered and then no more taxes. -Piracy skill tree has a thievery skill set, that allows players to “steal” a portion of their taxed resources. Could even be cool if it was like an active skill like “natures cry” where you pop it and you are stealing from the tax man -More customization for tax rates and exceptions such as different areas or specific resources are taxed differently. -A better trading system rather than NPC’s in Freeport for commodities, to benefit the players that travel the world finding all sorts of rare resources rather than sitting on their butts collecting taxes, but also benefit the taxers who have specific valuable resources on their property but not a whole lot else. -taxed resources come in as generic resources used for building but not as commodities. This could potentially help the people who travel the globe farming rare resources, and allow taxers to not be sitting on 4.5 million straw, as they could change their tax rate for things. Could have some other negative impacts as well though.
  6. I agree with you completely. The exploits carry heavy loads, spawning in stuff, all kinds of first month bugs not fixed. Some still pending but we really need a wipe. I put the game up completely and would return to a more structured game now. No massive gate bases, no massive exploited walled systems, no spawning in fleets etc.. we need to have a wipe or else the majority that left will not come back. If its like this exactly on ARK guess its too late.
  7. This is sub forum for discussions about PvE. Bringing PvP here is irrelevant. Have you actually played a similar game (so with heavy emphasis on building aspect and semi-rare resources) WITHOUT some sort of claim system? I would love to hear about it. Cause I don't know any that worked out well in the long run. Edit: btw. please explain, how this "excusess" are retarded. I'm really intrested in why it would not work out this way.
  8. I don't get the people saying nobody fights and its all off lining crap. Sure we get hit while offline some nights, but most of our fights are active battles. We're raided every evening during our prime time and it makes for some real fun nights. We also go on the offensive and do some heavy damage when we bring out the big guns. This is the first game in probably 10 years that I am falling hard for. Why? Its a PvP MMO that has no rules (for the most part) like Eve and my other all time favorite Shadowbane. The devs do not dictate what happens in game. We do. We generate the content. We control our own fate.
  9. @LUC1F3R The disk usage should be low if you mean space that this would take up. You only need 1 install of the server version of the game. Everything else is handled by config and save files which are very small considering the size of the map. If by disk usage you mean throughput, it will be very heavy on the reads when spinning up new servers. Luckily reads wear out HDDs and SSDs slower than writes do.
  10. 0.4 lbs or 0.18 kg and stacks to 100. A single real-world troy once is 12.4 kg. The difference actually isnt far off. In game 100 coins would be 16kg. Gold is Heavy
  11. COMPANY SIZE 500 PEOPLE VS 500 PEOPLE HOW IS THAT GOOOOOOOOOOING TO WORK? Jesus its like you guys do not understand what a heavy load of players will do to a server also im going out on a limp and say you cant even get 100 people in one spot with out problems. How ever this wasn't my prediction of failure its having company size that big at all. Its a joke. In the end you wont have many companies at that size and after they steam roll everyone out of bordium most of the players will quite and most of those companies will move to other games. Atlas wont survive the 2 years.
  12. Thought this would be a good idea/nice to see implimented -- thought of it while running around in a heavily forested area where it was hard to see where the flags were - What if when you put down ur claim flag to declaim/contest an enemys claim - it "connected" your flag to ALL of the flags that it was currently trying to declaim with a brightly colored line, like a laser!, would make it much easier to see what you were taking down, specially since all of the circles can get convaluted quickly with all the overlapping, it would also be nice to see a indicator on the map of where the flags were, not just a heavy red circle that hinders ur own X's visibility another thought was - the "show contesters" should be on your dropped contending flag, not the enemys and the swords should last alot longer.
  13. -20% vitamin depletion, eating 1 fish, 1 meat and 5 berries/veggies per meal, restores 20+ hunger and 5 of each vitamins. The equilibrium buff is well worth the effort and getting the food is just few minutes of gathering or killing, then cook and store. The only problem that have with vitamins is they drop too fast like if they were not affected by fortitude (having 60 and 90 with EQ buff) and also at sea when sailing or just simply doing non-heavy tasks at home can't keep up without overeating, swimming in cold water is actualy beneficial for us bcs we lose some hp which use up that stored hunger..., also EQ vanishes after some time of not eating even if our vitamins are still equal and at half meter. EQ is also bugged and vanishes when crossing grids which makes it hard to maintain during exploration. Could always spec into cooking, the first basic skill gives a tea which is made of berries and it changes vitamin C berries into vitamin A tea, the tea also have 30 minutes decay timer as oposed to berries having 10.
  14. hey, devs - please make this nonsense stop: https://www.youtube.com/embed/3g-ee_Q3fRw Like I said above - weight distribution should affect ship behavior and fantasy builds should make ships sink. Also, historical ships had to carry a ballast in the bottom of their hulls to make them stable in heavy winds.
  15. 1 large speed is the fastest for a schooner, you can add a small speed as well but I dont really notice much of a difference. I run 1 large speed and 1 small handling on my schooners, and keep a small weight on board to swap out around incase I get a little too heavy
  16. I agree they should make a way not allow you to disable fog via whatever rending option is needed for low end pcs to get a similar effect. I personally play with fog and coming into port a few times I have damn near smashed into the gate every time the fog is going. Nothing like seeing a sotd right off your bow and having no time to evad as your are sailing in fog or the shots of cannon fire at a distance in the fog. I have noticed occasionally the fog renders like crap around the sails and kind of lets me xray through it. This also needs to be resolved. The waterspouts are a bit overdone I would rather see hurricanes added that cross the map along the equator ,and players can give information to avoid it or you can see it coming on the horizon, and massive thunderstorms rather than just rain with the occasional powerful waterspout/tornado that crosses land and water during the thunderstorm. I think just rainstorms shouldn't include the chance of waterspouts/tornadoes. Also a rogue wave mechanic would be cool at some point, again a very unlikely thing to see but maybe one day you are out sailing and a massive wave slams your ship under the waves, is your crew able to keep her afloat or are you doomed to the depths. Icebergs and fog in the polar regions with heavy snow causing over weighting on ships if you don't keep them clean? There's a lot of options that can be added that aren't the stupid multi waterspouts which are honestly more annoying than they are cool and always spawn right around the ship no matter which direction you turn.
  17. The only reason the guys in this thread haven't lost theirs is because no one has cared to, not because their ships are safe. Wrong neighbors, heavy thorough traffic, someone looking for a claim to steal and trying to drive you off, and you are screwed. Or just a bored roamer passing by. All it takes is a few minutes. More players doesn't really mean much unless you are taking turns standing guard. Clipping through planks to get inside. Killing with weight. At least kiting animals into them has been fixed I believe. A few players with tames used to be able to push you over the crew limit as well I hear, not sure if that one was fixed or not. On pvp oil doesn't show damage ticks, fire arrows are op as usual, people can just ram your boat and kill it full speed as long as they don't mind sacrificing their crappy one. There is no "securing" period at this time, even in pve. The extra people just make the loss hurt less and recovery faster. ---Mind you this isn't a post begging for 100% protection at all times. Just stating that with the sheer number of exploits and ways of nuking a ship fast there is literally nothing you can do to protect a ship. I think the best post I've seen was a guy saying he parked his in heavily crocodile infested waters (this was pre nerf) and relied on them to kill anyone trying to mess with his ship.
  18. Garbage to you, but not garbage to min/maxers and mega tribes that have access to pretty much all resources easily. Higher HP walls can be the difference between your enemy having to make an extra trip or two back to their boat carrying heavy ass explosives or breaking through your walls in a single trip. This thread is just a prime example of whiners with instant gratification issues and little babies mad they aren't being handed their silver spoon. The same type of idiots who grew up on WoW and participation trophies and demand access to everything at what THEY deem reasonable grinding, which means very little.
  19. Ahoy Pathfinders! We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam! thar she deploys, v10! We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log. This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads): current v10.42 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that! As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes! Link to complete Patch Notes: capt'n exploits and scummy seadogs! It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it: Basics of Anti Cheat & Support: BattlEye Implementation Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters. Secrets of Anti Cheat & Support: playATLAS Tickets As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows. CODE OF CONDUCT! You can click here if you’re seeking some assistance! Please be patient as we work through the kinks of the system and get it under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance. We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change. Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters! Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF. Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails. Arrivals: OwO, The Federation, and The Late Shift. Departures: MAGA, INFINITE, The Goodship Misery, Radium, And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs Arrivals: Black Lotus, Tacorsair, and SouL SanD. Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky, [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co. Arrivals: CN-adilt supplies, Paragon, Narcos, Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat. Show 'n Tell Showcase Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners SITHARIAS An exquisite build along with impressive editing and production. Witness someone exploring the building mechanics in ATLAS to breathtaking effect. SpookyAnonymous Source A beautifully wrought portrait of steely-eyed Captain surveying his fleet or a depiction of a certain Captain Fatbeard about to shout at his crew? Either way, we admire the amount of detail put into this original artwork! BPEPPERS The bold use of colour in this original fanart depicting a Pirate's best friend caught our attention. Did you know that a Parrot gives a player extra fortitude scaled by the creature's level? LOCKEMURDOCK We loved the sail design of this ship. Lady Luck was definitely on your side when you entered this competition. We hope she does likewise for you when you are on the high seas seeking treasure in this magnificent vessel. STONIEDUDE The intricacy of this tribal-style tattoo put wind in our sails and the menacing aspect of the ready-for-war facial decoration looks like it could blow them back down! Honorable Mentions JUKARI SCOTTY BLUEDRAGON AHRA BENTENPENNY KANE 5010 WOOKIEESTICK That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. 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
  20. Ahoy Pathfinders! We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam! thar she deploys, v10! We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log. This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads): current v10.42 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that! As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes! Link to complete Patch Notes: capt'n exploits and scummy seadogs! It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it: Basics of Anti Cheat & Support: BattlEye Implementation Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters. Secrets of Anti Cheat & Support: playATLAS Tickets As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows. CODE OF CONDUCT! You can click here if you’re seeking some assistance! Please be patient as we work through the kinks of the system and get it under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance. We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change. Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters! Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF. Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails. Arrivals: OwO, The Federation, and The Late Shift. Departures: MAGA, INFINITE, The Goodship Misery, Radium, And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs Arrivals: Black Lotus, Tacorsair, and SouL SanD. Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky, [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co. Arrivals: CN-adilt supplies, Paragon, Narcos, Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat. Show 'n Tell Showcase Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners SITHARIAS An exquisite build along with impressive editing and production. Witness someone exploring the building mechanics in ATLAS to breathtaking effect. SpookyAnonymous Source A beautifully wrought portrait of steely-eyed Captain surveying his fleet or a depiction of a certain Captain Fatbeard about to shout at his crew? Either way, we admire the amount of detail put into this original artwork! BPEPPERS The bold use of colour in this original fanart depicting a Pirate's best friend caught our attention. Did you know that a Parrot gives a player extra fortitude scaled by the creature's level? LOCKEMURDOCK We loved the sail design of this ship. Lady Luck was definitely on your side when you entered this competition. We hope she does likewise for you when you are on the high seas seeking treasure in this magnificent vessel. STONIEDUDE The intricacy of this tribal-style tattoo put wind in our sails and the menacing aspect of the ready-for-war facial decoration looks like it could blow them back down! Honorable Mentions JUKARI SCOTTY BLUEDRAGON AHRA BENTENPENNY KANE 5010 WOOKIEESTICK That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. 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
  21. This renting claim system is a super "trust" heavy mechanic. In many scenarios, the one who builds on someones flag is in risk of literally losing everything except the stuff he has in boxes or locked containers. All the building he did is wasted if the one who owns the claims one day decides to screw you over.
  22. hello, having found a tiny spot or farmer ships (finally) We tame an elephant, the first is killed after your update V11 by a pop of 4 tigers just next to our barracks .. We had just to finish taming it so we did not have time to put it safe that we were free from the server ... The second, we locked it in an enclave two days ago and yesterday there was no more .. No infos in the logs of the company nor elsewhere elsewhere it all simply disappeared .. Between the 3 shooner, the 4 sloop destroyed by bugs and now 2 elephants who die or disappear it starts to be heavy ... Since we started to bet apart farmer and look for an island or landed we do nothing other .. I agree that an MMO is farming but it's worse
  23. It would be nice to know how much time left we have on our EQ buff, having high fortitude due to living on cold biome makes us unable to keep the buff without randomly overeating unless we overwork self by constantly cuting tens of trees and rocks or take alot of damage, don't think, overworking and intentionaly taking damage is a healthy way of living.... What asking is that those 4 pills indicating EQ buff would have timer how much time is left so we don't need to guess and constantly overeat. Even better would be if EQ buff would be tied to level of our vitamins insteed of how often we eat, considering our hunger barely goes down unless taking some heavy damage that's hard to keep the vitamins up, especialy EQ buff, makes no sense that we lose EQ buff even if we have half meter full and all vitamins being equal.
  24. Not sure if it was already mentioned, but i think we encountered another griffing method. While we were anchored and going for treasure on that island. i think somebuddy put a stone pillar under our ship and on rising the anchor our ship got heavy damage and lost 4 planks in seconds.
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