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  1. You know what I've been thinking of? As far as we've got battle tames, what if instead of riding one and make it bite the enemies we do "knight style" tames. So we use bull, bear or horse for that. We create some heavy armor for them, then use long lance or other melee to fight ahorse. Other battle tames use as pets to fight along us, but not like we riding em and they bite. Elephant saddle could be used to attach some ranged also... : )
  2. Ok so heres a Few weapon, Bombs , Ranged Weapons, armor and a special weapons! one handed: Dager: Holds two of them while they do low damage they have a Very fast attack speed and with a Few moves you can do a Bleed effect, once you do a special move they will have a very strong bleed effect! Boarding Axe (tier 3): able to disarm shields, go through some armor, able to break through wooden buildings somewhat easily, and is stronger then the Cutlass but much slower to uses. with a Special move you are able to lowers someone/things damage resistance for the cost of stamina. needs alloyed! Two handed! Pike: Able to do special move that's like a Charge attack , kinda like a Bayonet! Long Sword: (tier 2) while not as strong as a Mace it can do quit a Punch! able to due a Smiler move with the Cutlass but its larger and dose a Bit more damage, its lower to uses but it strong! Mace: needs alloyed! Archery: Longbow: Basically a compowen bow from ark but with a very nice Look of wood and metal, takes longer to charge but does more damage and has a Slight Armor Penetration! Harpoon Gun: (update) has a Natural Bayonet able to melee attacks , can uses on land but not as good as in the water! Guns: Harmonica Rifle: A rifle with 5 shots, Very Slow reload , ok damage but ever good for battle. until you have to reload! Blunderbuss Canister Shot Shot: like how the Swivel Cannon has this ammo! the Blunderbuss can have its own version but its weaker! its longer to reload but does very Nice damage! Bombs! Fire Bomb! like Greek fire but in a Jar and it can Rekt stuff up! Stink bomb: able to disorientate enemies, tames and NPCs to have blurry vision, loses stamina and Food! and slowly drains Health! Brawling Cat claws: these sharp claws are weapons are GREAT! for tearing flesh and can hit Fast with them! can do a Special move to attack with a Very deadly Slashes that cause Bleed! Gauntlets: these things Hit like a Turtle shell being flung at you by a Catulpte. needing alloyed to make, the gauntlets are the heavy weapon for Brawlers and if you do a Special move! you Knock down a lot of their resistance. Special weapons: Whips: acts the same as they do in ark! Cat of Nine tails: A super wipe that does more damage can can even cause bleed. Armor! (this may be controversial) Metal amor: made with raw metals , Hide and Keratinoid. this is much different (you will see why and may not like) this armor looks like Musketeer armor or spanish conquistador armor but the metal looks kinda rusty in a way since its raw metal (armor is 45 each) Plated armor (y'all may kill me for this) change the recipe to aloyed , Hide , Oil , Keratinoid and Fiber! but the armor value changed form 45 per part, to 75 per part! Desert Cloth: looks like a Nice leather plated armor with Silky parts with a Turban on the face to protect you from the heat same value as Fur but keeps you cool rather then warm! (needs, Hide , plant fiber , oil and Organic paste) Spells! (yeah we going into the crazy zone!) mythos doesn't really have many uses so this is what it can be used for! found in a New perk tree! "Art of Magic" and this skill is Costly (these spells can only be used with special Gloves with bracelet , and a few rings, these aren't a early game thing, they are a Mid tier game,) for basic spells you need a Special powder made from "bones , stones , crystals ,oil and gems!" but the very strong spells need mythos! the magic powder takes more but you can change it to mythos to have stronger base attacks and able to do special moves! Wind spell: (Color Grey): can uses wind to blast to knock back a bit but damage them with winds that pick up dust , sand etc! Base: small wind blast that can knock people back a bit Base 2: Longer blast of wind hits you! heavy: Able to blast stuff back around you and dose damage in a AOE attack Special Spell that makes a Tornado that does more damage and can damage buildings! Water spell: (color: dark blue): water dose damage to people and lowers armor values a bit!, moves! Base: A water blast a basic blast of water! Base 2: a wave of water appears to damage and knock people back, AOE move that allows you or anyone in the circle to breath underwater and have water animals attack you less! Special move: able to summon a Large amount of rain that damages people and floods boats slowly! earth spell: able to Control earth! Base: Able to fire Summon rocks from the ground in a Shotgun Blast! base 2: able to summon vines from the ground to damage people: Heavy: Able to heal people or yourself (depends on Medicine skill) Special: able to make a Earthquake near you that slowly damages foundations and people Lighting spell: (color purple) able to shoot LIGHTING from your hands! (cost more) (need Wind spell) Base: a Lighting blast! (can't stun) base 2: a Shotgun Blast of lighting (doses less damage but good for bigger targets) heavy: able to do a AOE were if anything gets close it will get zapped special move: Able to Summon lighting from the Sky that doses Heavy damage (can stun but has a cooldown) cost ALOT! Ice spell:(color Light Blue) able to control the polar wind to your will! (cost more)(need Water spell) base: able to Fire a Ice Ball that slows targets down and damages them! base 2: Able to fire a Ice shard that goes through targets Heavy: a large Blast of Cold Wind that slows and damages enemies! Special: able to fire a Ice tornado that slowly freezes enemies into place and doses damage! Fire spell: Able to fire well FIRE! (cost more)(need earth) Base: Shoot a blast of fire! Base 2: able to blast fire like a Dragon! Heavy: A Shotgun blast of fire balls that does lower damage but the fire does a TON! special: able to fire a piece of Magma that blows up like a bomb and sets enemies on fire!
  3. ok so i had a few more and this is for animals/tames Giant lizard: acts like the Megalina but it can spit and the bite posions you! Shark: Normal sharks while the ones we have can be "Razortooth shark" Crocodile: A Normal size one the acts like the Sarco. the one we have in game could be called "Grand Crocodile" Gorilla: Can tame, gather plants fibbers , throws you and can hit like a Truck! Dingos: Can be tamed, are nice guard dogs, Nice pets for ships , Help you find Treasure! and just look cute! found nearly anywhere in small packs. they act like Hyenas from ark GIANT CENTIPEDE: found around the large Jungles and Desert islands. they are Very large almost as big as a Basilisk and they are Super strong but drop a nice amount of loot! Hippo: able to tame, can Swim nicly , Move on land nicly , will Retk you and everything you love! are strong! Deer: can't tame but give a Nice amount of meat and Hide! Toads: Large Man eating toads with Teeth , 4 eyes and have a Nice Range attack. Can tame but its hard! Mire Squid: SMALL SIZE found in more Smaller Bodys of water like swamps or even out at sea, they can grab you and they will try to eat you! they are weak though! Sea Monster: found out at sea and looking like a Loch Ness monster but will pop its head out of the water and may try to attack a boat! drop a nice amount of meat! Prowler: a large Bird that looks kinda like a Rock drake and a Parrot and they can fling Razor sharp feathers out to cut you! Razorfeather: a small cousin of the Razortooth, the Razor Feather is a medium size predator that has Razor sharp Feathers on its arms and tail, a nice Bite or even a slash with the arm feathers are able to cut through flesh easily. Can tame. Needs tier 3 though! Fin Wing: A mid size Bird that's able to be tamed, they love the water and like to prey on fish and can even go deeper underwater around were angler fish are. while they can't fly they have a Short distance glide and drive in the water very well! Giant rats: they can't be tamed but they can spread diseases and like to spawn on islands! and Pirate/Army of the damned classes! Pirates! Sailor: most common and they are the Lowest rank (Armor: cloth)(weapons: Spears , Knuckles, Bow, Cutlass and pike) Solder: Less common and usually guard bases and go on patrols. (armor: Hide cloths but have cloth cap) (weapons: Spears , Knuckles , Cutlass , pike , crossbow , bow, flintlock and Shield)(Rare weapons: Carbin and Blunderbuss) Heavy: Moves very slowly and have armor that allows them to handle many attacks but they attack slowly. (armor: Plated). (weapons: Mace, or Cutlass with shield) Bomber: a rare troop found mostly guarding bases and they have a Bandolier and bags full of bombs that he will try to chuck at you! but if you shoot the bandolier, he will do BOOM they will also try to blow up buildings if they are yours!. (cloths: Cloth but has a Bandolier and bags)(weapons: Bombs) Archer: Moves around quietly and uses bows or crossbows to attack. (cloths: Fur)(weapons: Bow "can uses fire arrows" or crossbow) Captain: a Boss level enemy that is strong and they are armored to the teeth! (cloths: Plated armor but wears a Leather hat)(weapons: Two cutlass's , two Flint locks, or a Blunderbuss!. drops alot of loot and if killed. pirates will set a bounty on your and they will come after you in ships and on your islands! Army of the Damned! Damned Sailor: They are just Skeletons! they are weak and they are Cannon fodder! but with enough of them they can kill you! (weapons: Hands, tools, Spears , Club or rarely a Cutlass) Damned Solder/Archer/Trooper: they are they main army that takes over islands and does the Damned's biting. (weapons, Spears , pikes , Cutlass , Throwing knifes, crossbows , bows)(rare weapons: Flintlocks , blunderbuss and Carbin) Damned Guard: the heavy's of the Army and they are sent to destroy anything that opposes them! (weapons: Mace)(very rare weapons: Mobile Swivel Cannon) (can't uses) Damned Bomber/destroyer: these guys are the Main troops sent to destroy buildings and pathfinders homes or ships!: (weapons: Bombs and Fire Bombs) (bomber weapons: Gunpowder barrel, they will attempted to Jog at you and Blow themselves up! and anything around them, but if you kill them without the barrel going off! you get a Free gunpowder barrel) Damned Necromancer: A ghostly skeleton that has electricity Flowing through him and is Hovering above the ground he has a Ability to zap you to do damage, heal troops by zapping them and Summon a Army of skeletons. (weapons: Zap! and heal) (Skeletons: each time he spawns them around 4 at a time, they spawn in level 1 and only there hands! they can damage any building but it takes a While, if you kill the Necromancer and his skellys are still out and about, they will die) Damned Soul: the Poor souls that thought that stealing anything from the damned and getting caught is a fate worse then Death! they turn into these Monsters with Contorted faces , Long teeth , Large underbite , sharp bony back , and Deadly claws! the poor soul feels everything and is forced to kill those that they care about, and must summon their own kind to help kill pathfinders. (weapons Claws , jaws and leap attack) (AI: they would have almost the same AI as the Nameless from Ark Aberration but has a few differences. 1: they have no armor , 2: they only summon each other and 3: they look different) Damned Animals: these are animals cursed by the army of the Damned for whatever reason, they have white glowing eyes, the Ora around them, and look bloody, they will attack anything that's not "damned" (type ANY) Damned Warlock: these big guys are large and are the ones that Curse people and are leaders of large ships and armies, they hold a Staff that allows them to shoot powerful orbs that can destroy buildings, ships and People! (basically cannon balls) and they can boost their troops to be stronger! (weapons: Warlock staff shoots damned cannon balls!)
  4. As a player who has played both PVP (except this last season) and PVE every season thus far i think it's time PVE got some end game development love and while i know we are on the roadmap i don't think many of us will remain throughout EA in PVE without some change to that roadmap especially when a lot of the current roadmap and patches have heavy amounts of development time devoted to PVP server centric changes. PVE server endgame is honestly boring at this point, we have all done the Kraken and Snowman many times over to help get every new player the achievements, breeding is on Auto pilot especially with how well connected our community is now with trading stocks, we all have way too much materials to craft all the crap we have collected getting to lvl cap that I am at and a lot of other people are at or very close to. What now?... We want PVP on the PVE server in a limited form. Why not just go play on PVP you say? Well we all know each other on the PVE server, we chat all the time on Discords and have a real community going on and we want more ways to interact with other companies but not force them into PVP as a lot of these players just won't go play on the PVP servers, they just won't for a multitude of valid reasons. What i propose (and i welcome other people with ideas to comment below also) is we turn a few of the central lawless grids in full PVP zones with full land and see combat with full building allowed on land. The sea combat would be welcomed by all PVE groups alone we all want something to build up disposable ships for and just go blow them and each other all up. I would also like to see land combat rewarded with a reason to be there with either some specific tames only spawning here and resources like gold, mythos and multiples of material types to be gathered here. Encourage us to go there and we will go there, we will build defensive and offensive bases and we will fight our friends over them. I welcome feedback and debate but please no just go to PVP servers for PVP because honestly a lot of our friends just won't and that argument is mute, we just want more end game content within the community we have built.
  5. As a player who has played both PVP (except this last season) and PVE every season thus far i think it's time PVE got some end game development love and while i know we are on the roadmap i don't think many of us will remain throughout EA in PVE without some change to that roadmap especially when a lot of the current roadmap and patches have heavy amounts of development time devoted to PVP server centric changes. PVE server endgame is honestly boring at this point, we have all done the Kraken and Snowman many times over to help get every new player the achievements, breeding is on Auto pilot especially with how well connected our community is now with trading stocks, we all have way too much materials to craft all the crap we have collected getting to lvl cap that I am at and a lot of other people are at or very close to. What now?... We want PVP on the PVE server in a limited form. Why not just go play on PVP you say? Well we all know each other on the PVE server, we chat all the time on Discords and have a real community going on and we want more ways to interact with other companies but not force them into PVP as a lot of these players just won't go play on the PVP servers, they just won't for a multitude of valid reasons. What i propose (and i welcome other people with ideas to comment below also) is we turn a few of the central lawless grids in full PVP zones with full land and see combat with full building allowed on land. The sea combat would be welcomed by all PVE groups alone we all want something to build up disposable ships for and just go blow them and each other all up. I would also like to see land combat rewarded with a reason to be there with either some specific tames only spawning here and resources like gold, mythos and multiples of material types to be gathered here. Encourage us to go there and we will go there, we will build defensive and offensive bases and we will fight our friends over them. I welcome feedback and debate but please no just go to PVP servers for PVP because honestly a lot of our friends just won't and that argument is mute, we just want more end game content within the community we have built.
  6. That's what actually need to be done. A lot of players just don't wanna deal with tames, and right now there is just no alternative. We should be able to obtain just regular horse with cargo harness for heavy cargo carry and should be able to use our tools as effective as tames do (for that - we should use better quality tools).
  7. ROFL...Impossible when you don't have a team working on the game at all. Also, pirate encampment implementation on single player is the stupidest fucking thing I've ever experienced in my life....playing solo...with 14 pirates in a camp way too far inland to assault from ship...all in heavy armor, crack shots, with cannons and puckles firing from every angle. And that's just one of 6 encampments on that island...
  8. I didn't ever play ARK and I even didn't watch a single video from the internet. So it's just coincidence. : )) I know it might sound weird and boring, but I'll talk about my main idea here. Right now WE DON'T NEED ANY MORE SHIP CLASSES at all. Difference between ships should be: - Size. - Speed. - Maneuverability. - Sturdiness. - FirePower. And you should find a compromise between those 5. Right now you shouldn't. Size doesn't matter - you can put small chest in very ship corner and put there like 15 tons of metal. And you won't wanna bigger but slower ship. Because size doesn't matter. As for maneuvers, sturdiness and firepower - you simply don't care. You can put alot of ceilings and roofs to you sloop and make it armored as hell. You can put there like 10-20 huge cannons to your ceilings and you don't need any big ship for that. You no need to do maneuvers during the fight because when it's free design, then meta comes in. Right now it's shotguns and kiting tactics. Instead of this: You create something like this: Call it "Ultimate destroyer" and go twitch to do stream called "I'm klling GhostShip with my meta-sloop". I would like to see "ship type matters". If I wanna carry more and do it fast - I go 3rd class, build corvette (my all time favorite) and with a lot of slots for "modules" I'll put there many cargo holds. It's also great to see actually cargo appears in my ship insides. If have like 16 beds for crew - I'll see 16 beds in my ship insides etc. If I wanna big firepower - I wanna big ship with a lot of gunports. Barkas have just 4 ports each side for eight - 8 pound cannons (each make 400 damage per shot). Meantime Corvette can carry twelve -24 pounds cannons each side (1200 damage each). Coulverines are less damage but more fire range. Each ship within one class is different. One might be well armed and heavy armored, another one - very fast but less armored etc. And of course battles. Boardside, maneuvering, using wind and sun as advantages (I'm gonna write about sea battles later). ----------------- But anyway. Thx for your feedback. That's just my vision of gr8 pirate game. I had one in the past (Russian game called "corsairs" - all ship pictures above from this game). There were some flaws of course but all ship related stuff was really awesome. And... to be honest - I don't think DEV are reading this, but even if they are - they won't probably pick any ideas from here : ) (I'm actually not sure if they do "Pirate game". More like "survival sandbox with some ships in it"). p.s. - I'm whiting here a lot, more for my English practice : )))
  9. Leave the forum then, Loser1. You must have tons of free time being an "expert coder of 30 years." Every senior developer I know has just tons of free time to shit post on a forum about a game they hate. 1: Atlas is an RPG first and foremost. Ever heard of the Hunter class from WoW? How about battle summons in D&D... oh... and... in this other game, that shares a lot with Atlas... god whats it called? OH YEAH! Pathfinder! 2: Well its good that you think bears and pigs. Stealing livestock in the Spanish Main was one of the primary activities of pirates. I'm glad to see that you are learning! While in reality, battle bears were more of a Russian pirate/navy thing (they were used to carry heavy things, like cannons!) we have them in game because its an RPG trope. As for castles, we already talked about Sir Henry Morgan's raid on Panama! Let's also not forget about how Sir Henry took over Port Royal! I'm happy you learned something today, its a start!
  10. Let's hear your dumb takes you can't stand! Please: No dev negativity! You can post dumb takes about the devs, but no posting praise of the devs as a dumb take. Dumb Take 1: " Pirates didn't herd animals! They weren't experts in dressage and farming! " First myth on our list, is also the most common one. It is 100% false, to such a degree its painful. Many pirates, Buccaneers, and privateers often sailed for the chance to purchase their own farms and plantations. Often, pirates would purchase these properties only to hire staff and leave family to maintain them while they served more calls to the sea. Just as we have "base bitches" so did pirates. Pirates certainly did not use animals as heavy machinery like we do as this is simply a mechanic to make our lives as players easier. However, it is not unheard of for pirate raids to consist of stealing or herding pigs, dogs, exotic animals, etc just as we do. In fact, none other than Captain Morgan himself wrangled thousands of hogs in his famous raid on Panama in 1671. Which is a raid strategy plenty of low level or under-powered players use in game, including myself! Secondly, as I already mentioned but it needs repeating: Owning and maintaining their current farm/plantation and livestock was the end goal of many pirates. Dumb Take 2: " Pirates wouldn't be caught dead doing all of this manual labor! " This is one I see people who are not from the America's spouting pretty often. It too, is really wrong: https://en.wikipedia.org/wiki/Haematoxylum_campechianum I really don't need to expand on how gathering specific types of a resource is a base mechanic of this game do I? Dumb Take 3: "Devs don't listen" Maybe it's cause I'm a kiss ass, but I feel pretty heard. All of my suggestion threads get dev attention, the devs respond to me on Discord.... Maybe your ideas are bad, repetitive... or.... you said it like an asshole? (Lack of trouble ticket response not withstanding.) Dumb Take 3: "Low Level Fatal Error" Oh man, this one. It was around for Ark too, or any game built in UE. It's literally the generic error name. Lordy. Dumb Take 3: "Atlas is just a Ark Total Overhaul/Ark DLC/Ark Mod/Ark Reskin." This one is by far my biggest hate. Just because its based on bad oversight during launch, as the menu for single player was still left in from using the Ark file Manifests (still uses them today, but Portal 2 uses Half Life 2's manifest... soo.....) This one is just something that comes flying in from salty Ark players who wanted this game to actually be an Ark reskin, when it's not. There is so much that is wildly different from Ark, while leaving some things the same. Which is okay! Alpha animals, tools, taming, temperature and stat mechanics, model reuse... That's all... just fine to use, its already a working system.... why should the devs done anything different; when literally NO ONE ELSE DOES. This is like accusing Rockstar of making Red Dead II a GTA V reskin. Or, better yet, accusing them of reskinning Table Tennis 2005 into GTAIV!
  11. Nice illustration and good observing, but also completly wrong. The strongest wind is north or south wind, east and west is slow. The better route would be trough polar also And bc of your otherwise valid observations, it make no sence to go that slow. you should try to make this trip in one strong wind cycle, which means about 1h30m, so dont load that heavy
  12. In my opinion current ships in the game are going totally WRONG WAY. I don't remember any of pirate movie, cartoon or game where captains were building shotguns-ships, were turning their ships to armored rhombus by roof covers. I don't remember pirates were building french-louvers, or carrying herd of elephants on smallest ship deck. All those metas, kite tactics, 40 big cannons on Sloop, all of that IS JUST MOCKERY OF WHOLE SAILING ROMANCE. I know I'm swearing right now, but sail ships in pirate games ARE THE CORE. THE VERY MAIN PILLAR of whole universe. And universe built just around em. And devs designed few ship, and then let em go as they are. After that they were on some giant crabs, magic torpedoes, dinos invention etc. IMAO that's just mockery of players. It's no surprise that online is falling, and even X-Box release didn't really help to fulfill the world. To be hones - I would just CANCEL all ship that are already exists and redo literally everything about them. We don't have any walls, ceilings, roofs right now. So no more 40 guns on ship with no gunports. No more elephants on sloop decks. No more 6 masts ships (I know there was one 14 masts ship in real history but that was an exception. Usually there were 3 or 4). My idea is: There are 26 ships in the game. Each consist of frame, planks/gunports, decks. Introduced new rgging, new sails attached into sail spots of that rigging and... lets call them "Modules". And yeah. Guns should go into just gunports (with top deck, nose and stern ports introduced). So is there room for creativity. Definitely yes. Is there room for ship disfigurement? Not at all. Let's take a look to seamanship skilltree. 5 main buildings in there. - Wharf - for ship building. There is special "sea smithy" in there. You can build there planks/gunports, deck, rigging, steering wheels, nose figure (you have to buy/earn/find blueprints for one), attachments, modules and patches. All navigator tools are also here. Also there is a loom for sails, where you can create 2 type of sails - square (for better speed) and triangle (for sharp wind angle). - Buoy - is a buoy. - Small, medium and big lighthouses... for light that guide you home (I'll talk about weather later). And there are 6 classes for 26 ships. You will have to open alot of skill here. Ships within one class are same size, but different from each other by SPEED, sturdiness and amount of gunports. 6 class: - Small shipyard - for building ships 6th or 5th classes. - Small repair dock - for repair, and rebuild your ships 6th or 5th classes. Small, cheap. For beginners. For short travels around the island or within one grid, or attacking small unarmed fishing boats : ) They advantage are great turn acceleration and break. - Rigging 6th class. There are planks, and gunports for 12-16 pounds cannon or 8 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also in this section. - Cockpits are captain places where respawn bed, gold chest and some private boxes are. - Cargo Hold (1x1x1) - for all cargo your ship carry. All cargo holds in a ship connected and have once access from ship round menu. Has limited space and reduced effect on ship's weight. - Berth (1x1x1) - has couple beds for crew. Without one you cannot hire the crew. - Ammunition - contains boxes for all cannonballs, spears etc, for your ship's firepower. Notice there is no cooking spot or resource box. Those ships are not suppose to do long travels. 5 class: For quests within couple of grids, or battle small trading vessels. - Rigging 5th class. There are planks, and gunports for 16-20 pounds cannon or 16 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. - Supply (2x2x1) - room where cocking spot, food storage and resources box located. 4 class: - Medium shipyard - for building ships of 4th or 3th classes. - Medium repair dock - for repair, and rebuild your ships 4th or 3th classes. For trading, resources hunting, half atlas traveling, escort missions and small battles against battle ships. Standard choice for solo players. - Rigging 4th class. There are planks, and gunports for 20-24 pounds cannon or 16 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. - Small cages (2x2x1) - for tames bear size and less. Each cage can hold just one animal. You can put animal in and out by selecting action in round menu. No more animals on decks, if you send then "following mode" and get to your vessel, your animal will stays outside on the ground or into the waters. Good thing is you won't loose em during your journeys, and they wont fall underground or fly to heavens anymore. There are feeding bowl here. - VIP (2x2x1) - For person delivery quests. 3rd class: Fastest ships here for all global questing. - Rigging 3th class. There are planks, and gunports for 24-28 pounds cannon or 16 pounds coulevrin Decks, cockpit (cockpit always built on stern side of ship) and actually rigging here also. Large cages (3x3x2) - for elephants size animals. They goes through two decks at once. Masterworks (2x3x1) - room that contains smithy, pestle and mortar, and tannery so you can maintain your staff during longest journeys. Attachments - Dinghy for drive from your ship to a shore. Dinghy have storage box. While attached to your ship, you can one click to transfer all stuff in there to ships cargo holds and back. Diving attachment - for underwater adventures. Extra cargo holds if you really need some x-tra. 2nd class: - Large shipyard - for building ships of 2th or 1th classes. - Large repair dock - for repair, and rebuild your ships 2th or 1th classes. Mostly unavailable for solo players. Those are absolutely perfect warbirds, for most epic seas battles against strongest enemies, or for those who wishes to collect alot of stuff/animals from around the world. - Rigging 2th class. There are planks, and gunports for 32-36 pounds cannon or 32 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. 1st class: The strongest firepower in a game. Not really good for sea fighting due to lack of maneuverability (maybe in squads or against the same vessels) but perfect for fort assault. - Rigging 1th class. There are planks, and gunports for 42 pounds cannon or 32 pounds coulevrin. Here also decks, cockpit (cockpit always built on stern side of ship) and actually rigging. How to create your ship? - You go your shipyard and brings resources for ship frame. - You go wharf and create planks or gunports (I would bring back resource difference between em). There are top deck gunports for top deck guns (6th and 5th class have only top deck ports). Few in stern and nose. You add decks (they go with stairs and holes for modules). You create one piece of rigging, and put it in one right spot. All masts, cables, ropes, ladders appears. All masts (even nose one) have few sails spot, so you go loom and choice which sails you wanna put in (square for speed and triangle for better wind angles) Then depends of your desire you create modules, or rooms, I listed above. Small ships have so little space so you have to choice wither you wanna gunports, or rooms, and which rooms you put there. Big ships can carry all, and you can make universal ship for all purposes or some special ship for certain goal. If you have a blueprint, you can create attach nose figure. If you have any beautification (like life tubes, lanterns) you can create and attach them too (for those who love micromanagement). If you have a dyes and brushes, you can paint your ship. Then you SAVE YOUR DESIGN and release ship. If your ship is damaged, or you wanna change design - you put your ship to repair dock. It shows how many resources you need to bring for maintenance or to fix damages. You put resources in and repair starts and lasts for couple minutes. NO MORE PLANKS YOU BRINGS WITH YOU IN YOUR TRAVELS. You can apply and replace planks (decks etc.) just in repair dock. You plank can leak but never disappear. In order to survive heavy damage, you go wharf and create patches. With patch you can restore your plank health from 0% to 50%. If you loose your ship it will appear in your home freeport as a ghost ship. Within some time period you can bring it back for gold. With no guns and crew, with empty boxes, but yet same level and design. So that's it, for ship. No need to release em alltogether, but one by one? Why not? And the last thing. Rigging, nose figures, beautification and modules can be different styles (like Asian style or Nordic style) and Devs can release those styles as DLC to get some extra income for game support.
  13. 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).
  14. - 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
  15. 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.
  16. 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.
  17. 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
  18. 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.
  19. 26 ships in 6 total classes (each class require a skill in skill-tree): 6th: Tartan Barkas Weak, small, cheep for begining and local journeys. 5th: Barque Sloop Lugger For scouting missions and delivery small valuable cargoes in few grids. 4th: Schooner Barquentine Brigantine Brig Snow Fluyt Gathering resources, trading, small local battles. Standard choice for solo players. 3th: Caravel Pinnace Carrack Galleon Corvette (my all-time favorite) Xebec Polacca Fastest ships here for longest travels, for around the world trading. Biggest cargo holds there. Nice firepower also. 2nd: Navio East Indiaman Heavy Galleon Frigate Heavy Frigate Best for any epic battles in seas. 1st: Warship Linen Ship For most epic battles in squadron (not solo due to lack of speed and maneuverability), and for siege shore fortresses. CANCEL ALL FREE BUILD DESIGNS on the ships. Screw all shotguns, louver designs. No more square roof/ceiling armor. Just ships as they are with GUNS IN JUST GUNPORTS (with top-deck (open space), nose and stern gunports introduced). Limit all choices to sails, gunports/planks, boat-docks, paint, cosmetic, and the folowing: Introduce the "BOXes" for ships insides. With uniqe design, and cosmetics. There will be: Crew Box (beds for crew, without one, you can't hire the crew) Cargo Box (with spaces for resources, and all cargo) Captain Box (without one - cannot use commands for crew, also contain treasure box for gold). Supply Box (resources for maintenance, food and water supply, cocking spot) Armory (ammunition supply) Workshop (smithy, and all other stuff you need) Bestiary (place for tames with food for them) Fridge (for rare fish, meat, food etc. for sale) Guest-room for VIP-NPCs and other players. Each ship has limited space inside and only we can decide - will it be battle machine with guns, firepower, armory and huge crew, or just supersonic cargo vessel with beyond imagination cargo volume space inside. And one more thing. We loose our ship - means we lost all stuff inside, all crew, all we have in boxes. But then we can find ghost of this ship in freeport and rise it again. Empty. With no crew but the same level, design and paint.
  20. Elysian Ark Rp is an 18+ heavy role play server that is based on Xbox but is cross platform for pc. Our community has long been active as one of the most popular Ark heavy Rp servers on Xbox. We are very near the premier opening of our newest season and want any who wish to have good, and quality rp to sign up and join the community. We hope to see you there! For those who are interested in asking more questions and getting updates join our discord. https://discord.gg/G9vjPtT you can also check out our brand new website! https://enterelysian.wixsite.com/welcome
  21. 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.
  22. 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.
  23. 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.
  24. Though I dropped the game, I still keep coming back to the site and see if game changed enough so I could give it another try. I still keep really warm memories of game starting journey when we were in the search of our home, when we found place in tundra, how we first settled, freezing to death etc. Anyway. What I’ve been thinking recently. Right now, the ship system in a game in totally wrong state. Just 2,5 playable ships, with free design, with all those impossible louvers, shotguns etc. What ship system would be perfect for me? No more free building on ships. Let it be just way more ships instead. Let there be whole 6 classes of ships, and Player need special skills to sail each class. 6 class will be: Tartan Barkas Week, small, good for local journeys. 5 class: Barque Sloop Lugger Good for scouting missions and fast delivery of small valuable cargoes, 4 class: Schooner Barquentine Brigantine Brig Snow Fluyt Great for trading and fast travel and local small battles. Cheap enough to solo and small company players. 3 class: Caravel Pinnace Carrack Galleon Corvette Xebec Polacca Here are the fastest and the biggest trading and cargo ships here. Nice firepower also. 2 class: Navio East Indiaman Heavy Galleon Frigate Heavy Frigate For most dangerous sea battles with strong and powerful enemies 1 class: Warship Linen Ship Perfect sailing fortress, great firepower. Perfect for dangerous battles in the squadron or siege heavy ground fortresses. So 24 type of ships in total. Of course there must be some individuality and customization put in the ships, but I see it the different way than it is now. We build ship skeleton as it is now. We put planks or gunports there. There are also top deck gunports like this. WE CAN PUT GUNS JUST IN GUNPORTS and few swivels to top deck. And NO MORE FREE BUILDING like louvers, tower, celling armor etc. There are BLOCK we also build (like we build planks, decks etc.) and put inside of ship. There are a lot different type of blocks. Cargo block – so we put there all cargo we got. Captain block – so we have bed, treasure chest in our ship. Crew block with beds so we can hire crew (without one they just nowere to sleep). Supply block with cocking place, fresh water, some boxes for food, some repairment boxes etc. Anything you need to survive during journey. Ammunition block with bullets, cannonballs etc. For example Ice block so we could catch some rare fish and meat and carry it for sale. Guests block so we carry VIP NPCs and another players. Workshop so we could put smithy, mortar and prestige there. And some more – there are a lot of ideas any1 can come up with. Each ship have limited block spaces. Gunports also take some place and only we decide will it be trading ship with huge cargo space inside, and no crew. Or heavy war machine for battles. And of course each block have it’s own unique look. Crew block – like square room with 4 beds etc. You have to maintain them. There are a lot ways for different block/gunport/guns cosmetic (so we will have a lot of ways to earn them). And finally. We build our ship. Paint it. Put any cosmetic we want. Then we save the design and store it in some papers. And after long dangerous journey we back in to port, put ship in to repairment dock, put there our design, got all resources and paint we need and repair it (with hammer ourselves or one click but then repairment would take some time). That’s the ship system I personally would love to see in my perfect sailing game.
  25. I understand that. I take that into account. It's not about EA, it's about the same mistakes being made over and over, and the fact is, these types of games tend to attract a lot of interest in the beginning, but die off very quickly, and that is for multiple reasons. Why do people buy these games? Something in the trailer made them believe it was going to be a fun enjoyable experience. They greatly overestimate how well they will be able to do in the game. They might not have experience with these kinds of games, but something made them try it. Their friends talked them into it, or their gaming squad decides to try it. Why do so many people who buy these games, leave the game in a short period of time. They aren't having fun. Their clan is constantly getting kicked around. (Nobody will stick around for that, for long.) They quickly learn that this type of game isn't for them. Their friends weren't having fun, and left. Why might they not be having fun? I can write a novel on that. Suffice it to say that this kind of game attracts a lot of people who also like single player RPGs. A game like this is trying to mix RPG elements, into a PvP experience, and frankly, that JUST DOES NOT WORK SO WELL. Many players have this strong sense of entitlement to have advantages because they have been here longer. But, those advantages equate to the game being so imbalanced that a newer player, or somebody who doesn't have half the hours to game as another guy, will be at an insurmountable disadvantage. For instance, we got raided. I play as much as I can, but it's not enough to keep up with the guys playing all the time. Such that I was mid 40s level when 6 players invaded that were 90s level. Their time in the game made it such that I had zero chance against them. Include that I was spec'd for getting things done for the company, but these guys were spec'd for combat. Add in that when they attacked, they had all the goodies...alcohol, pudding, etc... They were also carrying an absurd number of grenades. In short, my defeat is hard coded into the game. They had many more achievements, giving them more bonuses, and their higher levels gave them far more health, stamina, feats, etc... A fight with one of them ends just one way for me. There is no getting around that. When that raid happened, it took the wind out of my sails. My thinking? What's the point. Why even bother. All I am doing is providing fun for somebody else, while experiencing nothing but frustration myself. Meanwhile, two weeks ago, my Star Citizen group did a 25 vs 25 ground combat event with another Organization, and we won both rounds. The first one was close, but the second one, we literally only lost one guy, but took out the entire opposing team. The first round was close because we used the same tactics, leaving it up to random chance and shooter skill. The second round, we made better decisions, which allowed us to get to the objective first, and so we had the defender's advantage. And yet, everyone on both teams felt like it was a lot of fun, and want to do it again. But then, the set-up wasn't that we were in heavy armor, with them in light, and us using heavy weapons, while they used SMGs and pistols. In other words, we had basically the same gear. It was equal, it was fair, and this allowed the first round to be very close. Even the second round was fun. We were getting hit, but had better terrain to work with. The winner wasn't decided before the event even started, but in Atlas, when you have a Mythical Ship vs a Common, or even a Masterwork, it's decided before the shooting even starts. When one fighter on the ground runs into another, and one is level 90 and spec'd for combat, and the other is level 45, and not spec'd for combat, the end is decided before the fighting even starts. Then you add in how you can work for months to get a base built, resources gathered, BPs gathered, maps gathered, ships built, tames tamed and bred, and in one day, a stronger Company can wipe you out, leaving you to start all over again. I have seen that take the wind out of the sails of many people. It has come to the point that I realize that our company is still on the island it is on, simply because the bigger companies just haven't decided they want our island yet. In short, the game just isn't fun. And when you have to deal with long standing bugs, like putting foundations down, and then one just won't snap, saying it's blocked, or tames disappearing off of ships for no reason, etc... I could care less about new content. I want bugs fixed, and better game mechanics. Mechanics that make the game more fun for everybody and put an emphasis on skill, not time in game. The good news for me is that Star Citizen 3.8 is very close to being finished and it has a ton of new content and bug fixes.
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