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  1. Since i read they are planning to rework melee combat (and add new weapons) i just wanted to give a suggestion. Instead of having 5-6? Keys to attack a mix of mount and blade and Skyrim melee would be great. For those who don't know in m&b you use mouse to decide your attack and block directions. Down - Stab/block Up - Down swing/block Left - Right swipe/block Right - Left swipe/block But the problem with m&b pvp is you can just hold the LMB forever and attack whenever you want or spam attack and block so I thought of adding the Skyrim heavy attacks when you hold the key. So if you hold down the key instead of canceling with block or dodge you start a heavy attack which you are committed and can't cancel. You become immobile giving enemy a chance to attack you, shield bash interruptions always stunning you. Heavy attacks have a increased damage at the cost of stamina and always staggering opponent. Dodge: Its still the same back/side step, i tought of adding rolling for hide armor but decided it might be better as a feat. You can't back step stabs and down swings and you can't side step side swings, you will take damage. Timed dodges will increase your next attack speed greatly but for a reduced damage for a very short duration Block and parry: It's the same expect you also have to block up and down now. You can block heavy attacks but you will be stunned and your weapon will lose more durability. Timed blocks(parry) will change your next attack to heavy attack with increased speed for a very short duration all blocks and parries will damage weapons durability Shieldbash: Stuns enemy if used while enemy charges up for a heavy attack. Staggers enemy if used before enemy basic attacks land (like parrying with a shield) Staggering: Its a short interruption also slightly pushing you back. You take slightly increased damage while staggered. Stagger duration is lower the higher tiered your armor is Cloth common = ... = myth < Hide < common < ... < Myth < plate common < myth Basic & heavy attacks: Mouse up - Down swing / heavy down swing Can't be dodged by backs stepping / Deals increased damage and greatly increased stagger time Mouse down - stab / heavy stab Can't be dodged by back stepping, greatly reduced damage but very quick / normal damage, still faster than other heavy attacks and slows the speed if used on staggered enemy Mouse left & right - side sweep / heavy side sweep Normal attack, increased speed if used in succession on opposite sides (L,R,L,R) / increased damage, applies bleeding (does not stack but resets duration) That's it then. I'd like to hear your thoughts and please tell me if I missed to explain something So anyway i just got overexcited created account get everything off of my system and didn't really give it much of a thought on how it would work on laggy servers or how it would work on pvp since i only play single player. Good evening everyone.
  2. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 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
  3. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  4. First and for most..nice Attempt... but needs a lot of work... despite all your NPC crew options they still shoot at everything that floats with in range of your ship wasting tones of ammo. (Before you say anything yes I have tried all the options, passive, aggressive, ships only ect ect ect ect ect) Also they DO NOT REPAIR while idle. I had three crew on my ship not assigned to any station two where on wander and one was not and I took heavy damage and the did nothing to aid repairs and I lost the ship. Thirdly.. NOT EVERYTHING NEEDS TO BE A DAM MINI GAME!!. I get having a little mini game to speed up loading your black powders firearms but one to bail water out of your ship or just to scoop it out of the ocean????? like come on!! really... UNNECESSARY TO END DEGREE!! Fourth.. cyclone storms don't have to be chasing you all over the map when they happen.. 5th.. the radius of how close a mine can be to another industry building is a bit ridiculous. Lastly if a player losses their ship it should have a inventor bag or chest that players will have a 20 min chance to recover.. Thank you. I hope you (the developers) take these things and change them I think it would make the game that much better for everyone.
  5. U know guys... what I really love to see in release version - is reworked weather engine. Because weather (along the ocean and ships themselves) is the CORE of sailing game! It should be cool. It should bring spectacular view. It should require us to deal with it!!! What should be done: - Removed "Waves" (both cold, heat and fog) because they just makes no sense and doesn't brings anything to the game (seriously - If I hunt SotDs during fog I just stop, go alt+tab and watch youtube, and if I sail somewhere - I just sail). - Removed 3D clouds. We're not in flight simulator, where 3D clouds matters. - Wind rotation system should be canceled. - Pacman with 100500 tornadoes - should be canceled. --- - New skyboxes added, with different types of weather. So everyday we experienced something different. Bright sunny days. Partly cloudy. Gloomy gray. Drizzle. Heavy rains etc. Also snowstorms, white mist in cold areas. With spectacular sunrises and sunsets, rainbows after the rains, st. Elmos before storms. And all that kind of stuff. - Steady wind (most of the time it's average strength, but rarely goes to calm or hurricane). It's fine for me if it will be random direction and strength every grid. It should change it's strength and direction from time to time (not that often). - Deadly thunderstorms with lightning strikes risk. Damaging planks if you point wrong angle to waves, or go full speed, and damaging fully opened sails. - Tornado should land rarely. It should be large, single, predictable, avoidable (at all costs) and deadly to pass through. --- Maybe some weather skills allowing us to predict the weather, or check one at neighbor grids. Maybe some +xp bonus for ship - sailing through dangerous conditions.
  6. I think the only reason the numbers go up after a wipe is many feel the need to replace what they lost. While at the same time I think each wipe make most care a little less about the whole project. Why invest the time only to lose it again. I hate starting over. It's just not worth it. I used to be a very heavy player. The wipes did it for me. Now I'm just a visitor that pops in twice a week to reset an anchor. Now I see my efforts being destroyed as just a way for them to get a short population boost. When I hear and believe there will never be another wipe, maybe I'll invest again.
  7. Do you mean a solo player can't have an island? A solo player really shouldn't have a full island. But you can/should claim a section of beach to build a base on. As far as a new player... the servers were just wiped, we are all new players starting out fresh. If you are saying you can't find a section of beach to claim... you're just not looking because the islands are not full. However, Atlas can be hard from a knowledge point of view if you're just starting out. True! Knowledge is power here. What is possible... running solo, since the wipe, I've built a gally, brig, 2 bases, 2 markets, a few bears, and have +100k gold. Point being it not about what's possible. Xbox? Don't know anything about Xbox. Atlas is running great for a change on PC. No long load times, no crashing, no losing bears crossing grid, little to no lag. I've never seen Atlas run so good. Wow! Did I really just say that? Maybe the new replacement devs are better than the old ones. Now if they stop with the cats in hats and make content people really want.... P.s. Yes, the old boat are 5 times more data heavy but the new ships suck 5 times harder. I don't want one. Just my opinion. P.s. And the ship pay wall just moved the cost from one place to another. You need the ship to make the money... need the money to make the ship. Or, do lots of un-fun grinding. It's like the chicken and the egg with neither coming first. Free may not be right. I don't want to see 100s of parked boats again. Maybe 1k Sch. 5k Brig, 20k Gally.
  8. Overall I agree that this game has a lot of issues, many of which seem like simple fixes. I think @Nutty Grandadhas a more than fair list but I'm still really excited to get back onto the game again. Sad to lose what we have but excited for the opportunity to stake a good piece of land. With regard to PvE and PvP I strongly think that abandoning PvE in any facet is a major mistake. One of the most unique things that only PvE truly offers is a self sustaining economy; I don't thin any other game I've played matches it. I would however, like to add a wish list for content improvements, which can hopefully be added in conjunction with the fixes. Hoping a dev reads this and takes it seriously because I really think this game could be so good (again assuming it does end up functioning logically and properly). The more simple decorative things we have to make each building unique, the more legitimate towns and cities you'll see pop up. 1) Various styles for the thatch, wood, and stone (walls, doors, floors, roofs, all of it) and PLEASE ADD GLASS especially for better windows. Wood is probably the easiest to explain. The current style is almost Bavarian. Add a log cabin style, a vertical plank style, etc etc. Also iron bars and doors for creating more realistic prisons. 2) Add a new style pillar that's bulkier and operates as they do in Ark. Those bulkier pillars always added a great way to accent builds and if you could naturally snap them to corners (As you should be able to with the current pillar style as well) they would be much more aesthetic for docks and canopies 3) Fireplaces and bon fires like in Ark were great adds 4) Tannery, apiaries, etc 5) Clutter Items - Hay bales, Boxes, Fishing Racks, 6) Water Towers and water troughs for animals 7) Grain silos that are much larger than the current crew silos, specifically designed for exceptionally lengthy storage for fruits and vegetables 8) Pleaseeee improve the farming system. All I mean is please stop making us plant into those stupid little planter boxes. I would love to see actual farms being built where maybe the land has to be tilled and seeds planted into the ground. 9) Better signage. Just more fonts and font sizes along with new sign options (hanging banners, wall banners, etc 10) Add street lamps that function just like wall torches but provide a far more aesthetic option for builds 11) Bring in bonemeal fertilizer for regrowing destroyed fauna and when selected it should show you what is going to grow and where. 12) Add buildable bushes, hedges, decorative trees / flowerbeds etc 13) Allow more ground clipping. Building on hills can be really cool but the major issues this game has with even placing foundations through uneven terrain looks so dumb sometimes (gaps and holes versus the building being flush with the ground) 14) Different lighthouse options. I LOVE the lighthouse to signify where a settlement is, but we really should have some smaller options 15) FURNITURE - Couches, benches, more chairs, more tables, cabinets, indoor sinks for limitless water taps instead of throwing water barrels everywhere (they should only be needed on ships), bedroom style dressers and tables, vases, indoor lighting options, bars and bar stools, rugs / carpets (Can even add versions for animals that you've slain like bears for example), different beds (Make larger options that could act like 2 beds for spawning but cost more materials) 16) Bars / Restaurants - Allow for creatable dishes, cups, and plates when placed in hanging cabinets and racks have a visual aspect to them and can be placed on tables they looks like place settings and if you have guests / customers you can place food or drink in them which can be interacted with rather than tossing a parcel on the ground 17) More fence gate options. Particularly for farms. I would love to have certain farm animals on roam and have them not glitch through the fencing but also be able to pass through various gates 18) Water features. Possibly pools and fountains. 19) I would love for there to be a way to create dirt roads but I honestly don't have an easy suggestion for this 20) More basic clothing skins; bard, bartender, farmer, etc 21) Perch bars (for birds to be placed on), hitching posts that animals like horses and be tied to 22) ITEM STORAGE - Mannequins and weapon racks / display cases that you can place various clothing, armor, weapons, and tools for display would make for a great addition to any settlement AND allow a player to actually view the painting and customizations they may apply. New Animals; 1) Add a great white shark variation of shark. Even if its just a reskin of half of the current hammerhead style I think it'd be a nice add (NOT tameable) 2) Eagles - Larger than vultures but still a shoulder pet. Ability would be for the player to see what they see while flying short distances. Sort of like a lookout. Also able to highlight tamed animals within a certain range that may have gotten lost. 3) Domesticated Dogs - A few variants (Husky, labrador, golden retriever, blood hound, collie, etc). Ability would be increased happiness within a certain range which dramatically reduces food, water, and vitamin depletion 4) Polar Bears - Larger, slower, and naturally aggressive in comparison to current bears but they have higher damage dealings and in warmer climates they eat (and drink should you take that suggestion above) more often 5) Pigs - Smaller than the current warthogs. They're primary use is that they produce more meat when slaughtered than comparable animals 6) Donkeys - Slower than horses and a bit smaller but naturally have exceptional carry weight with worse stamina 7) Ducks - Similar to chickens but they can swim and their eggs can be used in new recipes 8) Bison - Similar to bear and rhino they take a while to get running at a decent speed and inflict a heavy damage ram attack but are generally passive. Like cow and bulls they produce prime meat but also a lot of wool. 9) Goats - Flocks of 3 or more goats and sheep combine to make crops grow faster within a certain range 10) Leopards - A bit smaller than lions and tigers but capable of climbing trees and other wood structures
  9. It had been a few years since I had been to the sea. The life I had once loved was a distant memory and I had moved on from the life of piracy to settle down in a quaint village before Davy Jones and the sea came a knockin' to collect back what I rightfully stole. I swore I'd never return. But when my younger brother wrote to me of a mysterious, new discovery he had made, promising of treasures untold. I was forced to return to the fickle waters, after adamant warnings of danger had gone unreturned. For you see, if the sea has taught me anything, it is that no matter the glory or riches that may come your way, there is always a price to pay. When I arrived in the port town of La Noferia, I was quick to learn that my brother had been missing for some time. From the locals, I had learned he had arrived a few weeks ago regaling anyone who would listen about his new discovery and potential fortune. The idiot had always been a boisterous one and it seems it may have cost him, dearly. A few of his crewmates informed me he had been staying in a small shack a few hours from the harbor so I immediately took off and by nightfall of that first day, I had arrived. It was a lonely thing, this shack, sitting on the edge of land and beach silhouetted by the moon as the shore curled behind it, leaving only the ocean beyond it. As I entered, it reeked of sea and spirits, as well as a few rotten meals from nights before. I carefully searched the shack, but there were no signs of my brother and from the condition of the room, no one had been around for days. Exhausted, I sat down on the steps in front of the door and looked out to the sea, contemplating the odd reunion taking place before me and wondering what twisted fate the sea had planned for me. It was then that I saw it, off in the distance, a small sparkle in the tide. I knew it before I even got up from the steps but still I ran to the tide, hoping to disprove my darkest fears. As I drew closer, the outline of a body began to take shape. Although he was face down when I approached, I knew it was him. He was prone, lifeless, washed up from the sea and around his neck was that stupid bandana: the one he was so proud of, the one he never took off, the one I gave him when he took my place in the company. As the waves lapped over the poor soul, I dropped to my knees and cursed myself realizing my debt had been paid. Through the tears I noticed he was holding something. A book of some sort, inset with an exotic jewel that I had never seen before. Is this what this fool had thrown his life away for? I pried the journal out of his hands and sat in the damp sand, book in my lap. Unnerved by the tide, I needed to know what was so important that my brother was willing to die for and so by moonlight, I began to read. Most of the pages were damaged, torn out, or in a language I could not comprehend. Tried as I could, I was unable to make sense of it and after what seemed like hours, I threw the book down in frustration. Defeated and knowing the responsibilities still required to tend to my dead sibling, I reconciled to calling it a day. I looked at the body next to me with a feeling of guilt and frustration, staring at that damned bandana. Why did I have to give him that stupid thing? Why couldn't I protect him? Why couldn't it have been me? Blinded by the welling rage, I grabbed at the bandana attempting to rip it off him. To my dismay, the knot was under his neck and I was forced to flip him over to untie it. Perturbed, I rolled to my knees and shoved the lifeless corpse exposing his smiling face now bright in the moonlight. That wily smile, the one that had been his forgiveness after all the pranks he had pulled on me as children, now revealed, startled me causing me to sit back on the damp sand. "One last prank?", I thought as I recovered and surveyed the lifeless prankster in front of me. "Even when you're dead, you're an asshole", I muttered as I leaned back over him to untie the bandana. But as I reached over, my eyes widened as I caught a glimpse of a familiar parchment carefully tucked under his shirt. I quickly grabbed the damp, tattered pages, identical to the ones found in the journal. One seemed like a cypher, half in the foriegn writings and the other, in my brother's handwriting. The other was written by my foolish sibling, an already translated copy of one of the pages from the journal. Maddened by this turn of fortune, I began to read aloud the blood-stained scribblings that my kin desperately died protecting. As the last words trailed from my lips, I froze. Unsure of what to do with this amazing new discovery, my mind blanked. Suddenly, a smile crept to my face and I began to laugh. Unable to control what was coming over me, the laughter began to build, louder and louder to the point of hysteria. “You son of a...”, I yelled as I finally got a hold of myself and wiped a tear from my eye. There was only one thing left to do in my mind: Unearth the mysteries of the journal and continue the discoveries my brother sacrificed himself for. “For the first time, we’ll do this together, Nathan.” I whispered as I untied the bandana from his neck and fastened it around mine. Once I got to my feet, journal and pages in hand, I began to walk along the shore preparing in my head the arrangements for my brother's funeral and for the upcoming adventures ahead. The sea had cleared my slate and I paid a heavy price. But the way I see it, Nathan didn’t get the chance to take from all that life has to offer, so for him, I plan to collect in full. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 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
  10. It had been a few years since I had been to the sea. The life I had once loved was a distant memory and I had moved on from the life of piracy to settle down in a quaint village before Davy Jones and the sea came a knockin' to collect back what I rightfully stole. I swore I'd never return. But when my younger brother wrote to me of a mysterious, new discovery he had made, promising of treasures untold. I was forced to return to the fickle waters, after adamant warnings of danger had gone unreturned. For you see, if the sea has taught me anything, it is that no matter the glory or riches that may come your way, there is always a price to pay. When I arrived in the port town of La Noferia, I was quick to learn that my brother had been missing for some time. From the locals, I had learned he had arrived a few weeks ago regaling anyone who would listen about his new discovery and potential fortune. The idiot had always been a boisterous one and it seems it may have cost him, dearly. A few of his crewmates informed me he had been staying in a small shack a few hours from the harbor so I immediately took off and by nightfall of that first day, I had arrived. It was a lonely thing, this shack, sitting on the edge of land and beach silhouetted by the moon as the shore curled behind it, leaving only the ocean beyond it. As I entered, it reeked of sea and spirits, as well as a few rotten meals from nights before. I carefully searched the shack, but there were no signs of my brother and from the condition of the room, no one had been around for days. Exhausted, I sat down on the steps in front of the door and looked out to the sea, contemplating the odd reunion taking place before me and wondering what twisted fate the sea had planned for me. It was then that I saw it, off in the distance, a small sparkle in the tide. I knew it before I even got up from the steps but still I ran to the tide, hoping to disprove my darkest fears. As I drew closer, the outline of a body began to take shape. Although he was face down when I approached, I knew it was him. He was prone, lifeless, washed up from the sea and around his neck was that stupid bandana: the one he was so proud of, the one he never took off, the one I gave him when he took my place in the company. As the waves lapped over the poor soul, I dropped to my knees and cursed myself realizing my debt had been paid. Through the tears I noticed he was holding something. A book of some sort, inset with an exotic jewel that I had never seen before. Is this what this fool had thrown his life away for? I pried the journal out of his hands and sat in the damp sand, book in my lap. Unnerved by the tide, I needed to know what was so important that my brother was willing to die for and so by moonlight, I began to read. Most of the pages were damaged, torn out, or in a language I could not comprehend. Tried as I could, I was unable to make sense of it and after what seemed like hours, I threw the book down in frustration. Defeated and knowing the responsibilities still required to tend to my dead sibling, I reconciled to calling it a day. I looked at the body next to me with a feeling of guilt and frustration, staring at that damned bandana. Why did I have to give him that stupid thing? Why couldn't I protect him? Why couldn't it have been me? Blinded by the welling rage, I grabbed at the bandana attempting to rip it off him. To my dismay, the knot was under his neck and I was forced to flip him over to untie it. Perturbed, I rolled to my knees and shoved the lifeless corpse exposing his smiling face now bright in the moonlight. That wily smile, the one that had been his forgiveness after all the pranks he had pulled on me as children, now revealed, startled me causing me to sit back on the damp sand. "One last prank?", I thought as I recovered and surveyed the lifeless prankster in front of me. "Even when you're dead, you're an asshole", I muttered as I leaned back over him to untie the bandana. But as I reached over, my eyes widened as I caught a glimpse of a familiar parchment carefully tucked under his shirt. I quickly grabbed the damp, tattered pages, identical to the ones found in the journal. One seemed like a cypher, half in the foriegn writings and the other, in my brother's handwriting. The other was written by my foolish sibling, an already translated copy of one of the pages from the journal. Maddened by this turn of fortune, I began to read aloud the blood-stained scribblings that my kin desperately died protecting. As the last words trailed from my lips, I froze. Unsure of what to do with this amazing new discovery, my mind blanked. Suddenly, a smile crept to my face and I began to laugh. Unable to control what was coming over me, the laughter began to build, louder and louder to the point of hysteria. “You son of a...”, I yelled as I finally got a hold of myself and wiped a tear from my eye. There was only one thing left to do in my mind: Unearth the mysteries of the journal and continue the discoveries my brother sacrificed himself for. “For the first time, we’ll do this together, Nathan.” I whispered as I untied the bandana from his neck and fastened it around mine. Once I got to my feet, journal and pages in hand, I began to walk along the shore preparing in my head the arrangements for my brother's funeral and for the upcoming adventures ahead. The sea had cleared my slate and I paid a heavy price. But the way I see it, Nathan didn’t get the chance to take from all that life has to offer, so for him, I plan to collect in full. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  11. Ahoy Pathfinders! With this upcoming patch, we’re looking to turn up the heat and blow you away with a new ship that may leave you feeling as if you’ve been hit out of nowhere. The Broadsider is a heavy-hitter packing a devastating punch with 40 cannons at its disposal. Given the opportunity, the ship will make quick work of any vessel or defenses that are unfortunate to fall into its firing range. However, this will be the first ship to be only available through blueprints. These blueprints may be found in shipwreck sunken treasure locations and will come in different rarities. The rarer the blueprint, the more modular points players will have to deck out their ships. Test your luck and see if you can find a mythical Broadsider to add to your fleet. We also have some major fixes in this update and will be continuing our effort to make Atlas a better game with each iteration. Please continue to submit any bugs to our bug report form here. We review all entries and will be sure to address all issues as soon as we are able. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v531.05 New Content: New Modular Ship Variant: Broadsider The Broadsider is the first in a new system of modular ships that is only craftable from blueprints. These blueprints are found in shipwrecked sunken treasure locations around the world, and craftable in the advanced shipyard. Cost: 22,000 gold and 50 dried tentacle Weapons: 40 standard cannons Max Level: 50 Sail Points: 10 Repair Resource: Patch Kit Blueprint Only Modular Ships Blueprints for ships that are unique Found at shipwreck sunken treasure locations Quality of the blueprint scales modular points on the ship, which allows for additional customization options. Bug Fixes: Fixed areas on the Mortar ship, Kraken and Ramming Galley where paint was not showing properly Fixed Instances in which the Paint Spray gun would not cover all regions Fixed Position of the Steering Wheel on Mortar Ship Fixed instances where Islands could affect nearby seaforts' peacetime. Fixed Instances in which Control Points could be selected as Islands to respawn on Fixed instances in which company cooldown was being circumvented Misc. Ship Respec should now be working properly after 48 hour cooldown Known Issues: Broadsider Icon is outdated Scaffolding length on the Advanced Shipyard for the Broadsider is incorrect Small gap in the front castle of the Broadsider Graphical inconsistency with water surrounding the Kraken and Broadsider Ladder position on the back of broadsider is incorrect Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 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
  12. Ahoy Pathfinders! With this upcoming patch, we’re looking to turn up the heat and blow you away with a new ship that may leave you feeling as if you’ve been hit out of nowhere. The Broadsider is a heavy-hitter packing a devastating punch with 40 cannons at its disposal. Given the opportunity, the ship will make quick work of any vessel or defenses that are unfortunate to fall into its firing range. However, this will be the first ship to be only available through blueprints. These blueprints may be found in shipwreck sunken treasure locations and will come in different rarities. The rarer the blueprint, the more modular points players will have to deck out their ships. Test your luck and see if you can find a mythical Broadsider to add to your fleet. We also have some major fixes in this update and will be continuing our effort to make Atlas a better game with each iteration. Please continue to submit any bugs to our bug report form here. We review all entries and will be sure to address all issues as soon as we are able. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v531.05 New Content: New Modular Ship Variant: Broadsider The Broadsider is the first in a new system of modular ships that is only craftable from blueprints. These blueprints are found in shipwrecked sunken treasure locations around the world, and craftable in the advanced shipyard. Cost: 22,000 gold and 50 dried tentacle Weapons: 40 standard cannons Max Level: 50 Sail Points: 10 Repair Resource: Patch Kit Blueprint Only Modular Ships Blueprints for ships that are unique Found at shipwreck sunken treasure locations Quality of the blueprint scales modular points on the ship, which allows for additional customization options. Bug Fixes: Fixed areas on the Mortar ship, Kraken and Ramming Galley where paint was not showing properly Fixed Instances in which the Paint Spray gun would not cover all regions Fixed Position of the Steering Wheel on Mortar Ship Fixed instances where Islands could affect nearby seaforts' peacetime. Fixed Instances in which Control Points could be selected as Islands to respawn on Fixed instances in which company cooldown was being circumvented Misc. Ship Respec should now be working properly after 48 hour cooldown Known Issues: Broadsider Icon is outdated Scaffolding length on the Advanced Shipyard for the Broadsider is incorrect Small gap in the front castle of the Broadsider Graphical inconsistency with water surrounding the Kraken and Broadsider Ladder position on the back of broadsider is incorrect Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  13. i wasted 22k G Gold 4 this crap turtle Ship omg wth is this? the Name turtle ship does not come from its heavy armor around... it comes from its speed
  14. Wouldn't sea pvp become much more focused on blueprinted stuff if once you sink a ship you can salvage all the remaining items still on the ship for single use. so if you manage to sink the mythical gally you than can salvage about 30 precrafted planks some cannons and maybe a good sail (since its precrafted its heavy so less easy to get away with ). this will also make it so that you want to disable the enemy with the least amount of dmg to their ship so the "loot" is bigger . which will make the fight stay near the recently sunkenship coz of the potential mass of precrafted items. ( fyi: get rid of the barrels in canons ).
  15. With captains that know what they are doing and this setup... The faster ship controls the fight... it can run... it can chase... The heavier (armed) ship cannot run, it cannot chase... Its only option is to "cross the T" of the other ship to get rid if its sails... At the moment the sails are gone, we have a sitting duck vs an now obvious faster opponent, that can maneuver out of firing arc and can shoot at the duck as much as it wants... At that point it does not matter how much DPS the ship makes... as long as it can deliver enough damage = cannon balls to overcome repairs... with them munition box expect to have always enough... That in combination with you not need that much firepower to barshot the sails, being light makes you on average more deadly and survivable (run away)... That is why fleet operations have become more important... where it becomes a numbers game and not a speed game when contact is established... and then you can go full armed heavy and slug it out... just know you cannot get away... so bring more ships...
  16. How is this possible? my puckle killed one of them that was standing on my armored dock. His inventory was full of gold. I thought he took it from one of my chests, but the chest was still untouched. So, i was perplex and couldnt answer this question. Next day i find out 30k or more was taken from my armored dock!!! No wait i think i know what haPPEND. something weird. When i loked at his dead body and accessed it, it accesed the armored dock at the same time. So i saw his inventory + all the gold i had in my armored dock. And i took as much as i could, and later threw it away bc i my ship was too heavy.
  17. why cant i put explosive barrels into the munition storage? they are way too heavy. Also wtf is wrong with ballista/catapult weight. Both weight more than a cannon. Thats totally unrealistc. THey are made out of wood compared to the metal cannon. get real!~
  18. And the last message here. Battle damned ships by Majestic Kraken. I'm sorry to say that. This ship is NOT SUITABLE FOR SEAS BATTLEs. Now. - It has totally wrong player POV point. Just too close to the ship. Both large sails seriously blocking field of player's view. I wrote you this one before. You need to move POV to ship center and adjust distance. With this Majestic Kraken it was difficult to navigate ship through battle to attacking spot. - Maneuverability is LOW. With lack of speed (due to heavy weight) it turns slow. So NO "dancing" with damned ships. Battle style here is more like Galleon style. You sail straight. Shoot. Sail away. Turn around. Repeat. Difference from Galleon - It just slower on straight, so you receive way more damage. And it turns a bit faster. It makes Rally totally useless. You fly-by to a single shot. - For some reason manual aiming and shooting doesn't work. When I hold my LMB cannons trajectory just doesn't appear (same as with frontal cannons of Ramming Galley). And shooting just doesn't happening. So "V" button for automated aiming and shooting is the only option. It makes Overdrive totally useless, because with sails blocking the sight you just never guess when your crew do their volley. - Gunport's hit area coded totally wrong and broken. No matter where cursed cannonballs lands - all gunporte receive full hit and AOE damage. Meaning, even after short fight versus small green damned schooner, you'll get all 6 gunports damaged and you'll have to spend 6-15 patches for maintenance. How did I lost it. I was dare to fight a single lvl-8 damned galleon. It turned out this Majestic ship cant't stand a single damned galleon volley, due to gunport hit area feature and broken sinking time. I received a single volley from damned galleon and got all 6 my gunports gone. I received a message about "damaged planks". Then my ship sunk in just 3 seconds. You read this right. With 140 of sturdiness and all skills increasing sinking time all I had is just 3 seconds to get inside ship hold (through tiny ladders) and somehow raise 6 gunports from 0 to 1500 hp. I mean... even if I had 6 players with hammers and patches, and they stood right next to gunports and they started to repair them immediately after I was hit, they couldn't save it. They just couldn't have time for that. So... Yeah. This Majestic Kraken mostly for battle small green schooners. Or lets say, to buy it, then park to the base harbor and don't ever touch it. It's just safer this way. Well. I don't wanna throw epic words about piece of crap but... seriously. For example my Brig could handle couple of lvl-60 damned galley's volleys. I could dance my fight, manage damage and maintenance etc. Majestic Kraken received single volley from low green galleon and you dead. You won't even have a theoretical chance to save it. I wish dev's come here and told us what they made this ship for and how do the see it works. But I guess, they can't say that. Because... they just never tested it, they don't know how it works and how it balanced, and they couldn't imagine it's gonna be this bad. We here for that. We tested. It doesn't work. Your turn DEVs. p.s. - This season I gave Ramming Galley 3 chances (killed 225 rhinos for that). With this Majestic Kraken I just don't wanna buy it again. Even tho I know @Kummba have another set of tentacles for me, and I do really appreciate it very much, thx, but... I don't see what else can I do for testing. It cant survive a single galleon's volley, and sinking in 3 seconds.
  19. Alright let me tell you why this ship will NEVER be used in PVP. Because of speed and payload issues. I'll bring some numbers here, so check it out. Majestic Kraken can carry 9000 pounds by default. It raised by 200 per level. Same as in Schooner. Now. Let me count it how much weight I bring to my battle mission. - 600 cannonballs are 2.1x600 = 1260 - 200 patches are 3.5x200 = 700 - 24 cannons with closed gunports are 40x24 = 960. With opened gunports = 100x24 = 2400. - 2 sails are 100x2 = 200. I dunno if crew weight something but with average 20 kg in their inventory: - 26 crew x 20 = 520. I count all other stuff I carry. Some repairment resources, boxes, food and water, set of plate armor for warm areas, extra sail and wheel etc. Let it be additional 1000 pounds. Sum it. With closed gunports 1260+700+960+200+520+1000 = 4640. This is more than 51% of total ship weight. With opened gunports 1260+700+2400+200+520+1000 = 6080. This is more than 67% of total ship weight. So your ship will be constantly heavy loaded and slow. C'mon devs have you ever heard of speed meta hah? Now. If I wanna increase weight for better speed, and get it to less than 30% of payload then... For closed gunports, it needs to be raised up to 15 600 pounds, meaning there are 33 points to spend. For opened gunports, It needs to be raised up to 20 400 pounds, meaning there are 57 points to spend. With 5 for crew - we just don't have that many. Anyway. It doesn't matter. Because as it turned out this ship is just not suitable for battle. See my next message.
  20. Chukiki you do not understand the game that is according the Devs a free Sandbox (MMO [RPG]). Peace Phase is very good for the game and should be existing in your lawless claimed teritory as well(offline raid protection). The game target is that online Players fight each other. OOR can be abused if you simply log off. But a Peace Phase is a fix timer you choose to match your personal time. For me the current Combat time is even to long but i guess most Players are fine with it. The new ship(system) can be improved. It needs to be, at least the repairing and health system. I wrote about in other topic already about the Majestic Kraken. Yesterday i fought a ramming gally on EU PvP and it had no real chance against my Speed Shooner build for Hydra killing. I still vote for removing barrels from ships. They make playing shooner nearly impossible. I had to repair one Shooner solo missing 9 planks from one barrel barely rescued it with 2 HP buckling and repairing/replacing at the same time. Rammming gally and Majestic Kraken would be gone way faster with that damage received. A turtle for harbor run on armored ship docks that need 25k Cannon balls + to destroy? LOL. Mortars on ships was removed season 1 because no way to balance the grief on land. Also that lead to heavy ugly turtle ship meta. Yesterday i also saw stream where 8-9 ships tried to sink green anchored FOB ship of the biggest EU PvP company. They shot about 40 minutes non stop and removed 3-4 planks. 5-6 people repairing + bucketing, some farm rep material on the island and about 10 horses in the background that raided the island(90 players on server) I think lots of the shooting ships got sunk when the big company + ally arrived with 6-8 combat gallys and some supporting Brigs. regarding BPs you are completely wrong. My full answer you can find in this topic with more detailed ideas to balance the system. Removing would be the death to Atlas.
  21. Ahoy Pathfinders! With this patch, we will be altering some mechanics and improving some features in preparation for changes to come in following patches. Mainly, we are introducing a new claim system for all lawless regions. Find some land, stake your claim tower, and defend your territory. Also in this patch, a new Seahorse saddle to ease the ride on our spiny friends, buffs to our latest ships, and other QOL adjustments. Lastly, we felt it best to provide an explanation regarding the latest server outages. Due to a read-only trigger, it seems our databases could no longer store information during the time of the incident and became desynced from the play servers. While our initial fix solved the problem on the master, the issue remained on the secondary and took a bit longer to remedy than anticipated. We apologize for any inconvenience but again, thank you all for your patience and understanding during this time. To remedy the unfortunate side effects, we have decided that this will be the final patch before the wipe. This will allow us to work out any kinks with the new claim system before wiping. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v523.8 New System: Area Claiming New Tower types have been added to claim land in lawless regions. Claiming gives ownership over an area, preventing any other companies from building there. A new claim also gives ownership over any buildings in its area. Destroying the tower removes the build prevention and allows anyone else to claim the area and its contents. The claimed area is visible on the map Claim Towers may be seen through concealment with the spyglass Claim Towers cost Island points, starting at 4 and maxing around 8 May claim Armored Docks and the ships inside them New Structure: Land Claim Tower This Tower must be placed on land. When first placed, it will start at 10% health, and slowly repairs itself and upon reaching 100% health will lay claim to the surrounding area of land. Claiming takes about 45 minutes without interference Enemies may damage the claim tower while it is building to slow its progress or destroy it Players may "repair" the tower for 2% health every 5 seconds (costs 100g) If a competing tower is built within the radius before this tower is complete, it is immediately destroyed New Structure: Water Claim Tower This Tower must be placed within already-claimed water. It extends the claim radius out to sea to protect your harbors. Claiming takes about 30 minutes without interference May be repaired like the Land Claim Tower New Saddle: Seahorse Saddle The Seahorse Saddle can be crafted in the Tannery after learning the Underwater Taming skill in the Beastmastery tree. An equipped Seahorse Saddle is now required to ride a Seahorse Crafting Resources: 40 Fiber, 75 Hide, 20 Organic Paste Majestic Kraken Cannon damage increased from 150% to 160% Starting crew increased from 14 to 22 Dried Tentacle cost reduced from 75 to 50 Bug Fix: Deck widened on the middle level of the Majestic Kraken to cover the gap between the outer walls and deck Bug Fix: Cosmetic kraken meshes should no longer disappear Ramming Galley Cannon damage increased from 125% to 140% Starting crew increased from 14 to 18 Front Castle, Rear Castle, and Gunport Railings now appear damaged when at low health Bug Fix: 'Leaking' HUD text no longer appears when Gunport Railings are heavily damaged Ships A Ship Respec option is now available in the ship stat menu Ship Respecs costs 2,500 Gold which is consumed from the player's inventory Ships can be respec’d once every 48 hours A ship must be fully anchored in order to respec Increased the height of the lowermost deck on the Ramming Galley and Majestic Kraken. This allows taller structures (such as the Food Larder) to be placed Rope Ladders and Wall Hooks may now be placed on sails on the Ramming Galley and Majestic Kraken Markets Trade preferences of other Markets can now be viewed by selecting the 'View Trade Offers' option in the settings dropdown for each available Market Bug Fix: Markets can no longer be placed on ships Tames & Creatures Increased feeding radius for bola entrapped Elephants Crows can now equip hats Bug Fix: Heavy Cyclops Helmet is now positioned correctly on Parrots Misc NPCs will no longer target Grenades Some Blueprint Craft Counts increased at higher quality tiers The Single Player map on PC has been updated to include Sea Forts and Ship Salesman Island Bug Fix: Army of the Damned Treasure Guards should no longer spawn underneath structures Bug Fix: Antidote no longer disappears from the Mortar and Pestle Bug Fix: Crossing grids in Single Player should no longer cause the game to crash Bug Fix: Resolved issue where properties in GameUserSettings.ini were reverted to their default settings on private servers Known Issues Majestic Kraken Ships obtained prior to this patch lost the blue tint on most of their pieces It can be difficult for colorblind players to differentiate friendly and enemy Claim Tower icons when viewing them through the Spyglass Flag on top of the Water Claim Tower doesn't raise The Single Player map on Xbox has not yet been updated with Sea Forts and the Ship Salesman Island Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 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
  22. Ahoy Pathfinders! With this patch, we will be altering some mechanics and improving some features in preparation for changes to come in following patches. Mainly, we are introducing a new claim system for all lawless regions. Find some land, stake your claim tower, and defend your territory. Also in this patch, a new Seahorse saddle to ease the ride on our spiny friends, buffs to our latest ships, and other QOL adjustments. Lastly, we felt it best to provide an explanation regarding the latest server outages. Due to a read-only trigger, it seems our databases could no longer store information during the time of the incident and became desynced from the play servers. While our initial fix solved the problem on the master, the issue remained on the secondary and took a bit longer to remedy than anticipated. We apologize for any inconvenience but again, thank you all for your patience and understanding during this time. To remedy the unfortunate side effects, we have decided that this will be the final patch before the wipe. This will allow us to work out any kinks with the new claim system before wiping. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v523.8 New System: Area Claiming New Tower types have been added to claim land in lawless regions. Claiming gives ownership over an area, preventing any other companies from building there. A new claim also gives ownership over any buildings in its area. Destroying the tower removes the build prevention and allows anyone else to claim the area and its contents. The claimed area is visible on the map Claim Towers may be seen through concealment with the spyglass Claim Towers cost Island points, starting at 4 and maxing around 8 May claim Armored Docks and the ships inside them New Structure: Land Claim Tower This Tower must be placed on land. When first placed, it will start at 10% health, and slowly repairs itself and upon reaching 100% health will lay claim to the surrounding area of land. Claiming takes about 45 minutes without interference Enemies may damage the claim tower while it is building to slow its progress or destroy it Players may "repair" the tower for 2% health every 5 seconds (costs 100g) If a competing tower is built within the radius before this tower is complete, it is immediately destroyed New Structure: Water Claim Tower This Tower must be placed within already-claimed water. It extends the claim radius out to sea to protect your harbors. Claiming takes about 30 minutes without interference May be repaired like the Land Claim Tower New Saddle: Seahorse Saddle The Seahorse Saddle can be crafted in the Tannery after learning the Underwater Taming skill in the Beastmastery tree. An equipped Seahorse Saddle is now required to ride a Seahorse Crafting Resources: 40 Fiber, 75 Hide, 20 Organic Paste Majestic Kraken Cannon damage increased from 150% to 160% Starting crew increased from 14 to 22 Dried Tentacle cost reduced from 75 to 50 Bug Fix: Deck widened on the middle level of the Majestic Kraken to cover the gap between the outer walls and deck Bug Fix: Cosmetic kraken meshes should no longer disappear Ramming Galley Cannon damage increased from 125% to 140% Starting crew increased from 14 to 18 Front Castle, Rear Castle, and Gunport Railings now appear damaged when at low health Bug Fix: 'Leaking' HUD text no longer appears when Gunport Railings are heavily damaged Ships A Ship Respec option is now available in the ship stat menu Ship Respecs costs 2,500 Gold which is consumed from the player's inventory Ships can be respec’d once every 48 hours A ship must be fully anchored in order to respec Increased the height of the lowermost deck on the Ramming Galley and Majestic Kraken. This allows taller structures (such as the Food Larder) to be placed Rope Ladders and Wall Hooks may now be placed on sails on the Ramming Galley and Majestic Kraken Markets Trade preferences of other Markets can now be viewed by selecting the 'View Trade Offers' option in the settings dropdown for each available Market Bug Fix: Markets can no longer be placed on ships Tames & Creatures Increased feeding radius for bola entrapped Elephants Crows can now equip hats Bug Fix: Heavy Cyclops Helmet is now positioned correctly on Parrots Misc NPCs will no longer target Grenades Some Blueprint Craft Counts increased at higher quality tiers The Single Player map on PC has been updated to include Sea Forts and Ship Salesman Island Bug Fix: Army of the Damned Treasure Guards should no longer spawn underneath structures Bug Fix: Antidote no longer disappears from the Mortar and Pestle Bug Fix: Crossing grids in Single Player should no longer cause the game to crash Bug Fix: Resolved issue where properties in GameUserSettings.ini were reverted to their default settings on private servers Known Issues Majestic Kraken Ships obtained prior to this patch lost the blue tint on most of their pieces It can be difficult for colorblind players to differentiate friendly and enemy Claim Tower icons when viewing them through the Spyglass Flag on top of the Water Claim Tower doesn't raise The Single Player map on Xbox has not yet been updated with Sea Forts and the Ship Salesman Island Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  23. and again Chukiki does not react to any discussion about his proposals... thx Chuck for going through all those points. The green list is very short^^ And i don't agree to the green points as well. (But remove gold costs for ships...) Very little PvE and a heavy focus on PvP -> make everybody offline that Chukiki can raid them
  24. TLDR: Do not include structure claim.Though I do agree with the Original land claim system which blocks building nearby (For Lawless), The "Structure claim" tied along side of it is basically a death sentence for small companies/solo.All the large companies would just need to do is strip the defenses, and simply wait for a flag timer to finish and they would get everything without the need to blow through doors and gates anymore. Wiping entire compounds by just demolishing. Negating Internal Defenses.45 mins is nothing when the window time for lawless is a full 24 hours with large companies having constantly people on due to large numbers. This should be play tested before release with the assumption of mega-tribe -exploitation-.Mega-Tribes already have monopoly of the island systems, This lawless claim system needs to be released with an amendment/adjustment to island claims along side it. As this is just another exploitable means for mega-tribes to have total control which now includes the lawless regions.Is there a limiter for number of claim flags? And how long does it take to de-claim. This information needs to be released prior to implementation.Some would argue to just swear fealty to these mega-tribes MAX TAX islands and play the game. But that is merely further -empowering- mega tribe toxicity. There is no power sink or tax for large numbers of people.What we need is some form of Pirate Law that will -though heavy handed- should just pit mega tribe vs mega tribe. Like a protection mechanism to stop large companies from damaging (to a degree) small companies by company count (Potential ex. Bonus damage for small companies vs large). What I said is extremely rough, but that's a ballpark shot towards a direction.
  25. We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. New lawless Land Claim Changes In the patch dropping early next week, we’ll be introducing a new claim system to the lawless regions of Atlas. Moving forward, Pathfinders will now be able to claim land in these areas using a claim tower that will claim everything within its radius after it reaches full health. This takes about 45 minutes and may be sped up with gold. These changes will take effect immediately with the release of the new update and will make your structures be vulnerable to being claimed by others. Armored Docks may be claimed in this manner, and that includes the ships docked there! Previously we mentioned that there may be a wipe with the new claim system if it becomes necessary. However, we are able to implement this without requiring it, so please note that there is NO WIPE at this time. Note to Private Server Owners: Private servers will be unaffected by this change - functionality to make this change to your server will come in the patch after. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What are long term visions for the balance of island defense. I personally like that it's currently incredibly difficult to steal islands (contesting needs a lot of work). But a large contributor to why it's currently so hard comes from my question in #1--how easy it is to spam islands. If we suddenly had to think very carefully about structure count throughout the island, how are companies going to keep themselves properly protected without leaning on structure count? We agree that islands are incredibly hard to assault right now when facing an entrenched, knowledgeable defender. There are a variety of reasons for this, from the layout of the islands such as massive pillars, to unintended strategies such as spamming structures all over the place to prevent others from building or bringing in tames easily. We are focused on long-term solutions rather than quick fixes. Ideally, we want players to be forced into making choices about how they spend their limited resources. This means they should have to pick which places they are going to spend their effort to defend. The answer should not be that they can defend everything. We’re moving towards a game where you need to have a strong navy if you want to defend your shoreline. Cannonball physics are currently pretty bad. They travel incredibly slowly, to the point that these massive warships can actively dodge them like we're in some sort of space simulator. Additionally, there is no forward momentum physics so things like chaser cannons don't work. Is the team looking at adjusting these things? Shooting any of the ship-mounted weapons forwards results in some unrealistic behaviors that we'd like to eliminate. We're looking at solutions for this. Are alliances going to get reduced again (they should, or should have some sort of settler mechanic)? Atlas is about interactions, both positive and negative, with other players and Companies. We would like those stories to be told and dictated by players rather than by a heavy-handed developer approach. This means giving players lots of opportunities to cooperate and fight over limited resources. A single megacorp is not good for the game and yet we have large goals for Companies in mind that will require massive efforts from many players to accomplish. Keep listening and we'll be talking about those plans soon enough. In the meantime, we do not plan to mess with the balance of Companies and Alliances without fully addressing the overall ecosystem. What are some more solo XP grinding opportunities the team is looking at so smaller companies don't get left in the dust with no way to catch up? This is a great question. We really want to support lone wolves and small companies as a vital part of the game world. Compared to a lot of the other games we have played or worked on, Atlas XP seems to be in a really weird place and is frankly pretty broken. Large, organized death squads farm ridiculous amounts of XP with little real effort and hit level cap within a few days of a wipe, while players who are new or are in small companies are playing what feels like a completely different game. This creates a lot of power disparity between different groups of players and contributes to making it very difficult for players not in companies to feel like they can compete. XP is like a holdover from RPGs that this game has inherited, and it’s tied into a lot of different systems in the game. We want new players to have their options slowly rolled out to them so they aren't overwhelmed, and at the same time we don't want to create a grindy experience for veterans. Ultimately, we'd rather this game be focused on player expertise rather than character level, and long term are looking at how we can move towards that. Some of the specific things we are considering are ways to spread leveling out over the entire season while not making it grindy, or giving tools to everyone to get to the level cap early and creating more ways to increase your cap through actions in the game that are interesting, and again not grindy. Let us know your thoughts. Will there be more options in ship PvP? Yes! One of the goals of the new ship system is to provide players with more meaningful choices when constructing ships. As we expand the system, players will need to decide which pieces will provide the most value for their strategy. We intend to provide a variety of equally viable options that expand the meta and support a variety of playstyles. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew 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 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
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