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  1. Sorry to digress but my solution for annoying snakes at my base was guard dogs.. Wasn't perfect, sometimes alpha snakes killed them, had to reposition them etc however since they fed off the snakes it offered a less time intensive solution than puckle or swivel. Sometimes id place a bear just ahead to tank. Built an open trapping shooner and a ramp in polar and kited around 15 wolves off the cliff, into the ship taming as i went. (Sidenote just remember to put a backboard opposite of the ramp or the wolf will fly over your ship like superman..) When i finally had high hp wolves 6-10 gave a decent semi-circle of protection around the area, just keep them in pairs After that, heavy snake infestations were less annoying and even borderline profitable by reducing meat runs..
  2. Hello Everyone, I think the game new devs should rethink the whole speed sail idea. Having different sail types is a great idea but i don't think they should impact speed. Right now we have Speed sails, handling sails and weight sails. Weight sails are never used and handling are super strong when you get +20% acceleration. Because for some strange reason acceleration makes the top speed as fast as speed sails. This makes it so people who lives in the game an farm a lot can have a clear ship superiority when fighting. Great for crushing the hopes and dreams of new people in the game but not a great game mechanic for interesting game play! I would like to suggest trowing the speed sails in the bin. Make all sail types have the same top speed and replace the current speed sail with a new type of acceleration sail. You can keep the look of the speed sail just rename it to acceleration sail. Then remove the acceleration stat form the handling sail. Handling would still give better handling for your ship and give you the better wind angle. This should make the different sail types viable and you can then easily make more interesting sail types. You could make an "armored sail" that again has the same top speed as the other sails but has more hp and is more resistant to sail damage. This make it different but still something you can use if you want and all the sail types are now something that can be changed to your play style and type of ship you like. Just a note: Weight sails would also benefit form a change to the stat it gives to weight, consider giving it a % bonus to weight. If it has the same top speed as the rest of the sails then they will finally be used. Maybe even in some heavy combat ships or large fortress like ships They would be bad a turning and accelerate like a brick but could be fun What do people think about this idea of making all sail types have the same max speed? Do you have some interesting ideas for new sail types you could make for the game? Give me your opinion and like this post if you think this might be a better way of having the sails work in the game. Please remember, i am writing this to help improve the game not to hurt anyone's feelings. Best regard Jack Shepard
  3. We have new devs but same mistakes, i wont critize features that have nothing to do with the map rework as that is the only thing they have reworked, but only 1 day has passed and in the PVE server EVERYTHING that is not lawless is owned, and everything that is lawless is spamed with fundations, so why are we still applying the same set up of PVP in the PVE servers? we suffered from heavy griefing before and they havent learnt from that yet, whats the point of having entire islands owned by 1 person while other people dont have where to settle??? how does that make any sense???
  4. Wow, where to begin with this nonsense. it is almost like you cant grasp the fact that being part of a much larger overarching faction, facilitates trading, grouping, alliances, and helping each other, much easier than the absurd levels of distrust that people have because literally no one trusts each other even in alliances, I have seen multiple alliances break up because a mega made a deal with one of the alliance members, and then destroyed the alliance. Just farm for 5 different fibers on your island, right? You would never take a different one from someone, it is way too heavy to take back, just take the blueprints and make it with your 1 material on your island, that you control with your small group! GENIUS levels of intellect here. Just get the materials! DUH, no one is going to contest them! Here is how maps work, you go to an island, you try and sneak on, people assume you are raiding them, they kill you, or you announce you are coming on the island to do maps, they tell you no, and you try anyway, they start fighting you because they think you are scouting them. Or you delete the map and sail on to a different one. This is how they work. In a faction, you see some people on your island, you are like hey whats up, they are like "doing maps" you are like, cool, mind if I help to leech, or "have fun" as you walk off. If you are solo or in a small group, you can just do the "safe" maps and if you have one in enemy territory, you know there will be a fight and can prepare for that. Even as a 50 man group it was annoying to do maps with a small detachment, because any time we did we would ether have to sneak, or fight to do them.
  5. The current system allows smaller companies to form alliances. If one company is attacked the members of the other companies spawn at a bed in the base thats attacked, get invited into the company thats attacked and help them fight. After the battle they return to their company again and go on with their day. I have seen alliances fight off megas more then they have been raided by them x20. So no I don't agree with your "join or be crushed" statement. What does gear matter when the griefer is in your faction blocking your resources with buildings you can't destroy, blocking your buildings so you can't build, making underwater walls so your ship sink when you try to leave port? What is stopping you from joining or forming an alliance and trading within the alliance? You just have to talk to people and set up deals it would be EXACTLY the same.... You don't raid enemies for materials... You raid for gear, bps and gold. Materials are way to heavy to move. The time it takes you to set up a raid, fight someone and sail home you could have just farmed 5 times more on your own and you wouldn't risk any gear or ships... You can't do a treasure maps without a faction system? That does not even make sense, you realise you are gonna have more enemies in a faction system right? In the current system you have a couple of enemies, some friends and a bunch of neutrals so the amount of islands that are actually hostile is only a small percentage of the map. In a faction system depending on how many factions you have atleast 50% of the map will be hostile to you, 66% if you have 3 factions and 75% if you have 4.
  6. yes, everything you said is true, wich is why we see a tendency in videogame companies lately to go for competitive pvp games, i myself play some competitive pvp games but ATLAS is not one of them, most pvp competitive games has someything in common wich is that you barely lose anything when losing (aside from some ranking points) people wants to compete and destroy others but the moment they get destriyed they start crying over their loses (thats just the way humans are), as i see it ATLAS will never be able to become a popular pvp game simply because you risk too much for the sake of fun, who in their right mind would build a legendary brigg and then use it in batte only to end up losing all that extra effort? and all of that for the sake of fun alone? only people with lots of time and who dont mind taking loses, would do it. so we reach the same point i mentioned before: engagement, if you want people to engage in a combat while sustaining heavy loses (like in eve online) you need to put something on the table, something worth it, something ATLAS currently doesnt have, not in pvp nor in pve.
  7. LADIES AND GENT'S OF THE 7 SEAS! Welcome to [Norsemen-ZFG] new Market! All welcome we got everything from maps to unicorns Come and enjoy the lovely market, and what we have to offer! -Visit the fantastic Tavern , maybe you find some "under the table deals" there! Check out our breedable crows, or our strong and pretty bears! or maybe you are more into our killer razors RAWR Looking for good deals ? Want that great handling sail ? -This market got you covered! What we do not have, we craft! Welcome one and all! To our new market @ the flag The Market is open! Looking for a breedable crow ? Clean or Mutated, we gotcha! Visit our [Z-Line]Bears strongest non-mutated black bears on the server Want a strong mapbear to clear them 31,5Q maps ? Our [Teddy]-Bears are boss Need a drink? -Our Tavern proudly serve the thirsty pirates, with dragons tongue and rum! Hungry ? -Throw in an order at the oldest, busiest and largest kitchen around the 7 seas! We got it all, from unicorns to heavy lifting gear, from cannons to shipyards! Maps Maps Maps, time to go get that booty!! Welcome to our market in B11 ! -Stay awhile, need a raft ? We got you to! See you all at the market! -Remember to keep an eye out for our popular giveaways! Click **HERE** to join ZFG-NORSEMEN Market
  8. I would actually separate skills to combat and survival. So each level you get 1 point to bots of them (2 points each lvl). Or it's 1 point per lvl but one goes to combat then next one goes to survival and so on. The main idea here is so players don't need to choice - do they wanna be great fighter of they wanna live in cold tundra. I mean - this king of choice would work If you play big group and even without combat skills you value somehow and within a group also go to instances, raids etc. But right now - it doesn't work this way. If you won't pick certain skills you won't see some of the game content. Combat skills are like - HP, Stamina, Strength (for mele), Dexterity (for ranged), Int (for firearms and tames fight). Survival - Fortitude (extreme temperatures and poison resistance), Power (for heavy weight carry), Lungs volume (for longer underwater time), Vits improvement, and some resources gathering related skills also.
  9. If you want to see whales, just go through the polar regions without ballistas on your boat, you will see plenty. This weekend while going from K13 to H2 in as much of a direct line as possible. I saw 2 blue whales close to each other in K14, had to maneuver to go around them cause they were flopping around and in my way. In J15, started to get chased by a sperm whale about midway across the map, my brig was loaded heavy, but was able to stay ahead of him, but then noticed another sperm whale angling towards me from the front, so by the time I was able to get him also behind me, I had 2 of them chasing me. Fortunately at that time, I had a decent wind. 1 of the whales dropped off the chase, but the other kept at it, just for giggles, I fired a few cannon barrages at it, but didn't do much damage, I only had about 200 cannon balls left and don't think it would of been enough to take him out. Anyway, I crossed the zone, but the dang whale followed me into the new zone. He also finally gave up, but no sooner did he pull off then another one spawned and gave chase. Was closed to the next zone and crossed over, but the wind died down and I was making 4 to 5 knots. So in H1 the 4th whale began to chase me, and there was no way I was gonna outrun this one, he was way to close and I had no wind. I started to tack toward a nearby island, but I do believe that if the whale just kept coming toward me, he would have caught me and there would of been nothing I could do about it. But fortunately, he turned and did a big circle which caused him to lose ground against me. When I finally got close to land, he pulled off. So in the span of 4 zones saw 2 blues and got chased by 4 Sperm whales. They seem to populate more on the weekend, cause during the week I sometimes go whale hunting and don't see any. Guess its designed that more players playing in the weekend the spawn rate is higher, but once they get killed off, takes a week before the next spawn.
  10. Torps arent used that much. Good for sinking a fleet at harbor, but really expensive to miss someone during a fight, and heavy too.... and a lot of work to unlock. As for arrows? This is a good change. Makes lawless life and early game raiding more viable.
  11. As a player who has played both PVP (except this last season) and PVE every season thus far i think it's time PVE got some end game development love and while i know we are on the roadmap i don't think many of us will remain throughout EA in PVE without some change to that roadmap especially when a lot of the current roadmap and patches have heavy amounts of development time devoted to PVP server centric changes. PVE server endgame is honestly boring at this point, we have all done the Kraken and Snowman many times over to help get every new player the achievements, breeding is on Auto pilot especially with how well connected our community is now with trading stocks, we all have way too much materials to craft all the crap we have collected getting to lvl cap that I am at and a lot of other people are at or very close to. What now?... We want PVP on the PVE server in a limited form. Why not just go play on PVP you say? Well we all know each other on the PVE server, we chat all the time on Discords and have a real community going on and we want more ways to interact with other companies but not force them into PVP as a lot of these players just won't go play on the PVP servers, they just won't for a multitude of valid reasons. What i propose (and i welcome other people with ideas to comment below also) is we turn a few of the central lawless grids in full PVP zones with full land and see combat with full building allowed on land. The sea combat would be welcomed by all PVE groups alone we all want something to build up disposable ships for and just go blow them and each other all up. I would also like to see land combat rewarded with a reason to be there with either some specific tames only spawning here and resources like gold, mythos and multiples of material types to be gathered here. Encourage us to go there and we will go there, we will build defensive and offensive bases and we will fight our friends over them. I welcome feedback and debate but please no just go to PVP servers for PVP because honestly a lot of our friends just won't and that argument is mute, we just want more end game content within the community we have built.
  12. Just some ideas, it's a lot I know and I doubt any of them would be implemented but I was thinking about ATLAS and having a conversation with a friend and we came up with ideas on how the game could be improved. SHIP WEAPON/COMBAT ADJUSTMENTS: Introduce a point limit for weapons on a ship. Give each type of weapon an allotment of points. Allow for ANY weapon to be placed on Ship, including Mortars and puckle guns. Introduce a new Mortar platform structure that is peaceable on ships that are required in order to place mortars. These structures would represent a reinforcement of the deck and should be very heavy, perhaps giving the ship a reduction in speed the same way cargo racks do. Restrict mortars to galleons and brigs only and only peaceable in the front of a ship and only facing forward (snapable to the mortar platform the way cannons are snapable to gun ports). Adjust the point value of Mortars so that they take up a large portion of the points, perhaps half of the total amount of points allowed for brigs, and 25% of the points allowed for galleons with no more than one mortar allowable on a brig and 2 on a galleon. Remove the max crew size limit on ships. Make the ship weapon point allowance a stat that can be leveled up. (Mortars should always use up a percentage of points rather than a fixed value). The base point value of each ship should be large enough to allow for each of the available gun ports to have a medium cannon and to allow for up to 2 swivel or puckle guns per deck of the ship. Example: A brigantine would have enough points to allow for 12 medium cannons and up to 6 total puckle guns or swivel guns right out of the shipyard. Large cannons Should cost 50% more points than a medium cannon. Medium cannons and large cannons should cost more points if not placed in a gun port (50% or double) but otherwise have no restriction on placement location. The goal of a system like this would be to allow players to have more variety in ship combat. It would also aid in sieges and help make bases that are built very high easier to siege, possibly fixing an issue that grapeshot had tried to fix with other methods. It also potentially addresses some of the issues with shotgun boats by just making the point investment of above deck cannon batteries too expensive to be practical. INDIVIDUAL WEAPON CHANGES: Increase the travel speed of all cannonballs fired from medium and large cannons and flatten their arc. Increase the range of medium cannons - I suggest doubling the range but at least make them as long as large cannons are currently. Grapeshot - should be fired from medium cannons and not swivel guns. Range on grapeshot should be increased by 50% as should it's spread, but it's damage should scale with distance. The further you are away the less damage you take. They should take just as long as regular cannonballs to reload. Large cannons - should have their damage increased but their range reduced. Large cannons should have between half and 75% of the range of medium cannons but deal twice the damage of medium cannons. I know gamer logic tells us that bigger guns = bigger everything, range and damage included. However since these weapons are modeled after black powder cannons, this is not actually the case. Without getting too much into the physics of it, just know that adding more mass necessarily lowers it's muzzle velocity, and therefore range and no amount of black powder can remedy that. In order to increase both the range and the mass of projectiles, you would need to use another propellant that burns faster. In a way, nature implemented it's own "balance" IRL. Liquid Flame - Remove it, it's too hard to balance right and it takes away from a lot of the fun of sea battles. Canister shot - add a new type of canister shot that could catch things on fire, make it so it ONLY burns wooden structures and sails and only burns players who are standing directly on the burning structure. Harpoons - Remove them. If we want to immobilize a ship we will use bar shot. As they work now harpoons are an anti-fun mechanic and i don't see a way to balance them properly. If you want to add something for ballistas to do in pvp combat, give them a flaming bolt that only burns sails/wood and they should never be good enough to eclipse using cannons as your main weapon against a ship. Mortars - Mortars fired from a ship should do less damage to structures. This is to make up for the fact that ships can level up damage resistance and ground based structures cannot. Either reduce their damage when fired from a ship or make ground based structures take less damage than ships inherently. Torpedos - GET.RID.OF.THEM.COMPLETELY Remove the feat requirement to use weapons and armor up to Masterwork quality. Legendary and Mythic weapons and armor should still have feat requirements. SAILS: Remove current sails: Add 2 kinds of sail, Combat sails and Voyage sails. Combat sails are fast to raise and lower and catch wind easier from a wider angle (like a mix between speed and handeling sails now). Voyage sails give bonus to speed and reduce the weight penalty to speed. If you took two identicle ships andcompared their speed with voyage and combat sails, it should be like 15% faster than combat sails if on a ship at 50% weight and the difference between the two should widen the heavier your ship. 2 identical ships at 80% weight, your voyage sails would be 20% faster and so on. This would mean that a purely combat ship would prioritize being light and maneuverable and a ship meant for long voyages could get away with extra cannonballs and cargo. In other words, having an auxiliary ship in your fleet that carries extra supplies would become almost a requirement in large scale attacks as having too much supplies on your combat ships would make them easy targets for a defending fleet. Add a new size of sail - Huge sail Only useable on galleons. The size and point value of this sail should be such that a galleon can use 3 huge sails. Provide same speed as the 6 large sails now. Galleons just look a bit silly right now with 6 sails given that the large sails look almost undersized on the galleon. Huge sails should be a bit more proportionally correct. The three sail shapes we have now should just be cosmetic options. Sqare-rigged sail would look like the current speed sail for example. BUILDING: Introduce a new placeable that is the ground base equivalent to the ship chest. Make it a vault or something. The vault is required in order to build anything larger than a 2 by 2 and ONLY foundations may be placed without a vault. Any structure that is built without a vault is considered a "temporary" building and it decays after 1 day regardless of player interaction. Once a structure is built that includes a vault, the vault itself has a perimeter that allows for the construction of other things. The vault works similar to how claim flags used to work in that they provide a set perimeter around your main structure that allows you to build other things. This perimeter would also disable other companies from building there just like the old claim flags used to as well. Placeables like shipyards can be placed outside this boundary, but do not count as your claimed territory, so other people can place things on or around them if they are not sufficiently close to your vault perimeter. ONLY ONE VAULT PER COMPANY PER ISLAND!!! Limit number of shipyards per company per island to 3 of each type to prevent shipyard "walls". Peace Time - This should range from a 2 hour combat window to 24 hour combat window but should be based on the proximity of freeports and not adjustable by the company who claims it. So the closer you are to a freeport, the safer you are and the further away you are the more lawless. HOWEVER islands with lower pvp windows should be more expensive. The base upkeep cost should be both gold AND resources to pay for it. The amount and variety of resources available on the island should vary based on how far away you are as well. So zones and islands that are furthest from a freeport might be very hard to defend but have more resources and a richer variety, perhaps up to 3 different kinds of each. Basically claimable islands and lawless islands would exist on a kind of gradient. The more lawless - the more dangerous but the more profitable. The number of completely lawless islands should remain the same as it is now and the number of claimable islands should be a shrinking gradient from there. Islands should be either lawless or claimable individually and not tied to a specific zone if possible, so one zone might have a few islands with 15 hours of pvp, one island with 20 hours of pvp and one completely lawless island. War declarations would work as they do now with two exceptions; They would require the "signature" of 2 other companies who support your declaration of war in order to go into effect. Additionally once a war declaration is made, the company who first made the war declaration also has their pvp protection turned off for the duration of the war declaration so it is more of a double edged sword. BLUEPRINTS: The bonuses from blueprints should be less randomized and only provide actually useful stats. No more bonuses to holding your breath or swim speed or whatever. Bonuses should also be based on the item type. Chest and leg armor give bonus health+stam. Boots give just stamina, helmets give + health and maybe a reduction in feat cooldown. gloves could give weapon damage bonus when worn, etc. RESOURCES: All islands should have Iron as a base resource plus whatever types of other material appropriate to the biome. When making an alloy, rather than adding different minerals to different metals, you instead add different metals and/or minerals to Iron, which is the base metal. So Iron + coal gives you steel ingots, but then you could add other metals or possibly other minerals to those ingots to get different alloys.Right now Islands that have iron, which is the easiest to smelt, have a huge advantage over islands that use other metals. Plus it doesn't make a lot of sense to make a gun barrel out of pure silver. Fleece should count as both a fiber and a hide. Woods should be refine-able into thatches and thatches should be refine-able into fibers. Salt should be extractable from sea water. If you fill a container with sea water and put it on a fire, you should get salt back and the water should disappear. Getting salt from sea water is not a strictly modern thing, people have done it for centuries. ARMY OF THE DAMNED: These things should be just as vulnerable to weapons of all variety as we are. Imagine having a game where you can be a pirate, you get a gun and a cutlass and grenades and the like. Then the moment you want to fight something over buried treasure the game's mechanics tells you to come back riding a bear instead. To be clear, right now you could be naked riding a level 80 bear and clear a high level treasure map, OR you could be decked out in weapons and armor and have to run away from basic soldiers of the damned because they take almost no damage from anything you can do to them on your own. On a related note, if I want to bombard soldiers of the damned with cannon fire from my ship then I should be able to do so effectively, so long as they are within range. Ships of the damned: Just make them ghost ships. Ghost ship: Just make it the Flying Dutchman FREEPORTS: Auction house - Just make an in game auction house and get rid of the individual stalls you can make. NPC Shops - Common blue prints should be purchasable from shops and should have random bonuses rotating each day. Whatever is available should be available for purchase the whole day and not run out of stock, but should be purchasable only once by an individual to avoid hoarding of common BPs with good rolls. Different freeports should have different shops. Cannon blueprints and guns at one free port, ship planks and sails at another, etc. Common BPs should no longer drop as loot rewards. Tames should be purchasable at shops as well but with some notable changes... TAMES: GET RID OF TAMING!!! The only animals you can get should be purchased from a free port and should only be shoulder tames or beasts of burden. They can be a monkey, a bird of some variety, or a snake of some variety. The beasts of burden can be horses, donkeys or oxen. THAT.IS.IT. They give bonuses when "worn". Birds give bonuses to ranged combat feats like reducing their cooldown or by giving bonus head shot damage or something. Monkeys give bonuses to captaineering and/or piracy feats. Snakes give bonuses to melee feats. You can still level them up, but you don't tame them yourself. Honestly the more you can do to differentiate ATLAS from Ark, the better off this game will be. STEALING SHIPS: If a ship is unmanned, by players or NPCs, it should be claimable within 30 minutes. If a player who owns it enters the ship, the claim fails. The feat Great Act of Piracy should reduce the duration down to 10 minutes, have a 1 hour cooldown, and be unable to be modified by feat cooldown reduction talents or abilities. Ships anchored within the territory of their companies vault structure should be unclaimable always as should ships that have not been released from a shipyard. As always, freeports are also off limits for thievery.
  13. The most common problem I have with getting map chests are the warriors of the damned. Theyre way too strong. Im lvl 41 with full plate armor, a heavy mace, drinking grog before the fights, and Im getting destroyed by a single lvl 15 warrior. By the time I manage to kill them by luck without dying, the whole group respawns again, and if the first warrior isnt already dead, then another spawns with the new group so Im fighting off 2 warriors now. Another time I had 4 warriors spawn and by that time I just had to abandon that chest. I think Warriors of the Damned should at least spawn last AFTER youve killed every other lesser undead, so the Warrior at the end would be a 1v1 mini boss to defeat to then dig up the chest. Having them spawn at the same time as all the others is just overkill on a player.
  14. OP is spoken like someone who doesn't know how to build a ship. The screenshot of the ship you posted is a common newb boat. 1) no swivels so it can be boarded and 2) damage is too spread out. Way to many points in crew and weight (25 points by the looks of it). Not enough firepower concentrated in any direction. Ship speeds are also already different. Brigs handle better than schooners, schooners are faster, galleons are fastest on paper but not in practice, and handle like dog shit. Only reason galleons go dual broad side is cause they handle so bad. If you armor your boat up super heavy like that, you are not able to level up resistance as much, you have to level weight, and all ships are pretty tight on weight when you run with 300 or so cannon balls and the suggested gunport cannons. You pass 50% weight you slow down quite a bit, the big boys run at 30% weight. Any points you put in weight are less points in damage/resistance. 20 points in resistance and 20 points in damage and 4 points in crew and 5 points in weight is kind of the meta for mythical boats. For non-mythical boats you generally just want 15 resists 15 damage 4 crew 5 weight, 10 cannon broadside, 2 extra crew for players. A 25/25 damage/melee galleon (18 cannons each side * 1.8 blueprint * 2 from levels = 65 normal cannon barrage) broadside will shit on that brig and any other. There needs to be something like a "destroyer" that has a chance at taking down galleons. I mean 54 crew points is HUGE advantage over the 16 we get on a brig. The amount of resources/planks/decks needed is also WAY higher on Galleon. We could use something in between. Like brig plank count that uses large planks but uses the extra deck for cannons.
  15. Line of site. Having ships magically appear a hundred meters in front of you cripples gameplay. Many games deal with rendering impedance of distant objects by reducing the polygon count. In a game focusing on ship warfare, your draw distance should be restricted by the horizon (or occasional conditions that hinder visibility)- we need to be able to use the spyglass for more than just checking wild animal levels. Intermediate ship between Brig and Galleon. The difference between bringing 6 guns to bear and 26 is a bit ridiculous. There is simply no reason to PVP in anything but a galleon. I'm sure the frigate has been suggested a time or two... Heavier cannon class. A land-only class of cannon for use in coastal defense is needed. Shore batteries simply do not have any advantage over ship guns, and they suffer from a lack of mobility as well. Allowing a costlier heavy gun to augment the current armament would help make defending a port with NPC's more viable. Finally... why are fatal error crashes still a thing? I have people in my company still getting these nearly every time they zone, and they have been a known issue since the early Ark days. I understand focusing on eye-candy during development to get those sales up and all... but passing these off as 'validate your game files' issues only works the first few dozen times a person has to deal with it. I need people to stay in the company, and it is getting more and more difficult when they hit their frustration limit and bail due to consistent instability.
  16. Hello Everyone, I think the game devs should rethink the whole speed sail idea. Having different sail types is a great idea but i don't think they should impact speed. Right now we have Speed sails, handling sails and weight sails. Weight sails are never used and handling are super strong when you get +20% acceleration. Because for some strange reason that makes them as fast as speed sails. This makes it so people who lives in the game an farm a lot can have a clear ship superiority when fighting. Great for crushing the hopes and dreams of new people in the game but not a great game mechanic for interesting gameplay! I would like to suggest trowing the speed sails in the bin. Make all sail types have the same top speed and replace the current speed sail with an acceleration sail. You can keep the look of the speed sail just rename it to acceleration sail. Then remove the acceleration stat form the handling sail. Handling would still give better handling for your ship and give you the better wind angle. This should make the different sail types viable and you can then easily make more interesting sail types. You could make an "armored sail" that again has the same top speed as the other sails but has more hp and is more resistant to sail damage. This make it different but still something you can use if you want and all the sail types are now something that can be changed to your play style and type of ship you like. Just a note: Weight sails would also benefit form a change to the stat it gives to weight, consider giving it a % bonus to weight. If it has the same top speed as the rest of the sails then they will finally be used. Maybe even in some heavy combat ships or large fortress like ships They would be bad a turning and accelerate like a brick but could be fun What do people think about this idea of making all sail types have the same max speed? Do you have some interesting ideas for new sail types you could make for the game? Give me your opinion and like this post if you think this might be a better way of having the sails work in the game. Please remember, i am writing this to help improve the game not to hurt anyone feelings. Best regard FightzGamer
  17. You know what I've been thinking of? As far as we've got battle tames, what if instead of riding one and make it bite the enemies we do "knight style" tames. So we use bull, bear or horse for that. We create some heavy armor for them, then use long lance or other melee to fight ahorse. Other battle tames use as pets to fight along us, but not like we riding em and they bite. Elephant saddle could be used to attach some ranged also... : )
  18. As a player who has played both PVP (except this last season) and PVE every season thus far i think it's time PVE got some end game development love and while i know we are on the roadmap i don't think many of us will remain throughout EA in PVE without some change to that roadmap especially when a lot of the current roadmap and patches have heavy amounts of development time devoted to PVP server centric changes. PVE server endgame is honestly boring at this point, we have all done the Kraken and Snowman many times over to help get every new player the achievements, breeding is on Auto pilot especially with how well connected our community is now with trading stocks, we all have way too much materials to craft all the crap we have collected getting to lvl cap that I am at and a lot of other people are at or very close to. What now?... We want PVP on the PVE server in a limited form. Why not just go play on PVP you say? Well we all know each other on the PVE server, we chat all the time on Discords and have a real community going on and we want more ways to interact with other companies but not force them into PVP as a lot of these players just won't go play on the PVP servers, they just won't for a multitude of valid reasons. What i propose (and i welcome other people with ideas to comment below also) is we turn a few of the central lawless grids in full PVP zones with full land and see combat with full building allowed on land. The sea combat would be welcomed by all PVE groups alone we all want something to build up disposable ships for and just go blow them and each other all up. I would also like to see land combat rewarded with a reason to be there with either some specific tames only spawning here and resources like gold, mythos and multiples of material types to be gathered here. Encourage us to go there and we will go there, we will build defensive and offensive bases and we will fight our friends over them. I welcome feedback and debate but please no just go to PVP servers for PVP because honestly a lot of our friends just won't and that argument is mute, we just want more end game content within the community we have built.
  19. That's what actually need to be done. A lot of players just don't wanna deal with tames, and right now there is just no alternative. We should be able to obtain just regular horse with cargo harness for heavy cargo carry and should be able to use our tools as effective as tames do (for that - we should use better quality tools).
  20. Let's hear your dumb takes you can't stand! Please: No dev negativity! You can post dumb takes about the devs, but no posting praise of the devs as a dumb take. Dumb Take 1: " Pirates didn't herd animals! They weren't experts in dressage and farming! " First myth on our list, is also the most common one. It is 100% false, to such a degree its painful. Many pirates, Buccaneers, and privateers often sailed for the chance to purchase their own farms and plantations. Often, pirates would purchase these properties only to hire staff and leave family to maintain them while they served more calls to the sea. Just as we have "base bitches" so did pirates. Pirates certainly did not use animals as heavy machinery like we do as this is simply a mechanic to make our lives as players easier. However, it is not unheard of for pirate raids to consist of stealing or herding pigs, dogs, exotic animals, etc just as we do. In fact, none other than Captain Morgan himself wrangled thousands of hogs in his famous raid on Panama in 1671. Which is a raid strategy plenty of low level or under-powered players use in game, including myself! Secondly, as I already mentioned but it needs repeating: Owning and maintaining their current farm/plantation and livestock was the end goal of many pirates. Dumb Take 2: " Pirates wouldn't be caught dead doing all of this manual labor! " This is one I see people who are not from the America's spouting pretty often. It too, is really wrong: https://en.wikipedia.org/wiki/Haematoxylum_campechianum I really don't need to expand on how gathering specific types of a resource is a base mechanic of this game do I? Dumb Take 3: "Devs don't listen" Maybe it's cause I'm a kiss ass, but I feel pretty heard. All of my suggestion threads get dev attention, the devs respond to me on Discord.... Maybe your ideas are bad, repetitive... or.... you said it like an asshole? (Lack of trouble ticket response not withstanding.) Dumb Take 3: "Low Level Fatal Error" Oh man, this one. It was around for Ark too, or any game built in UE. It's literally the generic error name. Lordy. Dumb Take 3: "Atlas is just a Ark Total Overhaul/Ark DLC/Ark Mod/Ark Reskin." This one is by far my biggest hate. Just because its based on bad oversight during launch, as the menu for single player was still left in from using the Ark file Manifests (still uses them today, but Portal 2 uses Half Life 2's manifest... soo.....) This one is just something that comes flying in from salty Ark players who wanted this game to actually be an Ark reskin, when it's not. There is so much that is wildly different from Ark, while leaving some things the same. Which is okay! Alpha animals, tools, taming, temperature and stat mechanics, model reuse... That's all... just fine to use, its already a working system.... why should the devs done anything different; when literally NO ONE ELSE DOES. This is like accusing Rockstar of making Red Dead II a GTA V reskin. Or, better yet, accusing them of reskinning Table Tennis 2005 into GTAIV!
  21. ROFL...Impossible when you don't have a team working on the game at all. Also, pirate encampment implementation on single player is the stupidest fucking thing I've ever experienced in my life....playing solo...with 14 pirates in a camp way too far inland to assault from ship...all in heavy armor, crack shots, with cannons and puckles firing from every angle. And that's just one of 6 encampments on that island...
  22. I didn't ever play ARK and I even didn't watch a single video from the internet. So it's just coincidence. : )) I know it might sound weird and boring, but I'll talk about my main idea here. Right now WE DON'T NEED ANY MORE SHIP CLASSES at all. Difference between ships should be: - Size. - Speed. - Maneuverability. - Sturdiness. - FirePower. And you should find a compromise between those 5. Right now you shouldn't. Size doesn't matter - you can put small chest in very ship corner and put there like 15 tons of metal. And you won't wanna bigger but slower ship. Because size doesn't matter. As for maneuvers, sturdiness and firepower - you simply don't care. You can put alot of ceilings and roofs to you sloop and make it armored as hell. You can put there like 10-20 huge cannons to your ceilings and you don't need any big ship for that. You no need to do maneuvers during the fight because when it's free design, then meta comes in. Right now it's shotguns and kiting tactics. Instead of this: You create something like this: Call it "Ultimate destroyer" and go twitch to do stream called "I'm klling GhostShip with my meta-sloop". I would like to see "ship type matters". If I wanna carry more and do it fast - I go 3rd class, build corvette (my all time favorite) and with a lot of slots for "modules" I'll put there many cargo holds. It's also great to see actually cargo appears in my ship insides. If have like 16 beds for crew - I'll see 16 beds in my ship insides etc. If I wanna big firepower - I wanna big ship with a lot of gunports. Barkas have just 4 ports each side for eight - 8 pound cannons (each make 400 damage per shot). Meantime Corvette can carry twelve -24 pounds cannons each side (1200 damage each). Coulverines are less damage but more fire range. Each ship within one class is different. One might be well armed and heavy armored, another one - very fast but less armored etc. And of course battles. Boardside, maneuvering, using wind and sun as advantages (I'm gonna write about sea battles later). ----------------- But anyway. Thx for your feedback. That's just my vision of gr8 pirate game. I had one in the past (Russian game called "corsairs" - all ship pictures above from this game). There were some flaws of course but all ship related stuff was really awesome. And... to be honest - I don't think DEV are reading this, but even if they are - they won't probably pick any ideas from here : ) (I'm actually not sure if they do "Pirate game". More like "survival sandbox with some ships in it"). p.s. - I'm whiting here a lot, more for my English practice : )))
  23. Leave the forum then, Loser1. You must have tons of free time being an "expert coder of 30 years." Every senior developer I know has just tons of free time to shit post on a forum about a game they hate. 1: Atlas is an RPG first and foremost. Ever heard of the Hunter class from WoW? How about battle summons in D&D... oh... and... in this other game, that shares a lot with Atlas... god whats it called? OH YEAH! Pathfinder! 2: Well its good that you think bears and pigs. Stealing livestock in the Spanish Main was one of the primary activities of pirates. I'm glad to see that you are learning! While in reality, battle bears were more of a Russian pirate/navy thing (they were used to carry heavy things, like cannons!) we have them in game because its an RPG trope. As for castles, we already talked about Sir Henry Morgan's raid on Panama! Let's also not forget about how Sir Henry took over Port Royal! I'm happy you learned something today, its a start!
  24. Nice illustration and good observing, but also completly wrong. The strongest wind is north or south wind, east and west is slow. The better route would be trough polar also And bc of your otherwise valid observations, it make no sence to go that slow. you should try to make this trip in one strong wind cycle, which means about 1h30m, so dont load that heavy
  25. In my opinion current ships in the game are going totally WRONG WAY. I don't remember any of pirate movie, cartoon or game where captains were building shotguns-ships, were turning their ships to armored rhombus by roof covers. I don't remember pirates were building french-louvers, or carrying herd of elephants on smallest ship deck. All those metas, kite tactics, 40 big cannons on Sloop, all of that IS JUST MOCKERY OF WHOLE SAILING ROMANCE. I know I'm swearing right now, but sail ships in pirate games ARE THE CORE. THE VERY MAIN PILLAR of whole universe. And universe built just around em. And devs designed few ship, and then let em go as they are. After that they were on some giant crabs, magic torpedoes, dinos invention etc. IMAO that's just mockery of players. It's no surprise that online is falling, and even X-Box release didn't really help to fulfill the world. To be hones - I would just CANCEL all ship that are already exists and redo literally everything about them. We don't have any walls, ceilings, roofs right now. So no more 40 guns on ship with no gunports. No more elephants on sloop decks. No more 6 masts ships (I know there was one 14 masts ship in real history but that was an exception. Usually there were 3 or 4). My idea is: There are 26 ships in the game. Each consist of frame, planks/gunports, decks. Introduced new rgging, new sails attached into sail spots of that rigging and... lets call them "Modules". And yeah. Guns should go into just gunports (with top deck, nose and stern ports introduced). So is there room for creativity. Definitely yes. Is there room for ship disfigurement? Not at all. Let's take a look to seamanship skilltree. 5 main buildings in there. - Wharf - for ship building. There is special "sea smithy" in there. You can build there planks/gunports, deck, rigging, steering wheels, nose figure (you have to buy/earn/find blueprints for one), attachments, modules and patches. All navigator tools are also here. Also there is a loom for sails, where you can create 2 type of sails - square (for better speed) and triangle (for sharp wind angle). - Buoy - is a buoy. - Small, medium and big lighthouses... for light that guide you home (I'll talk about weather later). And there are 6 classes for 26 ships. You will have to open alot of skill here. Ships within one class are same size, but different from each other by SPEED, sturdiness and amount of gunports. 6 class: - Small shipyard - for building ships 6th or 5th classes. - Small repair dock - for repair, and rebuild your ships 6th or 5th classes. Small, cheap. For beginners. For short travels around the island or within one grid, or attacking small unarmed fishing boats : ) They advantage are great turn acceleration and break. - Rigging 6th class. There are planks, and gunports for 12-16 pounds cannon or 8 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also in this section. - Cockpits are captain places where respawn bed, gold chest and some private boxes are. - Cargo Hold (1x1x1) - for all cargo your ship carry. All cargo holds in a ship connected and have once access from ship round menu. Has limited space and reduced effect on ship's weight. - Berth (1x1x1) - has couple beds for crew. Without one you cannot hire the crew. - Ammunition - contains boxes for all cannonballs, spears etc, for your ship's firepower. Notice there is no cooking spot or resource box. Those ships are not suppose to do long travels. 5 class: For quests within couple of grids, or battle small trading vessels. - Rigging 5th class. There are planks, and gunports for 16-20 pounds cannon or 16 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. - Supply (2x2x1) - room where cocking spot, food storage and resources box located. 4 class: - Medium shipyard - for building ships of 4th or 3th classes. - Medium repair dock - for repair, and rebuild your ships 4th or 3th classes. For trading, resources hunting, half atlas traveling, escort missions and small battles against battle ships. Standard choice for solo players. - Rigging 4th class. There are planks, and gunports for 20-24 pounds cannon or 16 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. - Small cages (2x2x1) - for tames bear size and less. Each cage can hold just one animal. You can put animal in and out by selecting action in round menu. No more animals on decks, if you send then "following mode" and get to your vessel, your animal will stays outside on the ground or into the waters. Good thing is you won't loose em during your journeys, and they wont fall underground or fly to heavens anymore. There are feeding bowl here. - VIP (2x2x1) - For person delivery quests. 3rd class: Fastest ships here for all global questing. - Rigging 3th class. There are planks, and gunports for 24-28 pounds cannon or 16 pounds coulevrin Decks, cockpit (cockpit always built on stern side of ship) and actually rigging here also. Large cages (3x3x2) - for elephants size animals. They goes through two decks at once. Masterworks (2x3x1) - room that contains smithy, pestle and mortar, and tannery so you can maintain your staff during longest journeys. Attachments - Dinghy for drive from your ship to a shore. Dinghy have storage box. While attached to your ship, you can one click to transfer all stuff in there to ships cargo holds and back. Diving attachment - for underwater adventures. Extra cargo holds if you really need some x-tra. 2nd class: - Large shipyard - for building ships of 2th or 1th classes. - Large repair dock - for repair, and rebuild your ships 2th or 1th classes. Mostly unavailable for solo players. Those are absolutely perfect warbirds, for most epic seas battles against strongest enemies, or for those who wishes to collect alot of stuff/animals from around the world. - Rigging 2th class. There are planks, and gunports for 32-36 pounds cannon or 32 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. 1st class: The strongest firepower in a game. Not really good for sea fighting due to lack of maneuverability (maybe in squads or against the same vessels) but perfect for fort assault. - Rigging 1th class. There are planks, and gunports for 42 pounds cannon or 32 pounds coulevrin. Here also decks, cockpit (cockpit always built on stern side of ship) and actually rigging. How to create your ship? - You go your shipyard and brings resources for ship frame. - You go wharf and create planks or gunports (I would bring back resource difference between em). There are top deck gunports for top deck guns (6th and 5th class have only top deck ports). Few in stern and nose. You add decks (they go with stairs and holes for modules). You create one piece of rigging, and put it in one right spot. All masts, cables, ropes, ladders appears. All masts (even nose one) have few sails spot, so you go loom and choice which sails you wanna put in (square for speed and triangle for better wind angles) Then depends of your desire you create modules, or rooms, I listed above. Small ships have so little space so you have to choice wither you wanna gunports, or rooms, and which rooms you put there. Big ships can carry all, and you can make universal ship for all purposes or some special ship for certain goal. If you have a blueprint, you can create attach nose figure. If you have any beautification (like life tubes, lanterns) you can create and attach them too (for those who love micromanagement). If you have a dyes and brushes, you can paint your ship. Then you SAVE YOUR DESIGN and release ship. If your ship is damaged, or you wanna change design - you put your ship to repair dock. It shows how many resources you need to bring for maintenance or to fix damages. You put resources in and repair starts and lasts for couple minutes. NO MORE PLANKS YOU BRINGS WITH YOU IN YOUR TRAVELS. You can apply and replace planks (decks etc.) just in repair dock. You plank can leak but never disappear. In order to survive heavy damage, you go wharf and create patches. With patch you can restore your plank health from 0% to 50%. If you loose your ship it will appear in your home freeport as a ghost ship. Within some time period you can bring it back for gold. With no guns and crew, with empty boxes, but yet same level and design. So that's it, for ship. No need to release em alltogether, but one by one? Why not? And the last thing. Rigging, nose figures, beautification and modules can be different styles (like Asian style or Nordic style) and Devs can release those styles as DLC to get some extra income for game support.
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