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Found 648 results

  1. It's like good toilet paper, 2 fairly heavy wipes and the hangers on are gone. But seriously in all the games i've played where similar has happened even just to bases ie purges etc most players can handle it once but twice will either make you leave or seriously affect your commitment to the game. But that's probably a gamble that's not avoidable now anyway, one way or the other.
  2. How to make sailing less Dull and more fun! Get rid of SOTD... Get rid of the Stupid Storms Get rid of the silly mermaid Remove 90% of the Sharks.... DON'T MAKE SHIPS FASTER SLOW DOWN GALLEYS AND BRIGS that are running heavy SPEED UP Sloops and Schooners that are empty For the Love of God Make ships with Lanteen Sails peform correctly Close Hauled Make Square Riggers stop in their tracks when they turn into the wind penalize them as they should be when Running and make them perform best at a Broad Reach Make Sails Gaff, Square or Lanteen and perform correctly Close Beam or Broad.... So to summarize get rid of the stupid stuff, and make sailing realistic then wait for players to return because the stupid stuff is gone and they can go back to a game that has good sailing mechanics!
  3. Open world, full loot, skill based sand box describes the perfect game for me. Graphics that at least attempt to look real life is a necessity as well (I despise that cartoony stuff.) The above describes Atlas to a tee (mostly). I'm not some heavy duty PvP kind of player. I tend to carry real life morals and values into games with me .... I know how silly that sounds. Regardless, I don't go out killing, stealing and raiding unless provoked. Beauty of Atlas is I will be provoked, by design. Been on Lawless from the start because that is the best way to accommodate what I want to do. Called them "Troll Bases" ... built several 5 layer honeycomb wall thick, 6 floor high (each absolutely packed with ramps to slow grenade attack) bases. Completely solid except for a chest in the middle containing a note that says "lol". Difficult to explain the joy I get when I log in and some clan has put in the time and resources to get to my troll chest. To be fair it really isn't that difficult. Grenades or cannon bears can get through in no time. Rebuild and wait for the next one. If I was able to figure out who attacked me my quest would begin. Add them to the KOS list, build a new Schooner (They usually sunk my ship too) and let the fun begin. Just one of the ways I have fun in Atlas .... so many other ways to have fun. My point is in Atlas I was able to play however the heck I wanted to and that is what I love about it. Despite what you may will read in the information spaces Atlas is a really good game that has potential to be great. I truly hope they get back to skill based and stay away from theme park play style.
  4. As it seems like there will be no general overhaul of the structure system or just adding bigger versions of the current structures (like a 2x2 wall) any time soon... Would it therefore be possible to get an upgrade system like with BP items? This could help with the honeycombing where we have to build multiple structures like walls to get the needed health points we require. It would be like: You build the structure and place it. When you go to the structure with enough resources to say build it again you use the wheel and select upgrade. This will reduce your inventory materials by the amount needed to upgrade the structure - same like when you repair it or upgrade stuff. So for example when you used to build a honeycomb with three walls you just upgrade the first wall two times to get the same HP. But it would still be just one structure and not making performance problems like being three walls. Also bases would need less footprint as we would not need to build outwards to add layers. It would not solve every issue, like where one would go to structure limit even without honeycombing - that would be solved by bigger versions of the structures, pleeeease... It would work with BP structures as they give a HP bonus which also the upgrades would get - but still cost the different number of resources... It should not be done with the special ship parts (planks, decks, sails) as they currently have different way of raising HP (skill: resistance). But it can be done with the normal structures on ships, like ceilings and walls, but the weight should go up accordingly with every upgrade - so you can have a heavy armored ship, with emphasis on heavy. As an incentive to use the system, either the HP per upgrade could be higher that two individual structures. So instead of two walls @10K each you could get maybe 21k for one wall with one upgrade. Or they get no benefit on the HP, but maybe the cost of an upgrade are lower than making the original structure, maybe 90% of the cost... This could also somewhat help make better use of the bigger structures like the large wall. Currently those are just easy to destroy, but easy to build fences. The are nowhere near as protective as the equal size normal wall structure (120 pieces). Currently the large stone wall has 24k, the wall 10k. But you can make ~3-4 large stone walls for 120 stone walls. With the upgrade system that would be just one wall with 72k-96k health total while each normal stone wall would have 10k still. Need a bigger hole like 2x2 it is 40k, 2x4 is 80k, 3x4 is 120k. So with the upgrade to the large wall you would be better of in HP or at least equal. But we save on 119 !!! structures on the server. And think about doors and gates. You might not need those multi gate tunnels opening and closing every single one of them every time (levers help ofcourse)...
  5. I've ported the Patch Notes for the PTR across from Discord, I'll update as I can. If you would like to stay up to date on the PTR on a day-to-day basis, we encourage joining the Official ATLAS Discord and opting into the PTR Role to unlock the related channels. discord.gg/playatlas ptr patch notes Current PTR Version v308.2 **v309.0** - Possible fix for e13 tree graphical issue - Atlantean cloth colorizable - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship. - Shrunk a text box that was covering half of the Voyage of Power button - Waveworks fixed on i8 (deleted the center island, which was causing the issues) - Various json fixes for Disco zones, map images, etc. - Removed default text from billboards and signs - Removed some wheel skins from vendor, made atlantean hide more expensive, fixed incorrect names on sail skins, made mythical creatures 20-30% more expensive to buy. - Fixed unable to navigate to the Enable VR HMD and Reset VR HMD Position Tracking Buttons in the options menu - PTR Tutorial Bug #158 Fix. - Added warning that shows up in tribelog 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Tweaked ocean trace so that it doesn't create floating ocean shops when placed near the shore v308.2 - Gamepad overrides for tutorial text (text that appears top left on HUD during gameplay) - Prevented torpor application from "Target Soft Spots" during peacetime and for crew on seating structures that reduce incoming npc damage to 0 - Preventined Blackjack "Immobilize" from buffs for crew seated on structures that reduce npc damage to 0. - Fixed map images and json - Reenabled 8x - Reduced level up gains and buffs for intelligence by 50% - Changed meat stack size to 50 for all meats - Made submarine consume mythos as fuel (but consumes 2.5x slower) v308.1 - Removed "test" default text from wooden wall Sign - Fixed giveengrams giving -40 stone arrows - Fix for mouse not showing in character creation after starting with mouse enabled, and fix for pause menu not taking focus - Updated wind settings on mountain hemlock 01 - Fixed structure settings on shipyards - Fixed incorrect biomes, spawners, islands too close - Fixed tutorial audio playing 2 voice lines at once - Fixed check to place on slopes for the campfire and cooking pots. - Modified offsets for unboading on the tortuga so players don't get stuck. - Waveworks perf optimizations - Fixed Mortars shooting through ceilings that are one wall high - Fixed placing large cannons in the back 2 gunports on both sides (4 gunports total) on a schooner, where it previously said "can only be placed on a deck" - Fixed when mounted on a cannon or sails, pressing M bringing up a floating map and compass - Fixed various tutorial bugs v307.0 - Used plug meshes to create walkable terrain and fix map issues - Limited the slope fires in which can be placed - Fix: "Tutorials button on main menu does not have the same background when highlighted as the other buttons" - Changed Hide Gamepedia Button into Hide Tutorial Button - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Waveworks update (noteworthy general perf improvements) v306.1 - Fixed some bugs with the tutorial - Fixed an issue with missing landscape - Fixed some visual issues with the skinned armour set - Fixed a bug which wouldn't allow you to paint skins - Heavy Atlantean armour now have Iridescene - Multiple wavework fixes - Fixed a client crash related to sail skin v305.5 - Various voice-chat fixes across multiple game modes - Fixed an issue where sometimes the main menu wouldn't display its background correctly v305.3 - Waveworks: Only call UpdateParticleLocations in ClientTick when recently visible (check floating stuff like flotsam, NPCs, shipwreck debris) - Modified a couple of snap points for the ladders on the brig to be climbable - Stopping montage on unseat for npcs - Colorized Hydra cloth and cyclops fur armor set icons - Fixed Female character model looking like male character model - Fixed cooking to exclude sublevels correctly on Ocean and Blackwood - Tutorial fixes - Tutorial VO - Preventing stone walls from going into half doors - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle - NEW: improved tree bark (vegetation detail) - Fixed ocean passing through islands when player leaves render distance and returns to the island v304 - Fixed crew no longer playing steering wheel animations - Fixed multiple islands having incorrect island points - Fixed multiple floating folliage and map issues - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed multiple bugs related to the new tutorial videos v302.4 - +500 skill points when hitting level 2 - Tutorials tab videos should now work - Fixed an equipment tossing bug when using the "o" key - Vivox (voice chat) fixes v302.1 - Fixed multiple client side crash - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed cases where the Captain's Hotbar was not overriding the personal hotbar - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which caused players to throw out their gear when using 'O' (default bindings) to unequip. Going forward 'O' (default bindings) cannot be used to unequip gear. - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed Hydra Revolver to be reloadable even when not fully empty - Fixed a bug which would cause voice change to randomly break (can be easily reproduced when teleporting around the map) - Fixed some cases where Yetis could get stuck at the top of the Snowman arena rather than falling down to the fight - Fixed some cases where Yetis could get stuck at the side-door spawn entrances - Fixed a case where Yeti hats could appear in a floating state for clients - Fixed a bug which prevented being able to access Crew Inventory - Fixed a bug which caused Hydra Revolver to play a weird animation when reloading - Additional map changes, including island relocations, floating foliage fixes, and quest markers v301 - Rearranged some server grids, including Golden Age Ruins for better spread - Fixed multiple floating folliage issues - Fixed lakes which were missing fish spawners - Cut back on the amount of fog used on some islands - Added collision to sunken decor shipwrecks - Fixed multiple resource overrides (to make sure you're getting the correct resources in the correct biomes) - Cosmetic gear now correctly purchasable from the vendor - Sail Skins now correctly indicate what size they can be used on - Fixed misalignment on Hydra Revolver after multiple reloads - Pressing R now stops the Hydra Revolver midreload - Adjusted the Hydra Revolver durability (was previously too high) - Corrected the Quest Marker locations on the map - Added crafting and skill setup for Hydra Revolver - Corrected tags for Home servers, lawless servers, and biomes. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Added 500 Engram Points for the First Level up (this is temporary for the PTR) Snowman Changes: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. v300.6 With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements There are 76 new islands which can be found on the following grids (many existing duplicates have been removed): F3, G2, F14, H2, G14, H14, O2, I8, J8, M14 ,N1, O1, C2, M8, O8, G8, K8, E8, C8, F4, F2, G3, O3, N3, L2, N2, M3, O14, D15, N15, K15, J15, G15, O15, F15, I15, N13, N8
  6. PoE

    ATLAS Roadmap

    Some people love building boats, some building towns with shops, some like taming, some like sailing and fighting. Deciding HOW people are going to play will have the devs playing this game by themselves. If the purpose is to have people be at sea, then you devs have done everything in your power to keep us ported: 1) You have cloudy skies that threaten rain with cyclones that do more overall ship damage than a full-on fleet fight. So, you PORT to avoid all that damage until you figure out whether 7 cyclones are going to literally follow you around a grid until you port. OR you PORT and twiddle your thumbs for the duration of a storm. 2) Living at sea requires us to carry enough ammo, supplies for repairs, and enough food and gigantic tables that the only size that can handle all that is the SLOWEST ship in the fleet (the Brig) or force everyone to build server-clogging galleons. 3) In order to have an awesome ship, you have to PORT, have a base to store the ingredients until it is complete and to build. To avoid spending the rest of your life with an axe and pick, you have to make tames to make that go faster so you can build your awesome ship to live on. Now you have tames that must be stored and protected and fed, and presto, you are landlocked and PORTED. Fast travel to feed is the only thing that saves the day, but you are naked, so whatever. 4) You made everything so heavy that "sailing" is more like watching dolphins passing you and laughing. You solved this with an awesome cargo box that you cannot even access unless you are PORTED. 5) Only you can repair your ship at sea, so if you are not keen to spend all your time after fights or storms or rocks making repairs to hundreds of single pieces, you must PORT. 6) If you lose your ship and everything you so lovingly built, you must have a place to rebuild. That requires a base that stores all duplicates of your goodies, blueprints, farming for cooking, clothes, weapons, etc.... again, you must PORT. 7) Scavenging wrecks overload boats, gold to pay crew overload a boat, supplies overload boats. So unless you are willing to dump all this (WTF), you spend all your time calculating how to keep the weight under 50% of the capacity to keep a decent knot. 8} Going around massive builds, avoiding squabbling neighbors, avoiding aggressive builds to block content, all double or triple your time on land and not in a good way. 9) Placing Treasure Maps in ridiculous locations, like inaccessible mountain tops, under rocks, squeezed ledges, in bases make it under a 50% shot that you can ever get access to it. And forget getting the good ones alone without a tame to help or drag some NPCs behind you getting stuck in everything from a bush to a turtle. It increases ported time. BONUS: The re-vamped island ownership did not work out as you planned, I think. Instead of a big company claiming big islands, they claimed all the little ones and they left the big ones free for folks that cannot even claim them. How about the large companies only being allowed to claim the large islands and leave the little ones to the little tribes? Thank you for addressing some of these issues, but taking away things that people like doing instead of limiting the things like over-active cyclones or weight and speed issue is a mistake. Make all things possible and all will come and play THEIR game. Totally get this is a work in progress, Beta and there are growing pains, just please remember: LAST and I think most important: NO one wants to spend ANY time playing and building and farming to have a wipe looming over them like a Black Plague. Most I have talked to say they will wait until these devs get their ship together, then come and play.
  7. Well that stream was the perfect example of marketing - by touching every subject but not giving any solution, so that the customer dreams up the solution that he thinks they will do, thereby making it the best game to literally 'dream' of for each individual and therefore sticks to the game... in the end they have plausible deniability "never said that"... The whole show was about how to sell us - that is the current PC players and the coming in XBOX players - that XBOX is the All Mighty Dollar and that is why we delay everything... For the PC it means nothing changes until months after XBOX release... For the XBOX it means they can enjoy the same problems the PC had, that made 95% and counting of the player base leave... If you get past this point in the stream about the XBOX then you find out the real problem they have - no clue... Yes they touched on every subject we are screaming for many months now - so I guess at least someone sometimes reads what we say... They acknowledge all the problems yes. But they don't say anything how they want to fix it. They just give a list of all solutions we gave them over time. Maybe change to claiming, maybe factions, maybe NPC factions, maybe relations... so Realist can continue his dream and we players continue our hope for something complete different, keeping us both in the market - mission accomplished...' Same with offline protection, they think about this that and the other thing... Same with PVP. 'Yeah it is broken' 'Yeah, all what you players say is true'... But in the end they gave nothing about what they want to do... BECAUSE THEY STILL HAVE NO IDEA WHAT TO DO... Hell the main problem of the game - PVP balancing is at the END of their new road map... They put the easy stuff first - QoL... so they don't have to touch the real subjects and can do their homework as late as possible... How should changes to ships so that you do not loose them so fast, when loosing them is a PVP problem that gets changed last...? Hell the main reason you loose your stuff - and they want to make it so you don#t loose your stuff so often - is that the broken PVP takes your stuff... You don't need any changes to the claim system, or factions or banks or PVE zones... just balance the PVP so the defender can actually defend his stuff even when offline at least against a solo cannon bear and that will already save a lot of stuff, bases and ships... but NO, PVP is the last problem to solve... lets try to dance around the problem and change the other stuff around it... This game will be MOAB with broken PVP by that rate... Everyone will hide in a PVE zone/faction/claim and if someone comes out to PVP it will be agreed - "lets meet and battle it out with the stuff we can afford to loose"... Hell, if the player count goes up again, the big guys will hog in PVE and push the small guys into PVP therefore making them the only targets to PVP... And then the side notes so to speak... like ship sailing... They acknowledge that is sometime boring and the boring part takes too long. They did not say anything what they want to do, might be faster ships, might be more stuff happening between A to B. The only thing for sure is if they go the speed route while the PVP is not balanced the people now crying about more speed will not only have their neighboring sector pirates raiding them, but the whole server will be at their door step knocking with cannon balls. Distance is safety, reduce the time to travel the distance, reduce that safety... nowhere to run, nowhere to hide, you get wiped of the server even faster. And obviously, if the ships go faster how should ship PVP work? How do you intercept someone if he changes multiple grids in the time it takes you to get from rendering range to cannon range? Hell the current Meta is if you get ganged on the sea turn into the wind to the next Freeport... if that not takes 10-30min but merely 3-5min how much MORE ship PVP will happen on the sea? Performance was also mentioned... Well duh, this is an early ARK engine, of which the current ARK engine their Devs say it should be redone completely... But their is an easy fix for the performance problems, especially in PVP: FIX PVP !!! so that the defender not need to build this giant structures that still give no protection... BTW that would also come along nicely with your time pie chart with the 50% time spent on land farming and building the performance killing structures... If you not need 50,000 structure to maybe be somewhat save from the lone cannon bear wiping all your stuff, you could get in your boat and play the rest of the game... Obviously they could also make bigger bigger structure parts so that you can build the same things with less parts... until then we continue build large stone walls not with one large stone wall, but with 120+++ normal walls so we get those million HP and not only 24K... Actually the only positive thing said in the stream was from the new guy... That the game play is too heavy on gear quality and low on player skills... That comes from the time when they already did not have a clue and started to listen to the NO SKILL streamers and zergs... But then again that would mean TO FIX PVP !!!
  8. I'm not convinced. Are you a wooden ship builder? I'm not. Anyone here? On https://www.historynet.com/early-naval-innovation-american-44-gun-frigates.htm They are talking about 44 and 64 gun frigates. Yes These aren't Schooners but still. Extra thick wood beams? I mean very large wooden ships are possible. How did they handle the forces caused by such massive ships. Metal reinforcement? And from https://en.wikipedia.org/wiki/Chase_gun "From 1799 Royal Navy frigates were universally supplied with two bow and two stern chasers " A ship designed for 4 front and back facing heavy cannons doesn't seem that implausible to me. Maybe the sails could be moved more towards the center of the ship with the cannons located on the main desk facing forward and aft. All that weight probably doesn't make them very fast. Do atlas ships site lower in the water with the extra weight? do they go much slower when weighted down? Perhaps those mechanics need to be improved.
  9. yes i think an enjoyable exploration experience is exactly the most important part to attract players and keep them playing. a lot of content from quests trading options and events as well as exploration water areas even beneath and above the sea. They should add different water zones, quests including traveling, trading or dogfighting, versatile weather effects and in general different water biomes, like artic water biome with floating ice you need to dodge, snow storms, freezing winds that damage the sails and other dangers, equatorial water biome with alot of heavy rain and storms, some fantasy weather like soul storm bringing a lot of undead ships with it during night times and all kind of different stuff. Different kind of ships and monsters for different areas and so on. Currently all water areas are simply open water and exactly the same. There should be more places to go with our ship like floating cities on the water, large caves, inland channels and many coastal places with quests or tasks. After that expanding into the sky or under water so we can explore more. Like driving our subs through underwater worlds or flying our airship to explore floating islands and zones of various kinds. There could be so much exploration that it would be the main feature of the game, a pirate game where pirates only need their ship and go on adventures. Landbattles seems suitable only for big companies to take control of an area from another big company leaving normal players out of their quarrel it should be limited to war declarations between companies it shouldnt be the only feature of the game that makes everything else impossible.
  10. Id say sailing is boring because it is a single repetitive task of staring out at the sea and running to the helm as soon as a SotD appears in sight to drive around it. You cant do anything else cause if you take your eyes of the water you run into SotD immediatly. With empty ships you can speedrush past them as well but thats as boring and doesnt make an enjoyable sailing experience. Some things that could improve this: 1. Allow NPC crew in the crows nest to expand vision range to free players stuck in the crows nest. 2. Allow NPCs to sound a ship alarm or notify you when there is an enemy ship or npc or dangerous weather in sight, let us take our eyes off the water to do other stuff. 3. SotD only appear at night and in fewer but smaller and larger groups to give us different sailing experiences -> during day we can do cooking, dancing, chatting with players, organizing cargo, manual repair our ship or even change its layout while sailing. during night we need to be more careful if we run into a large group of SotD we need to dodge them and its more of a challenge but happens more rarely. (SotD for farming can still be in Golden Age 24/7) 4. Different weather phenomena like a random moving giant watercylone that can sink our ship if we dont dodge it, heavy storms and giant waves we need to turn the ship right into to not take damage and stuff to also give us different experiences while out at the sea. Even no wind that can make us stuck could be a challenge but it need to be super rare to not get annoying. 5. We should meet real NPC ships that spawn in higher numbers on servers with low player counts from traders we can robb or steal their ship to pirates that attack us and we need to fend off or surrender our cargo etc. -> since the pirate encampments are said to have ships guarding the waters around them lets hope they will also have trade and travel routes to send ships out on the sea and lets hope they are real ships not like SotD. This would also allow to have different areas where you can meet more traders, more small ships or more pirates or sea monsters to have different experiences while sailing across several grids and they are not all the exact same. 6. Rare events with rewards that happen randomly, small ones like finding someone shipwrecked to get a reward for rescuing them or a trader ship with a special offer to bigger ones like npc fleets or giant monsters with special rewards for everyone that helps defeat them - like the dynamic event from other mmos where all can take part and drop in anytime. 7. The phases with low wind should be shortened it happens to much, rather have more weather with randomly changing wind. 8. Add more activities that can be done on ships more interactive objects and even more RP stuff so we can socialize and gather on ships while traveling. 9. since it affects sailing as well, let vitamins have the same modifier like hunger from doing heavy or light work or idle around its impossible to balance otherwise when your hunger depletes much slower while sailing and your Vitamines do not so you cant eat enough to keep them up. 10. ship combat, is part of the sailing what i think players would want to do with ship combat -> manage crew, ammo, weapons, maneuver your ship fight the enemy ships, and board them sometimes to steal cargo or the ship. plus visual damage when ship parts are damaged to give a better feel of actual combat and allow you to easily see where you need to repair and how damaged the enemy ship is. what i think players would not want to do with ship combat -> keep your ship from sinking 24/7 as it will start to sink as soon as anything hit it. planks break super easily and you only work to replace missing planks and bucket water from a swimming frame during combat. thats not fun its really repetitive as every battle you are doing the same instead of all the stuff above that is actual fun. repairing and keeping your ship from sinking can be part of combat it shouldnt be the main part taking more than 90% of your combat experience. 11. more ships types and models would also improve the experience a lot since we dont sail or meet the same 3 ships over and over.
  11. A lot of good stuff here and good to hear some pvp specific feedback on this topic. “At the end of the day I shouldn’t have more options for a wall than I do for a ship.” This is both one of the truest and funniest criticisms I’ve ever seen on here. I also think you’ve got some great ideas for how to leverage the fantasy aspect to address some things. I completely agree about making ships less vulnerable and thus useful for travel over long ranges. Seems like a major inhibiting factor for pvp roaming as it stands. I don’t want to get too heavy into commenting on your ideas since I mostly play pve on Atlas and wouldn’t necessarily have the right perspective, but they all sound great to me.
  12. Developers your game is crap! Problem 1) Skill tree, is terrible it creates a bunch of clones out there playing the game everyone have about 60-70% of the exact same skills!!! Where is the diversity??? Do you know what a skill tree is for??? Where are the professions??? Suggested Fix) Put in Professions make people different!!! If your a Master Shipwright because you invested all your skill points into it then you barely know how to make a campfire and your go to weapon is a hammer!!! If your a master Tamer you don't have a clue how to build a ship let alone a house!!! If your a Master Logger you cut wood like nobody's business the tree's fear you but those rocks laugh in your face as you have no idea how to get metal from a rock!!! And for the Love of god TAMES are not the end all be all of everything... They should never harvest anything faster than a human who specializes in harvesting that item! Problem 2) Why do you insist on being able to claim an entire island or put down 300 hundred different claim flags!!! Why can't you figure out that all you need to do is give 1 person, 1 claim flag that claims a SMALL area NOT AN ISLAND..... Problem 3) PvP your grandiose ideas of giant player vs player battles with No rules anything goes is a FOULS DREAM. Your style of game is a harbor a paradise for toxic behaviour, it's a place where griefers and trolls run rampant because you don't put in Structure and Rules that are NEEDED for pvp to work!!! That 1 claim flag above should be a person home there castle and it should not be a place griefers are burning down at night while a person sleeps it should be a safe location a place to keep valuables. For PvP to work you need Offline Raid Protection (ORP) Claims should not be raidable and Ships that are Anchored should not be sinkable! Lets PvP happen at Sea when everyone is at keyboard.... Problem 4) You idea of sailing is lackluster at best your concept of Sailing that bigger is better is sad and stupid. Games like Pirates of the Burning Sea and Naval Action demonstrate how Wind and sail types come together to create Strategy, was to run ways to chase, ways to make a player think.... For the love of god give us Lanteen Sails and Gaff Sails and Spritsails and (Topmast) and give us more ability to customize the hull or more hull types!!! And Most importantly a heavy Galleon IS NOT the fastest ship on the water!!! Sailing is not just raise the sails and aim the ship opposite of the wind.... Now I am going to stop this list here as I don't want to overwhelm you with issues! These are some of the Worst and most glaring if you were to fix this list you would make this game about 1000% times better but I am quite sure this like so many other posts is going to fall on DEAF ears and that's also why I am going to save my breath and cut this list short....
  13. Yup pretty much what Mike L said. All depends on what you want to do. I've not seen one size fits all brig. I drive a balanced brig setup which is as close as you can get to one size fits all, but there are things I still cannot do. More resist than damage, but it can put out the hurt. I keep the weight low so it can catch heavy ships and keep distance with lighter ones. Only super light ships or ships with high end handling sails can catch me. If those kinds of ships can sink me I don't engage them to begin with. Know your ship. Know their ship by spy glassing its planks, sails, and cannons if possible as soon as possible so you can size the situation up. Know where your help is and their help if there is any. Know where the nearest freeport or friendly harbour if you need to make a run for it. Also look for ballistas as those ships tend to run light and have high resist to chase someone down and handle the pounding that accompanies it when you harpoon them. Typically these are on Galleons and some brigs.
  14. An armored brig like the above post is good for defence, it will be too heavy to catch anything to sink it. Large cannons have further range so, they are the safest way to inflict damage on the enemy ship. Ship cannons have the highest damage per second so they are the best for getting in close and going for the sink. There is no best ship. It's all just a balance of the way its leveled and what it has to fight. Brigs have the best ratio to gain speed from leveling additional weight. So weight=faster Resistance= take more punishment And damage= harder hitting brig. If you can get shots in where you dont have to take shots, damage is best. If you cant catch them, weight is best, and if you cant outrun them, resist is best. You can always put points in all three for an all round decent brig.
  15. Black Desert Online plans to release a big oceanic content rework/expansion in wich you will be able to build ships with loads of cannons and man them up (just as here) while BDO in general has very bad reputation for its p2w elements and heavy monetization the game is stable, pretty, and huge as fuck, i have sunk 5k hrs on it and i am not even at end game, its oceanic content was kinda lacking up until now, but it wil be revamped and greatly expanded this summer, so if they dont fuck up it could be a pretty decent (maybe even better) alternative to atlas, not the same thematic but hopefully fun.
  16. It is pretty damn easy...: - you build your ship to your liking, put everything when it is empty cargo (so crew, needed ammo, repair mats, etc) but your good to go. - you check the current weight and check which ratio of speed to weight sails gives higher speed value. If you ships is to heavy for 6x Speed, exchange for a weight and be a little bit faster. - after your ship is ready and you need to haul cargo you put in a rack at about 4000units of weight you want to carry. You will be faster than with the cargo not in racks. - after you are done with the cargo you destroy the racks again it is that easy and no racks should not make you magically faster... the just make you fast than without them...
  17. Then your post should have been worded differently because the wording you chose directly implied you didn’t. 30k weight is more than sufficient for a life on the ocean, what it doesn’t let you do is bring an entire zoo with you or carry large quantities of heavy mats around for crafting higher end gear. There is more than enough weight options to put all crafting stations, a fair amount of mats, a reasonable number of cannons and ammo for them, and a compliment of gathering tames. What you can’t do is bring Noah’s Ark with you or everything you need to craft up legendary cannons. This is called built in trade off choices. If the devs made it so anyone could easily live on a ship with no reason to claim land, then the majority of players would do that instead. You might prefer it, but it’s clearly not the intended design choice of this development team given how much work they have put into the claim system.
  18. Jat there is no need to reinvent the wheel, rly, is just a matter of basic psychology, would you keep writing lines of code in a computer that fully resets every time you are afk for more than X minutes? ofc not, why? progress. no one likes to lose their progress, as it symbolizes the time and effort players have put in the game as well as the direction you are moving towards and all of that has an impact in your motivation as a gamer, by implementing a decay system not only the game is chasing away players that could potentially come back to the game if their progress was still there, it also affects the motivation of people who plays the game, because who wants to work towards something when you know your time and effort will all be for naught if you ever decide to quit for a while? imo its an unnecessary feature that adds no value to the game while at the same time has a heavy cost. Would also like to point out that the game feels very solo player unfriendly, you are supposed to be a pirate yet you have to live under a feudal lord, and to be honest as a solo player who enjoys to play solo (clarification: not to confuse playing solo and playing alone, they are not the same) being forced to join groupal content to unlock game features doesnt feel pirate-ish at all, isnt the very essence of being a pirate all about freedom of choice? edit: Its funny because just as i had finished writing i loged in the game to spend few hrs doing w/e only to find my small base demolished even tho there was nothing valuable in it, even the fundations were demolished, as if it had never existed, needless to say as a person who values his time this simply means close the game, go play something else.
  19. Since I have lots of idea's right now I will place ink to parchment... So in the above we have Turned Free Ports "Starting Ports" Into Capitals of Said Country they represent... Two adjacent zones to that location would be Governorships and we have pointed out that via law's the governor's can welcome or Sieze the lands of players from other country's in those zones! But those Zones would always belong to that country so there would always be 2 Governors to choose the King... Now all the other Sectors on the map would be controlled bye a Vice Roy! Basically a Governor like the above but none of the lands here would be safe though the Vice Roy can of course tax as he see's fit.... He can use his wealth and the tax money to improve the infrastructure of his fief, bye for example Hiring NPC ships to patrol the waters! He could use his wealth and tax revenue to create fortifications and man them with NPC's to protect the residents etc... Yes SOTD would go away and be replaced with NPC ships representing country's, Big NPC ships would patrol the De Jure Territory and any Pirate or Country at war would be foolish to wander into those territory's but the Viceroys, they don't get free ships they have to buy em and there expensive, those who live outside of the safe De Jure lands would truly be at the tip of the spear! They would need to either accept the tax's or perhaps they talk there Vice Roy out of taxing them heavy but instead each of them shoulder the burden to protect. Many strategy's could be employed but at least there would be a reason for war! And finally there would be a box of 9 zones in the center of the map. The lawless haven of the scourge and the villainy that is the Pirates! The Center zone would be the Pirate Free Port but unlike the Capitals there is no safe zone, there is no Kings, there are no voting, no governors its just a free for all land where only the strong prevail....
  20. They've already said before that they aren't working currently on new ships as they would add heavy loads to server performance. New ships may come in the future, but right now I don't think it's being worked on.
  21. Forb has some good general advice for you, just gonna add and expand on what he said. Firstly, being able to plant all the plants only matters if you want to get deep into cooking or want to do your own taming/breeding. If you want quality tames but don’t necessarily want to bother with the mechanics of beastmastery much, you can always just buy tames from someone who does. Also you can plant enough things in tropical and tundra gardens to make a decent selection of 2 vitamin foods, so you shouldn’t feel restricted to equatorial for basing. Forgetting to put a bed on every ship is a really good way to lose that ship or create a major headache for yourself. Bed should be the first thing you install once it’s built. What he’s saying about bamboo is significant because it’s the one fiber where gettting large quantities of it otherwise is a headache. Bears are def one of the most important tames at this point. Parrots I feel are underrated for their insulation buff (think otter). Monkeys can be handy when taming because they buff your regen and sometimes you take a hit when feeding but time is of the essence. If you intend to craft high level gear, then by far your biggest consideration will be locating within shortest distance to all 6 mat varieties within a type, and at top of the importance list for this will be metal owners no to the combination of its weight and use in many different recipes. Second is wood. Stone, gems and crystal are also heavy but used in fairly few high end crafts. I have found tundra to be best for metal proximity. You have said in the past you are into building. If you play on pvp, stone is the only way to go. Unfortunately nothing is really good at gathering stone. Rhinos in theory but they are meh imo. A good hatchet with high damage and durability and bring your elephant to pack mule is the better option. Trying to build higher quality stone walls from bp’s is probably not worth the headache of trying to assemble large quantities of 5 or 6 types of stone. Just build more walls.
  22. Introduction For this forum post, I thought I would cover some of the wind mechanics. I think this will conclude my discussion of the wind mechanics (unless anyone can think of something else to test!) that started with ship weight and cargo racks (somewhat related to wind mechanics) and continued to my discussion of the sextant buff. Once you finish reading the guide, you should have a very good idea of how to efficiently travel around the ATLAS, armed with the knowledge of the invisible force in ATLAS that allows ye' scallywags to explore the open ocean - the wind! To organize the post a bit, I will try to progressively get into more of the details toward the end of the guide, and reserve the beginning as a summary for people who don't really care about the details. I will summarize the main points in the "Big Questions" section, and most of the discussion will be in "The Bulk" section. For those interested in the intricate details with how I did my testing, I will leave most of that to "The Details" section. Big Questions How do the different types of sails (speed, handling, and weight) differ? The sails differ in the effective angle and maximum speed that they can give the ship. Speed sails give more maximum speed than the other two sails, and handling sails give a larger effective angle than the other two sails. Weight sails have the same effective angle as a speed sail, but they contribute much less to the maximum speed than speed sails - in return, they will add maximum weight to your ship. When should I use one type of sail over another? Weight sails should only be used when the ship is very overweight. As a rough estimate, put on the first weight sail around 65%, and add more weight sails every 7% weight you add on from there. Handling sails are faster than speed sails only when you are sailing against the wind (up to 27 degrees either direction from directly against the wind). The benefit with handling sails is that you will never bottom out on speed, unlike speed and weight sails which bottom out quite easily. However, if you aren't making a ship specifically to sail against the wind, speed sails are more widely applicable, just use them. How does the wind rotation work? The wind rotates in a large circle at a constant speed. It takes about 5 real-life hours (+/- 5 minutes) for the rotation to complete, and it goes through 2 full-wind/low-wind cycles every time. That means that if you are currently in low wind, wait 75 minutes, and the wind will be strong. Furthermore, the strong winds only point North or South, and the weak winds only point East or West. If you have the luxury to plan multiple bases far apart, this means that it will be easier to get back and forth between them if you put them close to the same column (vertically). Does sail angle affect ship speed? How about wind angle within the effective angle? Unlike in real life, the angle that your sails make to your ship's body make NO difference to your speed. The only angle that changes your ship speed is the angle between your sails and the wind. As this angle increases, the ship speed steadily decreases, even at small angles within the effective angle. Similarly to how weight effects your ship speed (in-depth discussion here), the speed drops off very quickly as you approach the effective angle. Therefore, it is wise to minimize the angle between your sails and the wind whenever possible. Related questions that I will not be answering in this post: How does ship weight affect the speed of the ship? How accurate are the numbers that the sextant buff gives you? The Bulk 1. How do the different types of sails differ? All sails have 5 values that dictate their differences: Maximum weight addition, effective angle, acceleration, maximum speed, and turning effectiveness. I mainly tested what I believe to be the most important values, and I may update this post in the future to discuss the acceleration and turning effectiveness, which only affect the handling sails. The rest of this discussion talks about the maximum weight increase, maximum speed, and effective angle of each type of sail. Speed Sail: Speed sails have an effective angle of about 82 degrees, and by far have the fastest maximum speed of any sail type. In addition, they don't add any maximum weight to your ship - they are the simplest and most reliable type of sail in the game. Weight Sail: Like speed sails, weight sails have an effective angle of 82 degrees. However, they produce less maximum speed than speed sails (about 60% speed) in return for increasing the maximum weight of your ship. Small weight sails will increase the maximum weight by 1,000 kg, medium sails will increase it by 2,500 kg, and large sails will increase the maximum weight by 4,000 kg. Handling Sail: Handling sails have the largest effective angle of any sail in the game, at around 118 degrees. Their speed is between the speed of weight sails and speed sails (around 75% of a speed sail's max speed), but they have the fastest open/close times of any sail, and they also rotate faster than the other sails. Side note: Since the angle of the sails to the ship body doesn't matter, and the sails can be rotated to +/- 75 degrees, you can always reach a max speed for the first 75 degrees by rotating the sails. After that is when the effective angle starts kicking in, and you will bottom out on speed at 157 (82+75) degrees with a speed sail, and 193 (118+75) degrees with a handling sail. Since 180 degrees is straight behind you, this means that you will never bottom out on handling sail speed unless you purposefully point your sail in the wrong direction. Speed sails, however, have a 46 degree arc toward the rear of the ship where you can bottom out in speed no matter what you do. 2. When should I use one sail type over another? In typical sailing conditions, speed sails are almost always faster than weight or handling sails. Unless you like the feel of sails opening and closing quickly, I would argue (although this is speculation, I haven't done the math on this) that speed sails are always better than handling sails, when used optimally. As for why I haven't done the math on this, consider the following complication: Handling sails are faster than speed sails only past 153 degrees. That gives you a 54 degree window for which handling sails would be better. However, it might be faster to just adjust the angle you sail at to make the speed sail faster, and then tack back toward your destination when you get closer. It makes your trip longer, but you also go faster. Weight sails have a bit more utility for hauling large loads. However, they only add a fixed amount of ship weight (not a percentage), so they are relatively less beneficial as you put points into weight. Additionally, you can split up your haul into 2 trips if you really have to carry a lot, and that may even speed up your haul time. In general, it is beneficial to add your first weight sail at 63% weight, and then add another one every 8% weight you add after that. If you have not read my guide regarding cargo racks, I highly recommend you read that if you have a heavy ship. At any weight that you would consider using weight sails for, you should also be considering cargo racks, unless you have a lot of weight that you cannot put in cargo racks (such as cannons and cannonballs). This is a section that I can definitely do a bit more testing and mathematics (trigonometry, here I come), so I will be updating this in the future. Until then, much of the notes in this section are speculation based on dozens of hours of testing these mechanics. Trust them or don't, it's up to you. 3. How does the wind rotation work? The wind rotation is locked into the cardinal directions - strong winds always go North or South, whereas weak winds always go East or West. Furthermore, the rotation is locked into the clock as well - strong winds always happen at Noon and weak winds always happen at Midnight. There is a day in between strong and low wind, so if you have strong wind (at Noon on some day), the next low wind happens at midnight the following day, 1.5 days later. If you currently have low wind, just wait 1.5 in-game days for the next strong wind period. Since one in-game minute is 2.1 seconds (see my sextant buff post for more details), This means you should wait for 75 minutes to get the opposite strength of wind. The wind strength does not change consistently over the course of the rotation. From Noon on the day before the weakest wind until Noon on the day after the weakest wind (for a total of 1 in-game day), the wind strength drops to the minimum and then rises very quickly, starting and ending at about 50% wind strength. Therefore, most of the time the wind is above 50% strength, and if you find yourself caught in a low wind period, you only have to wait until the next Noon for the wind to become strong again. Pull over, feed your animals, pay your crew, and you can be on your way again in no time! The image on the left shows how the wind strength arrow changes over time, with the in-game time overlaid around the image to show you how fast it rotates. You can see in this image why you should wait for the next Noon after a low wind - that is when the wind starts picking up again! 4. Does sail angle affect ship speed? How about wind angle within the effective angle? As long as your sails are pointing with the wind, the angle your sails make with the body of your ship does not affect your speed. Therefore, only the angle between your sails and the wind makes an impact on your speed.This angle makes a big difference in your speed as you get close to the effective angle. For example, if you are 75% of the way to the effective angle, you still have about 61% of your max speed. Once you reach 90% of the way to the effective angle, though, your speed drops to 44% of your max speed. At 95% of the effective angle, you only have 35% of your speed left. Wind-sail angle effects your ship in a very similar way to weight. The biggest difference is that when you reach the effective angle, you go a minimum speed of 29% of the max speed. However, because of the very fast drop-off of speed as you approach the effective angle, it is generally wise to not get anywhere near it. In-game, this means that you should avoid sailing in a direction that makes your sails turn red in the HUD indicator, and think a bit about your heading if your sails are dark orange. It may be wiser to turn a little more with the wind, and then cut back in the other direction (tack) when you get closer to your destination. The Details Testing Details All numbers in this guide were obtained through testing in single player, and confirmed (somewhat) using the numbers in the devkit. It is hard to convert the numbers in the devkit into actual usable in-game numbers, but I did my best. If anyone is familiar with the devkit and would like to give me a tutorial, I would love to talk to an expert, just message me and I will give you my details. For the most part, the tests I ran involved getting the sextant buff, then equipping a ship with a specific sail configuration and sailing it across H8 (no islands, so I can stay within a single grid and get about 19k meters of testing space, along a diagonal). Once the knot display reached a stable speed, I recorded the time, latitude, longitude, and speed in knots, given by the sextant buff. I recorded this data again at the opposite end of H8, and computed the total distance traveled and the time in game-minutes it took to travel that distance (in longitude units). I then converted this speed in long/game-minutes into ATLAS knots (see my sextant buff post for details). For the effective angle calculations, I had to do something slightly different. I aimed my ship as close to true North as I could. This involved setting the wind direction (using setdir 90) to North and the wind speed (using setwind 12) to the maximum strength, and rotating my ship until the wind arrow had no pixels off of the directly vertical line. I verified my (very close to) true North heading by sailing some time and noticing no change in the longitude coordinate. In fact, for much of my testing, my ship could lean left and show one longitude and lean right to show another, 0.01 higher. Because this lasted a long time, I am fairly confident in my heading being essentially true North. With my ship and sails pointing due North, I set the wind to many different angles away from North (using setdir X), and recorded long/lat/time like before. However, there is the added complication of crossing server borders. I kept track of the time as I crossed borders (only going North, remember, not East or West), and there was no time gained or lost. The coordinates were a different matter - when you cross a border (at least in Single player), the game puts you at 0.14 longitude units further than you entered. I just had to keep track of how many borders I crossed and subtract 0.14 for each one. This added some error, but I couldn't think of a better way to do the tests without rotating the ship between tests. If I did rotate between tests, the slight variation in the way my ship was pointing would make the effective angle very difficult to compute, since small changes in angle near the effective angle make a large difference in the ship speed. Any derived numbers (like maximum speed contribution per sail) were obtained using the trendline function in Excel, or the Solver addon for Excel. Detailed Numbers I will put detailed information here about the specific numbers I obtained from testing. I will also update this section if I did some math that confuses anyone. - Since the full wind rotation takes 6 in-game days, the wind rotates around at 60 degrees per in-game day, or 1.19 degrees per real-life minute. Additionally, the strength of the wind changes twice as fast in the "low wind region" from Noon before the lowest wind until Noon after the lowest wind. The graph below shows this region where the wind power changes much more rapidly. - Weight and speed sails have an effective angle of 82.0305 degrees, and handling sails have an effective angle of 117.725 degrees - The table below shows my current data on maximum speed from each type of sail, for each type of ship. I will be adding to this in the future, as I collect more data. - Handling sails are faster than speed sails once you pass 152.59 degrees. At that point, you should switch all sails over to handling sails (if you can't just rotate a few degrees to make the speed sails worth it). Conclusion Generally, you will want to use speed sails, and only in rare cases will you want to use handling or weight sails, since their benefits don't outway the massive increase in speed that speed sails give. However, if the wind is just too weak and you are doing everything you can to milk speed out of your ship, you can always just wait for the next Noon, and the wind will be guaranteed to be at 50% and rising in strength. Finally, Avoid sailing in a direction that makes your sail HUD indicator dark orange, since your speed drops off very quickly as you get close to the effective angle, where the sails turn red. Please leave a comment if you think I missed anything, and let me know if I have not explained something clearly enough. I am happy to answer DMs or regular comments. Finally, I would like to thank @Kummba for encouraging me to look into the wind mechanics, and giving me a jumping off point with the wind rotation mechanics. See you on the high seas!
  23. While the game continues it's voyage into Davi Jones' Locker, though about some possibilities to make ship battle more interesting, more piratety but less fatal. Wanted to share this maybe not yet consistent ideas for feedback. I put it here in PVP forum, as obviously there is not much discussion under Suggestions... Currently ship battle – if it ever happens – is ending in someone running away or getting sunk. Boarding does happen, but only to sink the ship. In a war setting sinking the other ship is the only way to get it out of the way. But it is also the best way to raid a ship – after it sunk, and unfortuantly the game makes it possible to dive to it all the way to the deepest bottom of Davi Jones Locker. As most players interested in ship battle have complained, boarding and taking over a ship is not possible, as the claim timer is stupid long and popcorning of the cargo before or when it sinks by the owner is modus operandi, so no looting... As ships are always sunk for their resources and cargo or 'just because', the Devs made them cheap enough so you can build new ones very fast. This tries to mitigate the problem of them getting lost so fast, mainly while offline. In the age of sailing ships, ship combat rarely resulted in the sinking of the ship. As the cannons would not make much damage below the waterline ships would not sink so easy – cannon balls would loose terminal energy fast when hitting water or bounce of the water like a stone flipped flat over water and hit the enemy hull above waterline. Ship to ship combat would be determined by whos ship will loose the ability to continue fighting because of loss of crew, which get wounded and killed by enemy fire, loss of maneuverability like rudder and sails/masts, or fire breaking out uncontrolable. Small arms fire and boarding was a valid option to overpower a ships crew. After a ship was defeated it was looted, taken over or sunk, depending of the state of the ship and value of the ship itself. The idea I want to develop here is that sinking ships in Atlas should be not the go to only solution, but the least likely. As obviously the game allows for very toxic behaviour which would continue to result in ships get sunk, just because, it unfortunately would need some game restrictions prohibiting this. But as this is still a game, rules define it anyway, so it not have to be realistic with everything possible at all time. Main concern here is, that a sailing game needs people sailing and somewhat willing to risk ship combat. Otherwise what is the point? Therefore my idea involves some fixed piracy rules of engagement. For this the Devs need to add some piracy things in the game for ships = flags and colors. If two ships meet in the game and one wants to attack the other it raises The Black. This happens automatic when it makes damage to the other ship or by captain choice. In the later case any ship within some radius will get the notification that they are being persued by a pirate. Ships hit get the same notification on receiving damage. The defender now has the option to raise the White flag at any time. This will result in the defender cutting sails stopping the ship automatically and stop making any damage to the attacker. On the other hand the attacker can no longer make damage to the defender aswell. The attacker now can board the defender and loot an amount of its cargo and gold depending on how soon the defender raised the White. Lets say within 2 minutes of raising the Black the loot is 25%. Every minute after that it is 25% more. So the defender has an option to decide what it is worth for him. Please do understand this as World of Atlas agreed Rules for Gentlemen of Fortune automatically enforced. Also the ship weapons of the defender gets 'spiked' making them useless for some time, maybe 1 hr or more. Optionally the defender could be protected from looting for some more time after it got looted, unless he makes damage to anyone in the meantime. Only if the attacker goes away from the other ship – out of range of the Black flag, the defender gets control back and can continue. If the engagement continues without the other ship giving up, raising the White, for some time, say 5 mins, which already equals 100% loot, the attacker can raise the Jolly Roger – the Red. This means that if the defender is defeated the attacker has the option to kill all crew and take over the ship, if it is still floating. Upon getting the Red the defender has one more minute to give up before he can be sunk or claimed. His decision again. By the way, the attacker always has the Red flag upon him, if he starts the attack – pirates can not expect quarter. Maybe that could stay on him for some time after a fight? Please note that at this point there not need to be any shots fired at all. If the defender just gives up early he will get treated better by the victor, until the time he must expect no quarters given. There would an option that the loot % and time to raise the flag get shortend the more damage the defender does to the attack, meaning that he resists more. Next up the looting. As it is now, looting can be made impossible because of the defender popcorning everything. This cannot be allowed under the above idea for the attacker. Therefore I propose that the moment the Black starts everything in the ships resource box cannot be taken out other by the current automatic use = repair hammer. Same for the ammo box and any other storage box, like bookshelf. The only box that can now be used by the defender is the new ship locker which only holds things like weapons, armor and ship tools. The moment the defender raises the White he also can no longer use the ship locker. The defender can again use the storage when the attacker leaves him. Next up the actual combat. As it should be the case ships should be defeated more often before they sink, damage to ships should be handled differently. Mainly damage is against ship speed, manouverability, cannon reload time. Or combined into damage to the crew, which looses abilities the more damage it gets. This makes the hit ship slower so it cannot run away, less manouverable. Loosing cannon crew / reload speed makes resistance less useful. This is all used to get the defender to submit. Again the attacker does not need to raise the Red, still leaving the defender to surrender and not loose the ship, just the loot. If the game could handle crew damage this way, crew will stop working if they get damaged enough but not yet die. More damage will kill them ofcourse. So even if the ship gets damaged that the crew does not work anymore (partly or all) they are not lost=dead. Therefore high level crew can be rescued by surrender. Also high level crew with more health is obviously better and good to acquire. Ship resistance per plank gets lower by damage, allowing more damage to the crew behind it.Also personal armor would help. Option: by the way only ship structures (deck and planks, maybe some new form of optional compartments) should work as protection. Any other structures (walls, ceiling, ramps) give no protection. No armoring. Also to promote gun ports, guns on deck would have no protection for that matter. There should be different typ of ammo. Ball for plank penetration, Chain for sail damage, Shot for unprotected (low plank health) crew. Optional boarding party. The game right now allows the ship crew to dismount cannons etc. and aggressively engage enemy on the ship. What we need would be the option for the attacker to send his Marines to 'spawn' from his ship to the other ship within certain range. I think the problem right now is, if one would order their crew onto another ships they would never reach the other ship while it is moving. Thats why the easiest option is them be able to just 'spawn' on the other ship for now. Also I think that ship crew under attack, as well as the attack should just spawn on the main deck, so noone gets stuck somewhere below causing frustration. Obviously we need the option now to have more crew on ship to allow for Marines. Therefore get rid of the crew limit. They have weight and that should be enough, especially if they are armed and armored. Maybe raise food consumption. Spawning. If a ship engages in combat the beds on each should be locked, so that every bed only can be used once more. This allows some allies to spawn in and help, but not unlimited. Also makes more beds on ship more valueable. This is somewhat like the bed timers with the kraken going to 1 hr disallowing respawn while the fight goes on. Oh and by the way, if the PC crew all die the NPC crew will raise the White automatically. Ship damage, fire, sinking. As the crew = function of the ship takes damage faster than the ship itself it should usually not sink most of the time, before the crew is incapacitated. There should be some random option for fires and maybe ammo explosions making lots of damage. This if not controlled could sink a ship on it's own. Other than that sinking a ship should most of the time be an option for the owner, meaning either the defender sinks it before capture or the attacker after he raised the Red, captures it and becomes the owner. Capturing ships. A ship can be taken over when the attacker was able to raise the Red for atleast one minute and then gets to control the other ship, defeating the other crew atleast to incapacity, killing the PC crew. There could be the option that surviving NPC crew joins the attacker. This could be determined by crew level and maybe a pirate skill of the attacker. Oh and maybe just for fun, the PC crew of the defender can be put on the guiotine for punishment for not giving up fast enough. Recapturing ships. If a ship gets captured this way, it still keeps his name for some time and stays shown on the defenders map. So Captain Jack Sparrow has an option to get his Pearl back. This could be like that if the original owner gets on the ship within the next 48 hr (?) and gets rid of the NPC crew (or maybe even using his pirate covincing skill) he can just steal it back and get away. After this reclaim timer runs out the new owner can change the name to his liking and the old owner looses the map marker. This would be in line with the Devs idea that ships should have a history and should change owners. Ship repairs. Ships should be more time consuming to repair. This is because if a ship is damaged in war for example it should take some time before it can return to the front. If it not gets repaired between engagement it obviously engages with lower health and therefore starts with lower values in speed and so on, and also the crew is not as well protected by it. Ship repairs not anchored should be only stopping leaks and fires. Full ship repair should only be possible while fully anchored. Parts repair points over time after the resources are invested. PC repair (skill and mini game) could give bonuses to the time, as would captain skills. Using a shipyard of correct size should be faster. Ship cost. As ships would now not always sink, there is no need to make them cheap to build = easy to replace. Building a ship should now be a bigger 'time' investment for players, meaning more resources to farm, taking more time. Also repair would cost correspondingly more. Also if they are more expensive to make their captains would be more willing to raise the White before they loose them. If they stay cheap they will just be suicided. Optional, because ships become more time valueable and finaly better able to capture it should finally become possible to redesign them in shipyards and also to respec their skills (for a cost). So what could that look like in game? If you are just going from A to B for say discoveries or tames and you get attacked you surrender and loose some resources and be on your way. If you haul resources you loose more resources as a % of the total. If you decide to fight, because you think you will win or run away, it is your risk decision. This counts for the attacker also. If you are in war type engagements, your ship could be lost with the Red. Or atleast taken out of combat by spiking the ship weapons for some time after you gave up. As ships would become more valueable, but less likely to sink (per decisions of her captain) griefing by outright sinking everything is more controlable by the owner. Meaning loosing the ship is less likely for the little guy, promoting that he builds a ship and uses it more. Because there would be more ships actually that are on the sea, more pirate action for everyone. And maybe you find the big fat price. There should be a system, where the spyglass would allow (like the pirate skill) seeing some or all what is in the ship cargo. Maybe just how heavy a ship is loaded, as can be seen how deep it is in the water. Therefore not needing to stop every ship you come by. There could be an option for a war token to allow to raise the Red from the beginning on the designated war enemy, so you can sink or capture any of their ships. But what about anchored ships? Well I am still advocating to have a change to the island protection system. My favorit would be a full PVP radius around the flag and PVE protection everywhere else until the island gets declaimed. This would include anchored ships. But if that separate issue does stay the same the described system above still works. Because as said if there is no PC on the ship, the NPC crew gives up. In the case of the Player being offline or not close to the ship, it means immediately = minimum loot taken and loot protection for some time, maybe until next login of the player. So either take any valuables of the ship before going offline or loose some, your ship will very likely be there tomorrow. Thoughts?
  24. As we Getting request everyday we will be Doing auctions again on a more frequent base. Not everyday but guess a few per Week. Also the 50% Discount on mighty mythicals And heavy harvester only Runs Till the 30th this month so be quick
  25. Nice! They changed the Suggestion section What I would love to see in this game is small temporary groups. I mentioned this in another thread but I ran into a problem that needs exactly that. To be fair I play on an RP Server. Things are slightly different but I think this would be nice for PvP and PvE as well. Implement small temporary groups. (Let's call it Crew) I want to invite a player to my Crew. His company isn't touched and my company isn't touched but we can now sail the same ship and play together. I think this is important for an mmo because it makes it easy and effortless to socialize with other players. This could improve PvP in the long term (less toxic) I compare this to World of Warcraft. If you had a problem and the members of your guild are far away you would ask strangers to do the quest with you. Some of them were doing the same quest anyway. I know we don't have such simple quests but a treasure map could be such a thing. Still the WoW example it would be stupid to expect someone to leave their guild for a quest or even start a new one. This is to heavy! I know that this isn't as easy as it sounds especially in regards to the use of ships. Because most of the time if you are in a company, all ships are company owned. Would a crew member be able to sail other company ships as well? We could need an option in the ship menu where you can set this per ship. "Use Sails" "Use cannons" "Use boxes" "Use steering wheel" For example. So you can make adjustments what crew members can currently use on ships. This could be used as a try out mechanism for new members as well. Which is super cool for PvP where you don't trust anyone
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