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Found 648 results

  1. fire arrow are ruining the game. its not even close to real life. this is a pirate game not medieval age.. everyone uses them. for they are op. guns have a extremely slow reload time that is good. and a game whit slow range weapons and melee weapons make it balance .and to make a weapon that is not even what Classic pirates use(what we think when we think of pirates) and make it so op... so everyone uses them. i will say your falling hard. (Story time)in this world with pirates and dragons you stand there white your heavy armor and weapons ready to sink the enemy ship , and then you see its only one man on the ship with a bow and some fire arrows .you begin to laugh for yourself and prepare to crush your enemy with just a bow......what you didn't know,,, is its not just an arrow whit fire on it..no,no,no,no,no its made of chlorine trifluoride. and burst insane fire where it lands and kills everyone moving over it......... …. ......…. ...…. G....G..... then we have some more funny things with this fire arrows in this game. when your offline you only need 1 guy to sink your ship... ONE..not one whit a ship that have cannons on it and pay crew to help him fire. but one whit a bow, yes I can agree that in real life setting a wooden ship on fire works great.but in real life your fleet is defended 24.7 with many men,, that can easily stop 1 guy whit a bow. and you may think i'm in rage and saying this for i have lost ships to ppl this way then i say to you no.,i am the one thaT done it. if you like to have fire arrows in your game i can understand, but then try to consider it to only burn things like wood trees planks so on. not grass dirt stone and so on. and maybe think that more then one arrow on same spot to make it burn. and this is a GAME maybe make it so that you can't sink anchor ship with fire. yes i know that you can but for this is a game. using cannons and so on, on an anchor ships make it more playful than just one guy whit a bow. this game have so good potential. i just hope you make it more pirate. good selling fellow pirates and traders and see you all on EU pvp!
  2. They are making everything boring easy insta-reward. They need make it q more mature haré. A Survival craft MMO they sold us. As i write this, EvE online, that heavy gringy hyper complex 16 years Old game has... 30.5 k Online persons. Devs must choice ti what kind of player want to Target their game. Casuals or mature public.
  3. As Realist says... nothing. Nada. Zip. They MIGHT do something about it, but simply making boats too heavy to move rather than taking damage is too basic a move for them to do, so it seems. I doubt they'll try anything more complicated.
  4. NA Official PVE-Lawless Pretty uneventful day today. The resource spawns are working again so we finished our trade schooner. Came in a little heavier then I wanted, but it will be fine. I plan on leveling it in weight anyways. If we end up too heavy ill just kick my 2 brothers overboard We decided on 1 large cannon in the rear, it will probably never get used because it can dance circles around sotd, but it looks cool, lol. We also have a swivel gun on each side to help clear the shore before landing in new, unexplored lands. We set sail tomorrow evening, our desto is the desert which is about 4 or 5 squares from us and will be our longest trip to date by far. It should be fun and hopefully we make it home in one piece with a cargohold full of salt and other goods.
  5. NA Official Pve- Lawless A little back ground first. Currently we have a small stone base on lawless island. We are a 4 person company that includes my wife and 2 brothers. Our main play times are Saturdays and Sundays, but my wife and I get on for atleast an hour a day during the week for gathering and what not. Long term plans are hopefully establish a small trade hub. Right now we have a rest area of sorts, with about 20 public water resivoirs and a public mess table we leave food and milk in for anyone that passes through Our current ships include 2 sloops, a combat fit schooner, a brig that is about 90% complete (needs cannons), and a trade/exploration focused schooner that is about 95% complete. This weekend we have plans to go exploring, focusing on heading to the desert to load up on salt and other goods to trade and make alloy with our local metal, colbalt. So 2 days ago we decided to start working on a trade focused schooner, because our combat fit was a bit on the heavy side for exploring and farming things to trade. So today my wife and I managed to scrounge together enough wood, thatch, and metal to finish the decks, planks and sails which took longer then expected but we got it done. We didnt have to gather any fiber because we stock piled about 30k with a bear we got in trade last weekend. All thats left is outfitting it, which we should have finished in plenty of time for our trip Saturday. And that is about all we got accomplished today, lol.
  6. I got off work this morning and as soon as I hopped on I found out a 100+ person strong chinese zerg had loaded into our server. Server pop: 177. The rubberbanding was insanely bad. This is at about 6:30am MST btw so even though we have a fairly decent sized guild all our allies are vassels and small groups on the island. We only had about 10 people total for the entire island defense. They managed to massively destroy one ally members fleet sitting off shore. They stayed out of mortar range. We manned a heavily armed brig with a few staying behind on land as they dropped about 25 people on shore capping flags. Then the server decided it was time to rehome some people since it was over subscribed. Instead of picking any number of the 100+ invaders, it picked all our guys on our only boat in the water. Thanks grapeshot! Makes total sense to teleport the besieged underdog, especially their entire ship, versus the massive zerg that is flooding the server. ... After about 3 hours we held em off, no long term claims were taken. Our base suffered almost no damage and we lost no ships. Our ally took heavy damage but nothing that can't be easily replaced. The lag was insanely bad and the second they called off the attack, even before they left the server, the lag got mysteriously twice as good...so strange. Big thanks to allies on nearby islands and servers who came in to help out.
  7. Well, no, a bug is an accidental side effect of bad coding, I don't think they accidentally coded weight limits and sinking mechanics for ships. Build walls to protect against saboteurs. Also, my humble solution: 1) Institute a max carry weight beyond which you can't walk 2) At three quarters that weight you can't climb rope ladders 3) At one half max weight you can't swim 4) At one quarter max weight you can no longer use a glider At that point you could park your boats in claimed territory at a safe distances from shore and exploiters simply couldn't board under heavy load and would drown trying.
  8. Well you can get rid of it by sinking it... Either normal way or "heavy" way... And you can claim it for yourself as well by placing a flag on top of it... But the claim process takes a lot of time !
  9. Yeah they use aimbot but when you fight their boxed in brig with 20 heavy canons they run away like pussys
  10. Grenades are not worth it, you need explosive powder and they do just 13 damage to stone. Explosive barrels from far below in the artillery tree work, but they are heavy and also need explosive powder. But together with mortars the only way to clear bases far up on rocks where cannons/Cannon bears cant reach them. Mortars are the ultimate weapon here, no target spread, huge damage, gatling gun firing speed and 600 km range. You can easily kill everybody with mortars. Cannons are ok if players are stupid enough to build at the beach or at locations reachable by cannon bears.
  11. (not counting hackers obviously, since aimbot/esp/etc break the game) But right now after seeing several large attacks on our formerly smallish-company of 15 which has since merged into an alpha tribe with a lot more... 1) Flying in on Wingsuits is way too easy and near unstoppable. It's nothing to come in with a raft off the coast and climb high enough to wingsuit onto parked ships. It takes seconds and as far as I know NPC defenses can't target anything high in the air. Unless you have heavy defenses on your ship or you happen to be online and on it at the time, that's a sunk ship. 2) The graveyard zerg is really hard to stop. The only option we've found to stop it is to go absolutely nuts not allowing claims near our island and going crazy finding the hidden rafts and sloops they'll inevitably try instead. There needs to be a longer respawn timer if repeatedly dying in the same enemy territory or something. 3) Fire arrows are still a low-tech, easily massed produced item that is in many cases far more effective than the artillery/guns tree. Rather than nerfing them further, I'd say make them significantly harder to produce, barely anyone uses regular arrows these days because making flame arrows takes almost no effort. 4) There really needs to be a tool or method to tell where claims are being stolen. We get a brief warning on latitude/longitude and have to scratch our heads as to where. If we're lucky we can push H and see a yellow circle, but otherwise we're running all over the island trying to find this. Maybe make a (sorta expensive) consumable that lets you see territories being taken on a map for 30 minutes?
  12. I dont like fire arrows. They never seem to have required effect for me and sometimes I catch fire myself killing me... Insted using regular arrows and max Knowledge of the old ones, for max dps on them whatever you use. Lately I moved to firearms pistols and rifles..did quite nicely up to green maps.not sure after the current patch nerf thou. I always concentrate clearing the area of hostile mobs like snakes and crocs or even pesky bees,then I move to archers,swordsman and boxers lastly I do the heavy armor ones.
  13. hello there is a tribe named Old School Company on the PVE server europe to sink my boat in overload before being mounted on my boat so that it is too heavy and take the release and view that it is impossible to build anywhere on all the servers I lost everything. . . . my time with property i have the pseudo steam seux of the game also could you make the birth bane or their character superseded for profit of bug I handsome their avoir asked to go down they were to make fun of me and my flow !!! ! plz made her that thing
  14. You are suggesting military tactics in role play scenarios. That is sadly not how PvP and sieges works in this game. We could have a long disicussion about this but it will not change the what is wrong with fire arrows. The problem is the ground fire dmg does heavy % dmg and kills everything in 2, max 3 hits. Making it completely useless to bring any high lvl armor , weapons and tames. Forcing the PvP meta into just jumping around naked with fire arrows. why I bother is because I really like this game and feel the end game PvP could be very exciting but it is completely pointless in the current state with fire arrows.
  15. Yeah they definitely should do that. Wildcard hasn’t done any of that in 3 years but they should do that. dont get me started on trade though. They are already making trade worse by making taming easier and adding 2x resources. Trade won’t be a thing in pvp. That is easy raid time there. if they make dying that bad of a thing and have heavy consequences then the noobs or any new comers are just going to walk away. I think they don’t bother fixing exploits because it is only really going to hurt the new players. Especially when we know that somehow another exploit will be found. took them years to even attempt to stop duping on ark. Duping is already a thing in atlas. And personally if I had to choose between making death less preferable and stopping duping? I would say let death stay extremely preferable until we have found a full proof way to get rid of a true exploit like duping. i don’t really see them changing multiple mechanics for death when they still even have the pve sinking ship grieving going on. Shoyldnt even be a priority yet
  16. Basically this patch "we are buffing firearms damage against armor, but we didn't tell you we are massively nerfing firearms base damage, again." Lol these guys are trying to make fire arrows shooting the ground the only way to kill animals in this game.... Melee weapons are still complete trash, so GG on alpha heavy islands.
  17. The problem are the lags all the time when Chinese Player join our server plate. Only 1 chinese player make game still unplayable to all other people who live in our region. Thats not a joke, if a chinese player join the plate our pings go up from 50 to 150, with heavy freezes. They need own servers!
  18. Heavy breathing commences. Need for pixels intensifies.
  19. Ok, so I'm now running a 2x1 on a Windows Server with 16GB RAM and 1 quad core CPU (configurable as 2x2, 1x4, 4x1) root server. Tile 1 is Island heavy as that was the server I was running on my own machine. Tile 2 is less so. Been playing all night with friends. Works well, no issues, no lag, 25 ping. Edit: This server is costing me £14 pcm
  20. I've not done salvage yet, However I fully back such a thing. Not just for salvage though. A crane would be VERY useful for freighter ships. I've turned my schooner into one. I'd also love to see ceiling gates like we had in ark for flyer. Only modeled differently for a ships deck that we could open and walk or lower tames down into. For the crane, I'd love to see just a large cargo box attached to the end that could be raised, turned and lowered from the deck to the water level. (Deep as well for divers) that could be filled or unloaded easily without having to play the "Catch the ladder" game. The crane should be heavy, and meant for utility or freighter ships. Maybe a smaller crane like the side mounted dingy launch for warships that would be used to bring on ammo and supplies, that would weigh much less but the box would hold less and much less weight. Since there is no way to moor to a dock, pier or anything really safely, It's horrible to fight the ladders to get on and off a ship, let alone with low carry weight.
  21. 1) Everything you make should be auto-locked on creation and be able to be pin-coded. 2) Armour and melee weaponry need to be useful 3) Weight exploit on ships needs fixing NOW. Just make them too heavy to move as a temporary fix, not take damage.
  22. First, let's understand that the Devs have a vision of this game involving heavy trade and mercantilism. That sounds awesome for a game involving ships, and pirates. However, this can NEVER exist in a game that promotes mindless PvP and destruction. If you want the first part, you have to put throttles on the second. So how to do that? I believe that several things can be done. First, we do want PvP. We do want raiding, and we do want to sink ships. But how can we do this in a manner that doesn't inhibit fun gameplay? The basis would be a Reputation System that mimicked a justice system. This does not have to be hard or complicated. It simply has to recognize that all PvP and all Destruction are not equal. First, you have a system of lawful and unlawful points awarded, and and then have a few different player standings related to that system. At a minimum, they would be: Lawful Outlaw Most Wanted Outlaw (option) Dread Pirate With Lawful, you are unrestricted, you go anywhere and enter any port, freely. With Outlaw, you are free game for other players to shoot at, and you can't enter lawful ports. AI would shoot at you and your ship if you enter. With Most Wanted Outlaw, Lawful players are given a buff when combating you on land and at sea, and an AI Royal Navy hunts you. But people also want to sink ships, a lot. So, you put in smugglers, and pirates in all ship classes, with their difficulty ranging by the class of ship they are in, and the rewards for sinking them equal to their class. Sloops easiest, and Galleons hardest. Sinking them also gives you lawful points. Lawful points don't build up, they just remove Outlaw points. Conducting trade with lawful sailors and merchants in other companies, gives lawful points. Raiding adds Outlaw points, but so long as the destruction is not mindless, this won't add a huge amount of points. This is determined by what you destroy. Doors, hatches, and containers won't add a lot of points. Damaging ship hulls, masts, sails, etc...adds a lot of points. Sinking them adds a whole lot of points. Same goes for bases. Containers would also have an option to just destroy the lock. This allows for less Outlaw points as you do not destroy the container. This allows you to take what you want, and the owner comes back to find what you did not take, still in the container. This will allow for more mercantilism and trade because you don't lose everything and start from scratch. You have something to trade to get gold to purchase important things you lost. Presently, the container gets destroyed, the raider may not even take anything, but everything in the container is lost. The above will actually, also encourage real Pirate game play. You have somebody outgunned, and no way to run...you offer them the out of letting you board, and take what you want, then leave without a lot of destruction. Time will also be a modifier on your Outlaw score. Time lowers your outlaw score by a set rate, if no outlaw activities have been committed within a set number of hours. This would need to be subject to testing, balancing and tweaking to get it right. Companies and individuals could accept player placed missions for escort duty. A player merchant asks for an escort for their merchant ships, and other players accept the mission. Only upon acceptance do you learn where the origination and destination are. The original request only tells you within a 3x3 grid where both are. Once you accept, you are duty bound to do the job. This will affect your Outlaw score. If your company or allied company attacks this merchant, you get HUGE Outlaw points awarded. If a rival company sinks it, you get some, but not a lot. Getting the merchant to safety removes a good number of points. This also, would need tweaking to achieve the desired effect. Doing trade/business with lawful players and companies will add a small amount of lawful points. Declaring war on another company, would reduce the penalty for attacking ships and bases that are not ORP protected. You still want to encourage PvP, not PvE disguised as PvP. Also, a modifier based on your company's Outlaw status, and that of the Company you attack, could come into play. For instance, if you have no outlaw status, or a very low outlaw status, but you declare war on a company with a much higher outlaw status, you won't suffer gaining outlaw points as much. Individuals and Companies that reach Most Wanted Outlaw status, cause others to receive an offensive and defensive buff when battling them. Your status would not be a secret to you or others, and so the leaders would need to manage the activities of themselves and their members, and remove members who don't follow orders regarding this. Removing a rogue would not immediately remove their affect on your company's outlaw status. Time would remove it as per normal function. This prevents exploiting this system by kicking out those with high outlaw status, and bringing them back in when it is low, as a means of managing the company outlaw status. In short, once balanced and tweaked, this would not punish raiding, and PvP, that is not mindless destruction, and create an environment for a thriving economy. This system, along with some form of ORP, would prevent one person sinking a Brigantine, or Galleon, from shore or a raft, with some fire arrows. That is not the kind of game play most people are looking for. You cannot have mindless destruction and PvP in a game where you want to promote trade and mercantilism. However, a good system would also not eliminate PvP. It would instead promote it in a manner that made the game more enjoyable. Gamers, and especially Meta Gamers, will do what the game allows and rewards. They will not do, or do less, what the game punishes.
  23. It does not. But you cant build a ship in a few tics of farming. Is a heavy grind, slow paced, mature game. It had been there a Lot of time and will be there when no ark or atlas srv exist no more. Why? Because they are doing this game si fracking easier every patch, that is not more a game for casual players. If reaching kinder gardenia/Fornite levels. (Soon Even Fornite Will have a more complex farm/craft than Atlas)
  24. Why is that, other games with similar set up had trading as one of the strongest option and play style. It's really not that hard to set up for a good dev team. I can definitly see trading in this game being similar as Eve online, npc trading from freeport to freeports sure wouldn't take long to code, buy some stupid mat in a freeport as a very heavy package, sell it in an other, give gold when it's done, 3 line of code, 2 npc, hundred of hours spent in the game by players lol. Player to player is a bit harder, i guess as you need to put an entire system in place, that need a bit of thinking, but other games managed to do it very well. After all they have 2 years of play testing before launch Lulz
  25. Steam engines are already present on merchant ships, so why not have them on ours? I should point out that at the time of writing the original post, I wasn't aware that the 30% power against the wind change had gone in. I wanted this proposal to be for situations where there was no favourable wind. The way I'd balance this idea is: 1. A good sailing setup is still faster when able to catch full wind, with the maximum speed of a boiler setup being about 50% of max sailing speed. 2. Fuel use. A boiler should consume a lot of coal or oil to run, and fuel for it's use is heavy 3. You should still need a crewmember to operate it, for most efficient use. 4. Weight, bulk. The boiler should take up enough space below deck to be inconvenient, possibly preventing the fitment of cannons, definitely taking up one sail location. Ideally, they'd only be for use on cargo ships that need to make decent time despite the wind, or for pirates that can ambush players unfamiliar with tacking against the wind. Tacking should require more skill, but be slightly faster in most cases, and a ship fitted with steam power would not get the same top speed on it's remaining sails when running downwind. Basically, the inclusion of the merchant steamers suggest an 1800's era of technology, and the minni balls for the rifle suggests even later, so steam power, whilst niche, should be available.
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