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Found 648 results

  1. Anyone who has been to the tundra figure out how to tame yeti? We keep having the issue where it says animal is too heavy for the bolo.
  2. map change? more islands? more heavy loading stuff? more players? more buildings/ships on the server.. so many things cause a server to increase the CPU usage
  3. Today i went outside the lawless region, to find piece of land. I used a sloop. After i was close enough to the island i tried to get on, but before i could start a Lvl 17 crocodile attacked me trough the shipwalls and killed me after 3-4 bites. I waited a few seconds respawn on the boat, to make sure the crocodile is wandering of, but the crocodile was still waiting beside the boat. The crocodile could bite through the other side of the ship. I was killed about 25 times, until i succeeded to escape. (The crocodile was still close behind my boat with full set sails and perfect wind conditions.) I heard that someone lost his schooner by a crocodile. They need to change a lot with spawnings of creatures and their behavior. The crocodile it self: Crocodile shouldn't attack a ship. Rafts yes Crocodile shouldn't swim faster than a ship or raft. the agro-range should be close not far. the bite ranged must be reduced. All creatures: shouldn't spawn inside or near of structures (resources too) Alphas should be seldom and only protect a treasures or POIs small-medium creatures shouldn't like wolfs or crocodiles shouldn't be able to damage wood structures stone structures should only be damaged by large creatures like elephants or heavy weapons no creature should be able to make damage through walls In my opinion the map design must be divided in beginner regions, lawless regions, land claim regions and treasure hunt regions. beginner regions should be freeport, Level Cap 8(PVE Zone) lawless regions, Level cap 25, no placeholders allowed(fast decay and maximum 2 buildings in land and 2 shipyards in water)(PVE Zone) land claim regions, no level cap, Claim size depends of number of players inside a company, (max number of claims for PVE 1x land and 1x water each region, PVP unlimited), no treasures, flotsam yes treasure hunt, POI regions no claims, no levelcap, but you can build with the same rules in lawless regions.
  4. what sail you have on your sloop? Also how heavy was it? Cause i'm running them with one medium speed sail and i can get attacked and chased and i outrun them very easy ( not taking too much damage ) if i'm not above 80% weight
  5. Hello everyone, here is a wrap up of everything i found out "can" (but shouldnt be) done in PvE if you want to ruid others day... Know more ? Feel free to add it to the list... 1) Overweighting Rafts / Ships. - Peoples just farm bunch of wood, or stone or whatever is heavy. then stack it into anything that can be open on ship/raft, like campfire, mortar, smithy etc.... - Or overweight on player at maximum, then log off, other player carries him onto enemy ship. and just wait... ship will go down soon, free to salvage. Defense - lock every ship in gates, or block access to them in some way... 2) Luring tornado to sink ships close to beach. - Place raft few yards away from enemy ship into sea, everytime there is rain just afk on raft... sooner or later desired ship will sink. 3) Luring ship of the Damned to sink enemy ships. - you can hit it from raft, or even hatchet it its close enough, then hide under enemy ship and wait.. Free loot INC. 4) Raiding base. - using wild animals to destroy enemy doors, walls whatever.. - if there isnt roof, you can jump in with glider, or use dead animal to climb them and jump over. if there isnt way back, just throw stuff away through any window or roof and let your ally pick it up. 5) Killing sleeping players. - Any animal will do, just kite over. Elephants are especially safe for that, walls wont stop them. 6) Stealing territory / Claiming everything. - full endurance build, place flag. go afk.... you will sooner or later steal it. or just waste time for your oponent... really annoying especially with bugged protection time. One cant even sail withotu worrying about your whole base...
  6. You can't even do a resource runs properly because of the limited weight, once you have a few replacement parts and 1 stack of materials to repair minus a stack of metal because that is too heavy. You don't have a lot of room to put extra resources on from other islands, if you get weighted down with all the AI ships you are done.
  7. A list of feedback on design choices (not bugs) that seem inappropriate and how some can be better adjusted. The HIGHEST PRIORITY PROBLEMS will be listed in BOLD text, beginning with an asterisk (*), otherwise all will be sorted by category: ===RESOURCES=== (*) 1- RESOURCE EXCLUSIVITY- Some resources are far too rare. Take turnips as an example. 3 players, each utilizing 1 claim flag of space, can eradicate the population of turnips for the entire world. Even if you expected us to take day-long journeys to farm these for taming rhinos, potential extinction of a given resource should never be so easy to accomplish when a game world is this large. ===EXPLORATION=== 1- BORDER PATROL- Ghost ships have a habit of camping at borders. Crossing into a region leads to 6 ships you could not have seen being right on top of you. We've been "prepping for customs" by entering war mode before each boundary line, and at times send scouts ahead on dinghys to confirm enemy presence, but Ghost ship presence at border after loading through is far too heavy and common. Mechanics exist for "teleportation" of off-route NPCs through Extinction release: Should consider use of these with ghost ships on boundaries/islands who have been out of combat for a period of time (50 seconds.) Applied when exiting stasis before allowed to enter combat, otherwise fleeing across border leaves same problem for next traveller. 2- Bigger ships are better in every way. Faster, stronger, larger, more weight, etc. Specific advantages should be considered for non-Galleons, as cost should not be the only concern when considering new ships. Players may struggle to build Galleons now, but as they play and learn, we'll see a monopoly of one ship everywhere. Consider Ark, and the various reasons to have multiple different species tamed: Here, everyone just aims for Galleon and all else is just because we're too cheap to make one yet. ===COMBAT (PvE)=== 1- Ghost ships can be solo hatcheted to death. Defense against players not on ships in order. ===COMBAT (PvP)=== (*) 1- PLAYER SHIP SINKING- Mechanics designed to control rate of progression are too easily exploited in both PvE and PvP game modes as ways to destroy enemy ships. Enemy players can simply "overcrew" or overencumber your ships, and prevention of this is a dauntingly time consuming task, while doing it is easy even for a solo player at level 1. 2- Climbing picks being used to pass through windows, while also being unable to lock structures inside, makes the entire existance of windows problematic. Structure locking should be universal. 3- Hatchet rushing enemy Galleons is faster/cheaper than actually fighting them. Hand tool effectiveness against panels should be adjusted, to encourage actual ship battles. ===TERRITORY CONTROL=== (*)1- CLAIM FLAGS- Far too exploitable. I've taken territory by use of sleeping tribemates who I placed inside 1x1 FOBs. Same for defense. This entire system needs a rework, as no simple solutions come to mind when relying upon the existing structure. Additionally, on Official PvE, claim spam is out of control, suggesting that PvE flags should be far more limited in number per company. 2- Lawless territories seem temporarily mandatory for freeport stability due to initial launch having higher player yields than expected. But the more time that passes, the more cluttered these regions become, the more unstable the servers become. A plan of action needs to be outlined for how long these regions will remain as potential spawn zones that considers the behaviors of players to date. 3- Orbit camera interrupts "claim notifications." As such, any player that uses it may not be notified of a claim currently being contested. Tribe log should show contests in progress. ===TAMING=== 1- Creature AI is in need of some love. Every fight becomes "Jousting" or simply continuing to hit the same thing as it pushes you backwards. No further variety exists to the creature AI that I have noticed. 2- Solo Taming certain creatures is dependant upon glitch exploiting. The shooter who downs a rhino cannot get close to it's head, and thus cannot tame it, unless they exploit existing collision issues (which a great deal of former Ark players are already familiar with, so it doesn't deny solo taming of Tier 3s, just makes them glitch reliant.) Whether this is intentional to prevent solo taming (without exploitation) or just an oversight, a discussion about the mechanics is well needed to acknowledge the reality that these exploits do exist and will be used, so perhaps solo-friendly design that isn't glitch-dependant may be in order. ===STABILITY=== 1- Right Click & Numpad + opens camera on compass, which players are unable to close. Needs keybind to reset. 2- Rebinding to Left CTRL prevents melee blocking. Block needs specific keybind option.
  8. You could store heavy amounts of items on a corpse and it will not slow you down when you pick it up and move.
  9. I spent ALL DAY Dec 30th after the mid day update in freeport TWICE rebuilding a raft, on each raft....3 storage boxes, 3 metal hatchets, 3 metal sickles, 3 metal picks, 2 a spy glasses ,3 campfires, bed, smitty, 30 spears , 300 wood, 30 raw metal, 30 crystal, 1000 fiber , 10 flint , 250+ hide and one set of beginner clothes..... to leave freeport and enter lawless zone and be destroyed by ghost ships TWICE... they over ran me and then started firing on me....TWICE . After patch agro on creatures in freeport seemed stronger... the area in which the agro reaches is horrible... hit one pig or cow and they all come running from about 1/4 of that area. Being a below level 13 it was aweful to have to restart without being able to run to your body to get your stuff back... so more crafting and farming... and being over level 8 … I spent ALL day farming ,crafting and NO experience gain... I SPENT THE LAST 7 DAYS SAILING THE WATERS TO FIND EVERYTHING CLAIMED! Tried to head far out from freeport in search of unclaimed land ...to be wrecked into another person boat by hurricanes, I felt horrible and apologized to him many times, he said it was ok. The agro, ghost ships, cyclops on a caffeine boost, lvl 63 crocs hanging out on your raft after they kill you to just chew your raft up and you again each time you respawn on your raft is not an enjoyable game. This isn't survival when you have to many odds stacked against you... no land to build shelter to put up a walled base where you can keep your smitty and storage safe from looters.. I have seen alpha snakes and creatures that shouldn't be in the lawless zone most that landed were just over lvl 8. You cant run, swim or hide from the rock climbing crocs and snakes. Vitamins food and spoilage is stacked against the player too, you have to travel farther looking for unclaimed land to build and set up base to only run out , so you just starve and dehydrate until you die on your raft.. over and over and over. This whole gaming experience would have been half way leveled out and better if you had a place to land and set up protection… there should be no claimed land anywhere on the entire map...just like the lawless area... that seems to be working out … if the timers on your stuff wasn't set to 3 days... Some players have school , work, family emergencies , illness 3 days or what ever they are doing isn't long enough.. I don't know how that feels because I don't have land.. but I have seen the chat. Get along with your bordering neighbors or form a neighborhood clan to work together to go against the damned and creatures in the sea. But this is not working out well for Atlas or the players... if these things cant be fixed and soon ( before your glitches and stabilization ) then its not going to have any positive reviews. The game does have potential but the negative reviews will weigh heavy and by views and word of mouth no one will purchase this game. FIX #1 Land claim flags.. get rid of all of them , let players build where they land, I see masses of land that's flagged and claimed and not one structure built on the land. there might be a shipyard and a raft there and maybe even a small base... but the flags go all around the island where others could have landed and built. … If Atlas can at least fix this it would make all those updates a little easier to deal with. Please give the players something to play, at its current status you cant even play.. its unplayable. #2 Ghost ships shouldn't be able to attack a raft at all.. you have no way of defending your raft. #3 the area of agro and creature agro is high in freeport and beyond freeport. level 8 vs. alpha level 151 snake... or level 63 croc (s) vs. level 11 and raft. One agros and they all come... you run and more join in. #4 raft weight limit is to low to leave freeport with Min. supplies. You cant carry enough survival supplies on your raft. yellow, red, blue and orange, 100 berries = 10 pounds, weapons 10 pounds each, meat 2 pounds per 20, storage boxes ect ect it all adds up. You will have to repair raft and feed , water and take vitamins... and now your over weight on your raft. If these cant be addressed by Atlas in some fair way for the player then I do want my money back. Early Access is a nightmare for many and a headache for those who have land and have to watchdog it.
  10. We lost 3 sloop total in our company ... 2 sunk by those damned ships just yesterday and 1 just got instant sunk when released (Shipyard was on deep water but still destroyed instant). ANYWAY !! We're a company of 7 players and i'm personaly out because damned ships are too fast, sloop cannot outrun them with 1200/2400 and we got nothing on it !! 1 bed, 1 storage box, 1 food larder for crew, 1 box for gold for crew, 1 barel of water and that's IT !! We were litteraly naked with no stuff so it wasn't too heavy but nope !! Doesn't change anything we got litteraly fucked up in our fuckin shity ass
  11. Ahoy Pathfinders! Before we begin, you’re probably wondering two things, what happened to the other 12 Captain Log’s and isn’t it bad juju to start with 13? Well, to address the former, they were lost out at sea! Kidding, they’re still available to read on Steam but now that we’ve opened our Community Hub, we’ll have regularly scheduled posts here and on Steam each Monday which will cover the latest news, development updates, patch notes, contests and more. As for bad luck? We’re hardened adventurers! We fear nothing and no one! To get started, let’s discuss the launch, the boatload of updates we’ve had so far, as well as our initial development battleplan! Launch and Patch Notes For those that want to skip to starter, and jump right into the entrée, here’s a link to the latest changelog: You could say that we were off to a stormy start! The initial influx of players wanting to set sail immediately was (predictably in hindsight) larger than we anticipated and our systems got crushed until we tuned the new technical systems to handle it. We have been incredibly humbled and excited by the number of seafaring Pathfinders wanting to dive into the ATLAS. Since the launch, the team has heavily prioritised connection and capacity resolutions, server and client-side performance updates, server and client-side crash fixes as well as tackling general gameplay bugs and balance concerns. We’re going to continue to iterate at a very rapid rate, you can generally expect daily deployments and updates to both servers and clients, and sometimes even multiple if we feel like a change is significant enough to warrant it. We truly appreciate everyone’s patience and support during this launch period and we intend to show our gratitude through frequent updates that resolve the issues which matter to you and improve ATLAS in both the near-term and over the long term. ATLAS is a very ambitious project and we recognize that there is much work to be done as it begins its Early Access journey, but as we said before, we’re hardened adventurers and we’re looking forward to the fun and challenges that we’ll experience alongside you! We want to make it very clear to you that these rapid updates and the continuous upwards progression will continue with ATLAS. We have deployed a new server version to our Official Network (v7.104) which has resolved many server crashes and is already showing significant improvement in server stability; however, there is still more to come! Our number one priority at the moment is tackling the stability, connection, and data issues, and we will make significant progress over the coming days ahead. The full list of the changelog for our upcoming update later tonight which focused on balance and stability, as well as the changelog for our update last night which dealt with a lot of gameplay bugs and stability. Patch 7.3 Notes: - Server-side crash fixes and stability improvements- Server stability improved 40%+ . More to come. - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) Released v7 Patches Notes - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. Stay tuned for more updates to come in the days, weeks, months, and years ahead. This game is going to be huge, and we’ve got a lot in store for you! Captain’s Quarters Hello all, apologies for the challenging launch here! Between the intensity of preparing for the release of a massively multiplayer title, and the needs to get all of the new infrastructure prepared to roll-out, we let the schedule and initial launch builds get away from us. Hunkered down in our development bunker 24/7 subsisting on Red Bulls and stale pizza, it’s easy to lose sight of the big picture, which ought to start and end with communication to the players. Despite it all, I’m so happy that so many of you see the potential in what ATLAS is, and are enjoying the immense scale of sandbox freedom that can readily be had in the game. As we churn through issues and continue to build out the game in the days, weeks, and months ahead, I’m looking forward to seeing what’s just over the horizon for the game and its growing community. As a great poet of the sea once wrote: “All I ask is a tall ship and a star to steer her by.” On a side note: the ATLAS Dev Kit & Steam Workshop! We haven’t forgotten about it, and the hooks for it are all ready to build the large-scale wargame of your dreams. We need Epic’s help to release it in early January, and tentatively intend for it to release by January 7, if not sooner. We will post further news as we get it ready to ship out then. In the meantime, you can experiment if you have server administrator rights with the following commands to mess around with some Dev Kit example vehicles: Airplane: cheat ssf “zephyr” Tank: cheat ssf “tank” Steampunk Airship: cheat ssf “steam” Have fun, just be sure you have enough runway to take off in that plane, else you might find yourself in the drink! -Jeremy Work Like a Captain, Party Like a… Lord? Ye be cordially invited to join th’ crew at the Captain’s table to celebrate the New Year in style! Startin' from today with this update, the' 26th o' December, runnin' right through the New Year 'til th' 2nd o' January, Pathfinders can get involved in the' festive celebrations by pickin' up a Top Hat at thar nearest cosmetic vendor, located in all Freeports or at a Travellin’ Merchant! All Pathfinders wearin' a top hat whilst diggin' up booty protected by the damned will be granted double the normal reward in gold! This bonus holiday effect be applied upon the distribution o' th' loot, so regardless o' whoever digs up th' booty, be it ye or a scallywag, as long as ye're wearin' th' hat ye'll get th' bonus between the 26th t’ tha 2nd. Th' Top Hat Skins will remain in game forever, however, they will 'ave a limited number of skin applications 'n th' bonus effect will only last 'til th' 2nd o' January! We know this isn’t the biggest Holiday Event to launch with, given our focus on shoring up our planks from the launch period. Rest assured we have far more ambitious limited-run events planned for the future! Dynamic ATLAS Maps Round-Up Congratulations to the following companies for topping the leaderboards of our Dynamic Maps! The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. 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! So 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. As this is just the first week of the ATLAS, we expect the Dynamic Maps to show a very turbulent representation as Companies expand their territories and go to war. 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... 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 Arrivals: XSM???, Cobra, Le Saint Empire, French & Ships, The Holy Annwn Empire, Bad Company, Blackwater Company, BLDX DOUYU56876, Chem B, and Marlong Departures: N/A Notable changes: N/A [NA PVP] The Kraken’s Maw Arrivals: Dynasty, MAGA, INFINITE, Darkblade Army, The Goodship Misery, High Seas Booty Bandits, Radium, Order of Freedom, Libertalia, and Black Sails. Departures: N/A Notable changes: N/A 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 Arrivals: Compagnie des Indes, M.E.R.C Spirit, Forlorn Hope, Unlucky, Paragon, I L O, UseR, Tacorsair, Starroad, and System of the Wipe. Depatures: N/A [NA PVE] The Hydra’s Den Arrivals: Biz Enton Company, Plunderers, Test Squadron, Scales & Sails, The Salty Seamen, Dead Men Floating, Bad Neighbors, The Exiles, Chronically Raving Co., and Pirates of Gore. Departures: N/A Show ‘n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! The first contest starts today 'n the winners will be announced in the next Captain's Log! Here are some examples so you have an idea of what we’re looking for! Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1599330758 Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1598938195 Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1599761403 We'd really love to see some epic boats and fortresses! Entries can be posted in the Creative Section the forums, so we’ll be on the lookout for your submissions! https://www.playatlas.com/index.php?/forums/forum/42-creative/ 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 That's it for this post ya scallywags! Stay tuned for next Monday’s Log for a peek at some of the new things which await you on the ATLAS in January and beyond! Cheers, Jat, Jeremy, and Jesse
  12. Ahoy Pathfinders! Before we begin, you’re probably wondering two things, what happened to the other 12 Captain Log’s and isn’t it bad juju to start with 13? Well, to address the former, they were lost out at sea! Kidding, they’re still available to read on Steam but now that we’ve opened our Community Hub, we’ll have regularly scheduled posts here and on Steam each Monday which will cover the latest news, development updates, patch notes, contests and more. As for bad luck? We’re hardened adventurers! We fear nothing and no one! To get started, let’s discuss the launch, the boatload of updates we’ve had so far, as well as our initial development battleplan! Launch and Patch Notes For those that want to skip to starter, and jump right into the entrée, here’s a link to the latest changelog: You could say that we were off to a stormy start! The initial influx of players wanting to set sail immediately was (predictably in hindsight) larger than we anticipated and our systems got crushed until we tuned the new technical systems to handle it. We have been incredibly humbled and excited by the number of seafaring Pathfinders wanting to dive into the ATLAS. Since the launch, the team has heavily prioritised connection and capacity resolutions, server and client-side performance updates, server and client-side crash fixes as well as tackling general gameplay bugs and balance concerns. We’re going to continue to iterate at a very rapid rate, you can generally expect daily deployments and updates to both servers and clients, and sometimes even multiple if we feel like a change is significant enough to warrant it. We truly appreciate everyone’s patience and support during this launch period and we intend to show our gratitude through frequent updates that resolve the issues which matter to you and improve ATLAS in both the near-term and over the long term. ATLAS is a very ambitious project and we recognize that there is much work to be done as it begins its Early Access journey, but as we said before, we’re hardened adventurers and we’re looking forward to the fun and challenges that we’ll experience alongside you! We want to make it very clear to you that these rapid updates and the continuous upwards progression will continue with ATLAS. We have deployed a new server version to our Official Network (v7.104) which has resolved many server crashes and is already showing significant improvement in server stability; however, there is still more to come! Our number one priority at the moment is tackling the stability, connection, and data issues, and we will make significant progress over the coming days ahead. The full list of the changelog for our upcoming update later tonight which focused on balance and stability, as well as the changelog for our update last night which dealt with a lot of gameplay bugs and stability. Patch 7.3 Notes: - Server-side crash fixes and stability improvements- Server stability improved 40%+ . More to come. - Reduced Army of the Damned ships spawn rate by 60% - Reduced Army of the Damned ship HP per level scaling by 20% - Reduced Army of the Damned ship Aggro range by 10% - Boosted Army of the Damned ship loot quality by 10% - Reduced Flotsam spawn rate by 35% - Increased Treasuremap item quality by 15% - Eliminated at-sea increased rate of vitamin/vitals consumption. Now it just causes food to spoil faster, and temperatures to drop. - Increased vitamin equilibrium range to +/- 20% rather than 10% (making it easier to achieve and stay in equilibrium) - Decreased vitamin deficiency debuff threshold to 10% rather than 20% - Reduced base rate of vitamin consumption by 2% - Ensured army of the damned ships spawn farther away from shore, and don't spawn too near player ships - Fixed Diving Platform to take any oils, not just blubber - Changed Lighthouse HP to 25k, gave it stone structure settings, and allow it to burn oil - Vultures will no longer erroneously target players they can't hit - Army of the Damned Ships will no longer initially aggro to drydocked or anchored ships, unless fired upon by them or already targeting them. - Added one more Skill Point earned by all level-ups above 10 (recommend players Respec) Released v7 Patches Notes - Added a new event cosmetic, 'Top Hat'. Permanent skin with 10 applicable uses. Can be purchased from Cosmetic Vendors in Freeports or Travelling Merchants. From the 27th of December, through til the 2nd of January, wearing this hat whilst digging up treasure will result in double the gold. - Improved server performance by adjusting server water thread utilization - Changed declaim period (stealing enemy territory) to 30 minutes from 1.5 hours (requires they have no alive crew or players in the vicinity) - Removed requirement to be on a boat to steal someone's boat after placing the claim flag. Adjusted base value times to claim the boats to be 1 one minute to steal a dinghy, 2hrs~ to steal a raft, a couple hours to steal sloop, and so forth (levelling a ship increases the time it takes to steal that ship). - Rebalanced Skill Point requirements as originally intended, where higher tier skills cost more SP. Forced a one-time 'free' respec to use these new values. - "Low Memory" Launch Option for more reliable <= 8GB OS support. Launch the game with '-lowmemorymode' to utilize this! - Ship collision damage is now disabled on Freeport servers. - Alpha creature spawns are now disabled on Freeport and Lawless Servers. - Item yield and Gold yield from Treasure have been doubled - Significantly reduced Torch and Fire Arrow Damage - Fixed a bug which prevented resources from respawning. Please note when this update goes live, it may be a few hours until they naturally start appearing again. - Increased the damage from Dragon Fire AOE and set it to an 8-hour tame time with the token - Equilibrium Buff now gives +20% XP, -20% reduced incoming damage, +30 temperature fortitude, +10% movement speed, +20% melee damage, and takes 30 minutes to achieve rather than an hour. - Fixed a bug which prevented Bottles and Flotsams from spawning - Fixed a bug ocean and deep ocean spawners, including Mermaids, Whales, Ship of the Damned, and Squids. - NPC crew that are recruited in Freeport are now correctly assigned to your team. - Fixed Shovels and Heavy Shields so they no longer damage stone structures - All freeports now have pirate music in town - Scuttling is now tied to the demolishing tribe governance setting and Prevent Demolishing Structures in Group Management Settings - Group ranks now enabled on seating structures, so you're able to have better control of who is able to use those (Steering Wheel and Lt Podium) - PvE Claim Flag contesting now displays the enemy Claim Flag's upkeep time remaining before you can contest it, and provides a proper HUD message to that effect. Stay tuned for more updates to come in the days, weeks, months, and years ahead. This game is going to be huge, and we’ve got a lot in store for you! Captain’s Quarters Hello all, apologies for the challenging launch here! Between the intensity of preparing for the release of a massively multiplayer title, and the needs to get all of the new infrastructure prepared to roll-out, we let the schedule and initial launch builds get away from us. Hunkered down in our development bunker 24/7 subsisting on Red Bulls and stale pizza, it’s easy to lose sight of the big picture, which ought to start and end with communication to the players. Despite it all, I’m so happy that so many of you see the potential in what ATLAS is, and are enjoying the immense scale of sandbox freedom that can readily be had in the game. As we churn through issues and continue to build out the game in the days, weeks, and months ahead, I’m looking forward to seeing what’s just over the horizon for the game and its growing community. As a great poet of the sea once wrote: “All I ask is a tall ship and a star to steer her by.” On a side note: the ATLAS Dev Kit & Steam Workshop! We haven’t forgotten about it, and the hooks for it are all ready to build the large-scale wargame of your dreams. We need Epic’s help to release it in early January, and tentatively intend for it to release by January 7, if not sooner. We will post further news as we get it ready to ship out then. In the meantime, you can experiment if you have server administrator rights with the following commands to mess around with some Dev Kit example vehicles: Airplane: cheat ssf “zephyr” Tank: cheat ssf “tank” Steampunk Airship: cheat ssf “steam” Have fun, just be sure you have enough runway to take off in that plane, else you might find yourself in the drink! -Jeremy Work Like a Captain, Party Like a… Lord? Ye be cordially invited to join th’ crew at the Captain’s table to celebrate the New Year in style! Startin' from today with this update, the' 26th o' December, runnin' right through the New Year 'til th' 2nd o' January, Pathfinders can get involved in the' festive celebrations by pickin' up a Top Hat at thar nearest cosmetic vendor, located in all Freeports or at a Travellin’ Merchant! All Pathfinders wearin' a top hat whilst diggin' up booty protected by the damned will be granted double the normal reward in gold! This bonus holiday effect be applied upon the distribution o' th' loot, so regardless o' whoever digs up th' booty, be it ye or a scallywag, as long as ye're wearin' th' hat ye'll get th' bonus between the 26th t’ tha 2nd. Th' Top Hat Skins will remain in game forever, however, they will 'ave a limited number of skin applications 'n th' bonus effect will only last 'til th' 2nd o' January! We know this isn’t the biggest Holiday Event to launch with, given our focus on shoring up our planks from the launch period. Rest assured we have far more ambitious limited-run events planned for the future! Dynamic ATLAS Maps Round-Up Congratulations to the following companies for topping the leaderboards of our Dynamic Maps! The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. 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! So 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. As this is just the first week of the ATLAS, we expect the Dynamic Maps to show a very turbulent representation as Companies expand their territories and go to war. 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... 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 Arrivals: XSM???, Cobra, Le Saint Empire, French & Ships, The Holy Annwn Empire, Bad Company, Blackwater Company, BLDX DOUYU56876, Chem B, and Marlong Departures: N/A Notable changes: N/A [NA PVP] The Kraken’s Maw Arrivals: Dynasty, MAGA, INFINITE, Darkblade Army, The Goodship Misery, High Seas Booty Bandits, Radium, Order of Freedom, Libertalia, and Black Sails. Departures: N/A Notable changes: N/A 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 Arrivals: Compagnie des Indes, M.E.R.C Spirit, Forlorn Hope, Unlucky, Paragon, I L O, UseR, Tacorsair, Starroad, and System of the Wipe. Depatures: N/A [NA PVE] The Hydra’s Den Arrivals: Biz Enton Company, Plunderers, Test Squadron, Scales & Sails, The Salty Seamen, Dead Men Floating, Bad Neighbors, The Exiles, Chronically Raving Co., and Pirates of Gore. Departures: N/A Show ‘n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! The first contest starts today 'n the winners will be announced in the next Captain's Log! Here are some examples so you have an idea of what we’re looking for! Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1599330758 Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1598938195 Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1599761403 We'd really love to see some epic boats and fortresses! Entries can be posted in the Creative Section the forums, so we’ll be on the lookout for your submissions! https://www.playatlas.com/index.php?/forums/forum/42-creative/ 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 That's it for this post ya scallywags! Stay tuned for next Monday’s Log for a peek at some of the new things which await you on the ATLAS in January and beyond! Cheers, Jat, Jeremy, and Jesse View full article
  13. Add more to the option of saying "Destroy" instead do "Destroy ship" and add a very large timer on this around 1 minute, the more heavy resources the more the timer. Simple things like pressing V near a dock when building a ship shouldn't launch a boat. Pressing E near a ship dock shouldn't destroy it either.
  14. same..I finally found 1 spot..and the heavy armor one dug in the ground now I cant do anything I discard the map? the glowing goes on but it says cant use still 1 guardian up..
  15. I think Ships of the damned need to be balanced a lot more and I would at least include sloops to the same list as the raft of a non target. Personally, I think the ships of the damned should be restricted to the islands that are important to story development, like the power stones or whatever. I would then also include a much easier ship of the damned for something like a sloop to take on with maybe swivel guns, since cannons are a bit heavy.
  16. Wrong! If they were listening, they would have turned off the ships of the damned as soon as the first reports came in. But that brings up the issue of how stupid the devs are that the ships of the damned would be anything but a rare occurrence. Does it take a rocket scientist to know that having that many ships of doom would be a bad idea? Any idiot should have know that MY Brigantine could not compete with those monsters...even one of them, let alone seven of them, before I even had a chance to get gold to buy a crew to man the cannons, which brings up the point that I don't even believe you would have enough ammo on the ship to deal with one of those. They had about 40K health. I had 6 large cannon on the top deck, 6 medium on the lower deck, and 6 swivel cannons. Each set had 40 ammo. This caused the ship to be fairly heavy, and sluggish. I do not believe that would be enough to deal with those ships of doom, and yet they put so many of them out that that anyone can believe this was a deliberate soft wipe, which is wrong, and so wrong they would never admit to it. So what is it, dishonesty, or stupidity? Soft wipe, or a clueless decision? And THEY are still there. While reduced, still too many. Like WTF are they thinking?
  17. It most definitely does decrease the casual drain of vitamins. I pump heavy fortitude so I don't have to deal with the heat and cold swings as much and I can go a looonnng time before my food runs out and my vitamins are low. If you are doing things that increase drain on food or thirst like sprinting a lot, healing from damage, or have the cold or hot debuff it doesn't mitigate it much or at all, or the debuff drain is just so strong its hard to notice. That's about the only time I have to really pay attention to my food levels. If you are cold AND hurt you're food goes down even faster.
  18. My base area, former an open air catfish pond, became lightly wooded amidst heavy forest. That happen right after the server upgrade to 7.3. A massive change. Resources still a problem for you today? My house is practically overgrown!
  19. I'd also try to source this stuff locally- as this stuff can be HEAVY, and shipping costs can take away the deal. There are always exceptions!
  20. Lost 5 sloops until I stuck a med speed sail on. As long as your not heavy you can outrun them and are 9 times out of 10 fast enough for them to miss. Still broke as fuck though.
  21. I stuck in base after server crash and i was below it stuck, so i needed to destroy 4 walls to get out. Several hours later i was moving items from storage to smithy but i was too heavy and i dropped 1500 resources so i can go faster and leave items in smithy, when i came back (10sec) i didnt see any items on floor.... really dissapointed.
  22. There are 3 types of sail for each weightclass of ship: Speed Sails (For speed ?) Weight Sails (For heavy ships or sturdiness ?) Handling Sails (For better handling ?) There is no description in existance as to what each sail does for the ship Logically thinking, Speed and handling, would be for speed of the ship, and handling of the ship, respectively. However, there is some arguments about the weight sail... Is this for cargo shipping, aka heavily loaded ships, OR, is the sail build for combat, being sturdier than the other 2 ? devs really need to work on the item descriptions, as stuff is added to the game.... pretty please :S
  23. I understand the design philosophy behind wanting players to specialize into certain roles, but the new system is extremely heavy-handed and, frankly, makes no sense from a game design perspective. Players shouldn't be forced to choose between sucking in combat / PvP and not being able to craft anything beyond bare essentials -- it's simply not fun for those who are forced into certain roles for the greater good of the company. Forcing folks to constantly respec to reach certain goals or participate in certain activities in a smaller company is poor game design, pure and simple. I don't really think this is a controversial opinion among the community -- indeed, you'll find very few people arguing in favor of the new skill rebalance. If specialization is going to be ingrained into this game's design philosophy, why not at least tone it down?
  24. I agree, they need more servers, and not just actual gameplay servers but servers to handle various task. I might be wrong, but I think they need something more like the capabilities of datacenter to pull this off. I've already suggested they should get servers up to handle authentication and queues, so they don't have a massive amount of connections hitting the live servers severely impacting their performance, which are already dealing with heavy load. They also need to realize that they need to change some things if they really would like this to be an MMO, currenly it is not - it's just servers with a player cap of 150 players.
  25. Immersive Atlas Immersive Atlas is an 18+ roleplay community offering a 3x3 (nine tile) dedicated server(s) located in the UK (EU) that can hold up to 450 players(this number can be increased up to 1350). They have also hosted a successful Conan Exiles server for two years with a great community of its own, Atlas is an addition to their portfolio of game servers. Gather and xp rates have been increased slightly above official rates to 5x. The server owners plan to add mods as soon as they become available, such as quality of life and decorative mods. **SERVER RULES** You must be an Adult to play in this server (18+) Out of Character harassment/insults are strictly forbidden. Role play is Mandatory in Local Chat. Role play should direct your actions, especially in PVP. Lore friendly names are Mandatory, This includes Clan names. Reading the Reference Channels is mandatory. The admin staff comes from a pen and paper gaming background, with more than 20 years of experience. Heavy emphasis is put into helping our community create unique and interesting characters based on the lore of the world they are in. If you are a sensitive being and things such as sexual content offends you, Immersive Atlas is not the place for you (even our general discord channel is NSFW). If you are a mature role player looking for a great community to start your Atlas journey with, please join our discord! https://discord.gg/86JRCHV
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