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  1. Wind rotate it's direction clockwise. It raises and cut it strength from full to calm and back. That's how it works. Pretty simple. With half atlas travel by well loaded ship you will anyway hit counterwind and calm. You just pray so it won't be together, or your journey may lasts 1-2 extra hours. Something must be done with it. My idea was - wind should most of time blow average strength provide us full speed. Rarely it should raise to hurricane (damaging full sails and planks) and rarely drop to calm state with fogs. It should blow just one direction and from time to time change for reasonable angle (slight changes more often than heavy ones).
  2. - Small polar islands don't spawn yeti or bears and have basically the same resources, if you want a safer/quieter experience. - Tame bears can typically take on a yeti just fine. - Almost any tame animal can protect you from wolves. (I left a cow on one polar island and it kept eating the wolves!).Tame wolves also prove an insulation buff to keep you cozy - Fur armour is essential, you may also want to put 20-30 points in fortitude if you don't have blueprint furs so you can continue operating at night during a blizzard. - Fibre needs to be imported, thankfully fibre is also super light and easy to farm, especially if you tame a bear - Snowfall will NOT refill your water meter like rain; but it will still fill water barrels and irrigation. Also snow on the ground yields 200% when digging for water - Polar regions never have heatwaves nor storms. Weather is extremely stable and you basically just wear furs 24/7 Polar islands are an interesting place to live. They have HUGE amounts of stone, metal, flint, crystal and gems and frequently coal too; basically all the heavy materials you don't want to lug around by sea if it can be helped. Which makes them a great place to craft firearm/cannon ammo and it's often more efficient to build stuff out of stone than wood or thatch, one of the native metals - tin, is also the easiest in the game to smelt into alloys. Despite the inclement weather there is still a number of crops that grow there if you want to farm food (ie chilis). Most importantly IMO, they also have hostile whale spawns, which are a very easy source of gold if you hunt them. (Whales won't chase you into any depth where distance from shore is less than 100%, so don't worry about them eating boats, that was fixed long ago.) The main downside, is that they are super far removed from the rest of the biomes, making it less efficient to import exotic materials for crafting advanced blueprints (Straw for example is only found all the way down in equatorial). You will also find it difficult to breed anything in polar due to the extreme cold
  3. let just get rid of claim flag gold and put in a new system that works for new players that enjoy pve not pvp im a pc person not a xbox or ps4 i find the game little to heavy foucused on the dammed not other things weather, taming, hit boxes and so on still buggy as hell some server use mod to make atlas more like a full game this is just a feedback
  4. Straight up let me say – you’ll likely disagree with me instantly and that’s absolutely fine but I want to say my piece anyway. I find this topic really tricky to put into words that match my thoughts on it, but I’ll try regardless. And before I say anything – yes, it’s lawless, but I find that answer to be a cop-out. To start – since Atlas went into early access, I’ve played solo, in small companies of only several members, and been part of a very large company. I’ve lived in lawless and on islands owned by a larger company, and rented from a company and enjoyed relative safety. My be all or end all preference for Atlas – or where I like to live and play essentially, is in lawless. But I feel there is a giant inbalance between the lawless side of the game and captured islands and that is essentially what I want to write about today. I’m not seeking anything here other than to provide my 2cents on the topic as I find one of the best parts of the game to be the most frustrating and eventually unplayable due to this issue. Living in lawless is bloody dangerous and that’s why I love it. Similar to Rust, I like to live with the constant threat of danger – where anytime I step outside my base door there might be someone waiting for me there. Or I might be building, or farming, or anything and at any time can be attacked. I need this threat of danger to sustain my interest, and it’s why I could never play PVE. Over time I’ve noticed that little communities pop up in the different lawless zones. They’re not as bad as people make out – where you’ll see familiar faces in the chat who talk, trade and most importantly, often help each other when someone is causing trouble or raiding coastlines. I’ve made some completely random good friends in these zones – one of the best being a guy who was raiding me every time I was offline, who I’d in turn raid when I logged on (and he was off) and vice versa. This went back and forth until we were finally on together, had a chat and a laugh and formed a really tight ingame friendship. We started to even assist each other when raided. But the problem with raiding as always – 90% of the time the bigger raids come from players living outside of lawless, and this is where the problem lies. Players in lawless often attack each other. While I mention the above communities forming and the like, it is still very much lawless. There’s regular fighting on the beaches, raiding of bases, destroying of ships and the like, but at a much smaller scale than the larger company conflicts in the held island world. But what happens regularly is these conflicts aren’t won or lost by lawless vs lawless players, they’re well equipped players on well equipped ships sailing in from adjoining or nearby island grids and wiping the lawless players clean – only to disappear again to wherever they came from. I know this as I’ve done it myself – I’ve been a bastard at times and resolved an issue in lawless by bringing across a ship heavy with cannons from the safe island it was anchored at. A safe island that would never be found as I was renting on it. While I admit to this and it is admittedly somewhat shameful, I am forced to rent on an island if I want to partake in Atlas’s ship side of the game because quite frankly, it is impossible to keep a ship alive overnight in lawless. Any bases near the water get pulverised by visitors from grids that are often safe at the time they’re raiding. Any ships meet a similar fate – where walled harbours are possible, they’re also particularly easy to penetrate with a proper warship. While there are medium to very large companies who do spend a lot of their time raiding other held islands, there is a vast number of players who choose to raid in lawless for the precise reason I mentioned above – they can do so without repercussion. In a lot of cases they won’t even loot, just happy to sink someones ship and bail to the safety of wherever the hell they came from. Now the alternative is to simply not live in lawless. If I want ships to have a chance at being not sunk, I rely on there being a raid timer that offers safety for at least part of the day. But then at the same time, I’m living in a base that’s likewise safe and feels suddenly and very much to me like a PVE experience. As I said above, I just can’t do PVE, it is just not for me. I love lawless but find it is a land of empty docks and ruined bases. The whole ‘its lawless’ throwaway line just doesn’t cut it for me. Lawless is a fantastic playground for new players, solos and smaller companies but it’s not these people who are the danger but those sailing in from other grids. To me there’s a sizeable balancing issue there and IMO it’s ruining one of the best parts of Atlas – the lawless grids. I don’t know what the solution is, but in a perfect world (for me) – those living in lawless would be contending with people in lawless, and those living on islands where half their day is safe, should instead be raiding other islands and not able to wreak unchecked havoc in lawless. It would be a different story if there was an actual means of keeping ships alive in Lawless overnight and those visiting from other grids had some actual challenge waiting for them. I’d much rather see ships anchored about the islands rather than just wrecks, in progress builds or empty harbours. Thanks for reading and again, no issues at all if you disagree.
  5. Spent around 4,800 gold last night. Spent 800 gold 4x on 4 pieces of Atlantean heavy set and accidentally bought a 1k gold army of the damned helmet skin. Logged in today, completely nothing cosmetic in my inventory.... So I just lost roughly 5k gold for 1 single use of these? What happens? If i died i lose all the cosmetic craft/blueprints?... I don't understand. Network: NA PVP Krakens Grasp Grid: i10? j9( where i bought) Description of issue: See Above. Any screenshots or video demonstrating the bug: Repro steps if available/applicable: Die with cosmetic blueprints on you..? CCC (if location specific, please include the CCC with your report): Unaware.
  6. I have to agree, this game is short on the rewards and heavy on the losses. I'm now only playing single player and if I do lose something to the game, I'll just use an admin command to restore it. No more playing on servers for me until this game gets out of Early Access. The game is just too hard core for my tastes. I also can set the rates so that making a brig is just an hour or two, not a two day grind. That feels about right to me. BTW, from what I've heard, the bug with the climbing picks has been fixed. The ship grounding should not cause a ship to sink in my opinion. I can see it doing some damage, letting some water in, but there should be a method to unground the ship and get it afloat again. There are just so many ways you can lose your ship, why should hitting the bottom also be one of them? Ships have hit the bottom since they were invented. Most times they just bounce off and take some damage, but can be repaired. They don't usually sink because of it.
  7. well i mentioned in one of the answers that if atlas had been advertised as an ARK DLC i would have had no problem at all, wich implied that my problem with the asset recycling is mainly centered on how the game was missleadingly advertised. that being said i consider asset recycling to be an underisable practice, it might not kill a game but it certainly hits a heavy punch on it. TERA did the same thing over and over and it has gone from like 12 servers to currently 2-3, with the difference that TERA actually had a very strog point: carefully designed and challenging dungeons, now they are preparing the release of Ascent: Infinite Real and surprise surprise they recycled several items/objects textures from TERA, is that what we want our games to be in the future? a cheap recycle of old games? certainly i dont, hence why i am critic about asset recycing and why i wont be touching A:IR not even with a 2 meters long stick.
  8. the engine's associated assets might give a game a general feel of reminiscence as you mentioned but i can guarantee you that if enough creativity is put into something it can be completely different. about half life 2, no, it doesnt bother me if the have similar assets because they are totaly different, if you get to play ARK you will quickly notice the problem i am referring about is way wider then just asset recycling, is a giantic copy paste that also includes collision mechanics, movement mechanics, sounds, taming mechanics, even the how you drink water in early game is exactly the same, hell they even have the exact same bugs. i am pretty sure that if you got the left overs of another person's food as your food in a restaurant you would complain, yet here people even defend it like beggars who simply cannot afford themselfs something better. you are free to like and enjoy the game if you do so and i will never critizice you for that, but you gotta understand that the gaming industry is a sinking ship in wich companies feel entitled to do just about anything to grab some easy money, if we allow that to continue the only thing awaiting ahead of us is a heavy drop in games's quality and an exponential increase in its price.
  9. So it used to be in a week of heavy sailing maybe once when crossing a server wall I would end up with a server timeout. Annoying, but as a once a week thing not a big deal. Now, I get timeout errors every 4th grid. I can't go whaling without a half dozen host connection timeouts. Game should be improving, not falling apart. Where the hell does all of Wildcard's money go? It clearly isn't to server stability.
  10. Is the game dead? I've stopped playing since the last wipe. Since then, I keep looking back to the forum and see what changes. Apart from a completely useless update for X-Box players (sorry people, but first the game should be developed), there is not much going on. I switched one of my Ark servers to Blackwood last weekend. What can I say? I was horrified! The map is buggy (beds, claims) and seems unloving in many places. But there are a lot of useless buildings, too big islands and a horrible lighting. Pity! I've really missed the shipbuilding and some things on Ark lately, but after the experience I just have to say that my playing experience in Ark is far better then what I've been offered with Blackwood. I have the impression that the developers have maneuvered themselves into a dead end. The PvP-heavy MMO concept was an absolute failure and the game offers little content beyond PvP and Grind. Also, developers do not seem to have done much lately, or have become very quiet. Atlas, quo vadis?
  11. This should be fixed soon, he knows about it. Thanks for pointing that out. edit: Now fixed. I'm one of Doublee's admins and the primary map maker for the server. We retired the 5x8 map and upgraded to a 7x7 just after Xbox Crossplay went live. We were hoping to let them join us, but since no unofficial servers can run xbox servers but nitrado, we're doing mods instead. As of this post we have 7 quality of life type mods. -We have one of the more unique maps in Atlas due to heavy use of island clusters. -Biome transitions are logical (Equatorial<>Tropical<>Temperate/Desert<>Tundra<>Polar). Sub-biomes (Western/Central/Eastern) are also laid out logically. -Rewards in powerstone zones are a bit higher than on official (better risk/reward factor) -We also have Easyport zones as some of our home servers if you want an easier start to playing on the server (in addition to standard unmodified Freeport zones). -Both types of zones have the SotD difficulty, Flotsam quality, and Shipwreck quality modified appropriately (official doesn't modify shipwreck quality at all). -Of course we have all 9 powerstones and essences for your end game needs. -We have a PVP zone for those who love the PVE but want to battle it out on occasion (located in E4). -We recently added cross-server and discord chat to the server so you can chat across zone boundaries and with people in discord as you play. This changes the game a bunch for an unofficial server. It no longer feels like you're playing alone or just with your crew when you can talk with everyone else playing on the server cluster and discord. Live Map, Resource Map, and Composite map (important info the other two don't cover) are all available in the #atlas-info channel in discord. When you have had your fill of Atlas, he runs other servers for other games as well. He's very open to hosting servers for new games and mods that come out, which is one of the reasons I'm still playing on his servers.
  12. If you look at pictures of real frigates, the body shape of the brigatine in game is very similar to a fifth or sixth rate frigate (based on guns, 12 gun ship), I'd like to see more heavy frigates (28 or 32 guns (14 or 16 per side). A ship of the line would be cool, something like a 64 gun ship. I'd like to see the galleon have all the guns removed and made more of merchant ship with lots of weight
  13. i think wild pirates should have different classes and tone down the level! the normal pirates in game can be called "pirate sailors" they can uses bow's , knuckles , cutlass , and flint locks the heavy's can only use Maces and shields with cutlasses and the classes of them Pirate Bomber: they wear cloth armor and they have a bandolier around there chest with bombs on it! they will throw oil jars and bombs but if you shot it they go bomb! Pirate Ravager: they spawn with Leather armor but have cloth caps and they can have nearly any weapon but they are rare! Pirate Archer: these guys uses bows and crossbows and wear fur armor Pirate Medic: they don't attack but they heal their allies Pirate Captain: these guys use Two flint locks or two cutlasses and they are very strong and they bost there allies nearby. but if you kill them the crew becomes weaker and sometimes they will attack your base! also the damned could have some Damned sailor: weak but goes in high number (they act like zombies) Damned Bomber: these guys are the same but they can throw potion jars to kill you. and bombs! Damned Demolisher: they look like skeletons with a bandolier of bombs and hold a explosive barrel and if they get to close anything near him will be gone. but if you shot it they also go bomb! Damned Reavers: they uses any weapon in the book! Damned Necromancers: these guys look like skeleton ghost and they float (yes you can kill them) they can revive dead damned and can heal them and they like to shock you with electricity (it only hurts you) and he can summon skeletons that are Level 1 to attack you! Damned animals/pirates/pathfinder's: this is a idea but if they attack you you get a effect called "cures of the damned" all this dose is when you , your tame , buddy or even a random animal or pirate will turn into a damned. they they act like a there normal self but they fight for the damned! Damned Guard Gole: these weak flying demons will fly around and act like leather wings and will attack and pick you up! but they are weak. Damned captain: these guys look like zombie captains and they boost nearby allies. Damned Beast: these monsters look like a giant mound of bodys and legs and a squid like look with large mouth with thousands of teeth! one tentacle is wrapped like a club and will hit you! the other is electrical and will zap you! but if you shoot its mouth or back it takes 3x damage! and drop an nice bit of loot. also they are rare! also the damned can have bases on land and at the bottom of the sea and they will also attack your base!
  14. i got some ideas for the game Animals Gorillas: (walk like the Megapithecus from ARK but has the same abilities as bigfoot! and they are as strong as a Lion) Gator's (just a normal size gator that attacks you) Shark 's (the shark in game could be called "Razorsharks" and are found in the deeper parts of the sea but rarely found in the top!. these sharks look like just normal sharks and they are weaker but easier to face) Komodo dragon (these would have nearly the Same Ai to the Megalanda from ark but this one has large bone spikes and a large frill and can spit poison and bits you for a plage effect cassowary: (these very hostile birds are similar to the ostrich but they are brighter in color and and they can uses their claws to slash you) Seal: (despite the way they look they are really mean found mostly in the snowy parts of the world but also can be found also every wear they will attack you! Damned Animals/Pirates (these animals or pirates are cursed by the Damned and they have the same particles around them and have glowing green eyes) note this happens when a damned (blank) kills another animal , pirate or even pathfinder! and it will turn into a Damned) (kinda like zombie's) ----------------------------------------------------------------------------------------------------------------------------------------- NPC types! Some NPC's spawn at Crazy levels so i think the max should be 250 but here's some ideas for them Pirate Sailor: they are the most basic attacker's there weapons are (cutlasses , brass knuckles , flintlocks , spears and pikes) and they are kinda weak! and wear only cloth! Pirate musketeers: these guys wear a mix of leather armor and have a metal helmet on! they are kinda the rifleman in the group and they can uses (carbins , blunderbuss and flintlocks only) Pirate Bomber: these guys wear cloth armor but have a Bandolier on there left and right full of bombs! they will throw them at you but if you shoot the bandolier he will go BOOM! as well as anything near him! Pirate Ravager: they wear a full set of leather armor but have a cloth cap! these guys can have any weapon! from brass knuckles to crossbow''s Pirate Bowman: these guys wear fur armor and mostly bows but they also can use crossbows and can uses fire arrows! Heavy pirate: (change) they only use maces and shields. they cant uses guns Pirate Captain: these guys wear full leather and can have Two flintlocks , two cutlass's , or a blunderbuss and they are the leaders! -------------------------------------------------------------- Army of the Damned! damned Sailor: these guys are wearing cloth and have the damned look and they run at you (like zombies) Damned Bomber: these skeleton have a bandolier of bombs and he can throw them at you! Damned Demolisher: these poor souls have a bandolier with bombs but hold a explosive barrel and if they attack your base they will run up and blow up! but if you shot the barrel anything near him will be gone! Damned Necromancer: these ghost look like a floating skeleton with electricity around them and they can revive or heal nearby damned and can shock you( it can't stun you but dose hurt) and can summon level 1 skeletons to attack you! Damned Guard Gole: these Demon looking monsters fly around and they will try to maul you! they like to tear up your sails but they are weak Damned Beast!: this Monster Looks like a Mix of tons of Corpses and a squid he has a large Mouth with thousands of teeth and has a club tentacle that has spikes and a shock tentacle that he uses to zap you! but if you shoot his mouth of hit his back it will deal 3X damage! Damned Camps! they can spawn ether Under the sea or On land and most of the animals there will be damned and will act like a hivemind to kill uninfected pirates , animals or pathfinder's!
  15. Hi, i played atlas at release and then i quit after huge population loss and now i return at this season. I got 900 hours in this game and i feel like game is right on its tracks now i feel like every update make this game greater so good job dev team! First i have to mention the reason i play this game is naval combat. I played various naval games includes Naval action which i like most due to its mechanics. This game lacks naval diversity, i see people are trying different builds with ships but mostly they are getting sinked cuz theres always only 1 build that works for combat . Modules We definetly neeed more modules for ships like rudder, fins, anchor, ammo depot and all should randomly malfunction when they are not repaired fully. A rudder that can be damaged, broken and destroyed. Random malfunction: Stucked rudder. Finns that reduces your drag One use only anchors for fast manuevers that can be deployed from the front of the ship at shallows. Random Malfunction: released anchor due to a lucky shot. Ammo depot that can randomly catch fire slowly burns your ammo till you extinguish. Mast malfunction: Stucked sails. Damage Mechanics and Penetration Right now at naval fights your ultimate aim is to remove enemy ships planks. What if we didnt need to remove them? Cant just one shot creates leaks and damage internals and crew? So repair guys wont get bored? Different Plank types also would be nice to see to add on diversity on waters: Heavy plank: Slows the ship but has ticker armor and canon balls can bounce from it when they shot from certain angles. Medium plank: Average plank, Average penetraition protection, No speed debuff Light plank: Speed buff, low armor, low hp Ammo Types and More Calibers We need different types of cannons right now we have only two options, Medium Canon and Large Canon thats not enough we need more diversity. Long Canon; Deals less damage but has longer range, longer reload time. Medium Canon; Medium range, medium damage. Short Canon; Short range, Fast Reload, High Damage Ammo Types: Grape shots for canons: damages and kills the crew Spike shots: Right now they are useless but would be nice if they have chance to start fire since they explode with a fuse. Canonballs at different calibers for each canon type. All these canons should have exist in different calibers for different ships. SAILING There should be two different sailing modes, 1: Simple sailing mode: Like it is right now. 2: Advaced Sailing mode: Now im about to mention. We talked about modules that can broken and malfunction. Lets say your rudder is damaged and stuck and you cant turn anymore but is rudder the only way to turn ship? No, in real life you can turn the ships by just turning sails only if we were be able use the front sail and back sail seperately. If you move your sails like this the wind should push the front of the ship towards right and makes you turn right. If you move your sails like this the wind should push the back of the ship towards right and makes you turn left. Conclusion Im not gonna mention that we also need more ship types im pretty sure devs are working on it. Thank you for reading my post im gonna add more to the post by time. I also would like to hear what you think about this.
  16. Something that is not resource heavy like a brown texture that is on the land that will block spawns of trees within a certain distance so the tames you require us to play with can atleast move freely since their pathing is garbage at times
  17. Hi, i played atlas at release and then i quit after huge population loss and now i return at this season. I got 900 hours in this game and i feel like game is right on its tracks now i feel like every update make this game greater so good job dev team! First i have to mention the reason i play this game is naval combat. I played various naval games includes Naval action which i like most due to its mechanics. This game lacks naval diversity, i see people are trying different builds with ships but mostly they are getting sinked cuz theres always only 1 build that works for combat . Modules We definetly neeed more modules for ships like rudder, fins, anchor, ammo depot and all should randomly malfunction when they are not repaired fully. A rudder that can be damaged, broken and destroyed. Random malfunction: Stucked rudder. Finns that reduces your drag One use only anchors for fast manuevers that can be deployed from the front of the ship at shallows. Random Malfunction: released anchor due to a lucky shot. Ammo depot that can randomly catch fire slowly burns your ammo till you extinguish. Mast malfunction: Stucked sails. Damage Mechanics and Penetration Right now at naval fights your ultimate aim is to remove enemy ships planks. What if we didnt need to remove them? Cant just one shot creates leaks and damage internals and crew? So repair guys wont get bored? Different Plank types also would be nice to see to add on diversity on waters: Heavy plank: Slows the ship but has ticker armor and canon balls can bounce from it when they shot from certain angles. Medium plank: Average plank, Average penetraition protection, No speed debuff Light plank: Speed buff, low armor, low hp Ammo Types and More Calibers We need different types of cannons right now we have only two options, Medium Canon and Large Canon thats not enough we need more diversity. Long Canon; Deals less damage but has longer range, longer reload time. Medium Canon; Medium range, medium damage. Short Canon; Short range, Fast Reload, High Damage Ammo Types: Grape shots for canons: damages and kills the crew Spike shots: Right now they are useless but would be nice if they have chance to start fire since they explode with a fuse. Canonballs at different calibers for each canon type. All these canons should have exist in different calibers for different ships. SAILING There should be two different sailing modes, 1: Simple sailing mode: Like it is right now. 2: Advaced Sailing mode: Now im about to mention. We talked about modules that can broken and malfunction. Lets say your rudder is damaged and stuck and you cant turn anymore but is rudder the only way to turn ship? No, in real life you can turn the ships by just turning sails only if we were be able use the front sail and back sail seperately. If you move your sails like this the wind should push the front of the ship towards right and makes you turn right. If you move your sails like this the wind should push the back of the ship towards right and makes you turn left. Conclusion Im not gonna mention that we also need more ship types im pretty sure devs are working on it. Thank you for reading my post im gonna add more to the post by time. I also would like to hear what you think about this.
  18. Implement rails as a way to transfer resources fast. This must be a mid to late game way for enstablished companies not to waste much time getting overecumbered do the tidious resource transports from vaults to harbors, from heavy nodes( like metal farms) etc. This is a way to make logistics way easier
  19. I'll expand this over time, but for now I have three suggestions that I think would benefit the game. Winches: currently, there are a ton of vertical stretches which require some effort to ascend without the use of a crab, which is very late game. Once you get up to these areas, you are fairly regularly rewarded with rare materials that can't be found elsewhere in the grid, or even the surrounding grids. To make getting up and down easier, players have three main options, build and elevator system which is a hefty investment of time and resources, build a ramp system with supports and cliff-platforms, which is an equally heavy investment (if not greater), or build a zipline system (which can't be operated when encumbered). But given the era and technology level that these Pathfinders have access to, there should be a fourth option for those who don't need to build that much infrastructure. If all you need to do is lift and lower items instead of people and animals, a winch system which can be extended by means of a craft able rope would certainly do the trick, it could lower items extremely quickly for off-load, and raise up quickly once it was empty, or slowly if still full. Writs of Cessation: Now for solo/duo / small company player QoL, in many cases, these players will find themselves forging amicable relations with larger companies and have a desire to join them on expeditions for various purposes. Since you cannot spawn on Allied beds or use any allied structures whatsoever, this can prove to be extraordinarily risky. My suggestion is to offer "Writs of Cessation" at Freeport with various price points corresponding to increasing time intervals. The basic premise is that this is a legal document that states that the company is temporarily halting it's business operations, but will remain open as long as the Writ is Returned to a Freeport within the given time frame. Essentially, using a writ you could leave a company with zero members and it will continue to exist until the Writ expires. If you turn it in prior to that expiration you will immediately be returned to your company no worse for the wear. This would make joint ventures much easier to conduct logistically and encourage co-operation between companies. Tame Aggression: Taming QoL, as it stands, there are many easily accessible whistle options for changing your tames aggression level on the fly, but in many cases you are unable to press the button you're looking for before whatever situation your facing gets seriously out of hand. This is particularly true when you're looking to tame something, (which if it's a high level is in inherently high stress situation) often you will be swiped during the feeding process and any tames you have nearby will turn aggressive against the bola'd target, causing you to lose the tame. While whistles have high utility, I have found that having to switch between aggression levels leads to a lot of headdesking, and in some cases you'll even lose tames because you forget to take them off Passive. IMO, this could all be solved simply by making it so that tames NEVER turn aggressive towards bola'd creatures, period. Maybe this would be more complicated to implement than I am thinking, but if it can be done without too too much effort, I think it would be great. More later! Feedback/Discussion welcomed.
  20. I'm on a private Blackwood server. Does the silo work on the Blackwood map? I had read somewhere that it didn't and I don't want to build it just to have it ineffective. I agree about the weight as my brig is a little too heavy for my tastes.... I'm trying to fight SotD and since this is my first time ever doing naval combat, I need the speed and mobility.
  21. Treasure maps and Power Stone cave camping seem to be the quickest ways to level up. Also 14 cannons on a schooner? My god that's too many. Speed dictates fights. When you are heavy like that you are a sitting duck and easily sunk.
  22. yeah, keep an eye open, like the time a vulture started attacking my 90% tamed olfend then i shoot it while it was about 2 meters above the ground and the arrow kills my olfend wich was lying on the floor instead because hitboxes are not fucked up or anything yeah i will be wearing heavy armor in a desert biome in a pve server ROFL yeah the lion will kindly let you do the minigames for the medikit *facepalm* yeah i am sure pirates gave a lot of tought to their vitamins diet LOL but lets not see the obviously stupid creature spawning mechanics, the faulty and most of the times usless endurance system and improvised taming system, lets be mediocre and conformist, i am pretty sure if we dont mention it they will focus on solving it instead of going for a quick cash grab in other platforms....wait... thats the problem, this is a farming/taming simulator not a pirate game, and thats not even an opinion, we have only 4 types of ships while 27 different tameable creatures.
  23. Hi guys, can someone help me figure out what impact reload speed has on my calculations? What I did was math out when 240 damage from an additional cannon would be less damage then 4٪ extra damage for all cannons. Long story short, after 6 Heavy Cannons, a 14th Medium Cannon adds less total Damage then leveling 4٪ damage increase. (The 13th Cannon is exactly 4% total damage increase btw) However, I dont know how to adjust this math when factoring in reload speed. If my cannons say reload twice as fast, is leveling a crew slot for a 14th cannon now better DPS then leveling a 4% damage? Any insight yall can provide would help greatly!
  24. I don't know if this is just an sp thing but I went to buy a cos skin from the vendor in blackwood today and instead of the officers outfit only costing 15g apiece like it did b4 update, the whole outfit is now 500g!!!!. the AOD outfit is now 5000g and hydra heavy 3000g? please tell me this is a glitch? But the worst thing for me is still the bowsprit guys, just because your ship designers don't know ship anatomy and think a bowsprit is a figurehead, why should that mean I now have to pay 500g for it? 400 was bad enough. And ships just do not look right without them. Also I thought the idea was to cut down lag and clutter in this game so why does the large shipyard now only make the brig and not the schooner? on a plus note thanks for upgrading the fishing.
  25. People always complain that in Atlas the fighting seems slow and chunky.. When I watch people fighting it looks more like what you would see in real life two average joes throwign punches or swinging a heavy weapon around.. People are too use to having super hero ninja moves when fighting in games.. but, it does need some work to it, even saying that lil more momentum with many actions. When I try to picture myself running down the street throwing punches without stopping.. I realize how absurd that is... I mean me running down the street for no reason, let alone being able to free punch everything like a boss
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