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  1. Ahoy Pathfinders! With this upcoming patch, we’re looking to turn up the heat and blow you away with a new ship that may leave you feeling as if you’ve been hit out of nowhere. The Broadsider is a heavy-hitter packing a devastating punch with 40 cannons at its disposal. Given the opportunity, the ship will make quick work of any vessel or defenses that are unfortunate to fall into its firing range. However, this will be the first ship to be only available through blueprints. These blueprints may be found in shipwreck sunken treasure locations and will come in different rarities. The rarer the blueprint, the more modular points players will have to deck out their ships. Test your luck and see if you can find a mythical Broadsider to add to your fleet. We also have some major fixes in this update and will be continuing our effort to make Atlas a better game with each iteration. Please continue to submit any bugs to our bug report form here. We review all entries and will be sure to address all issues as soon as we are able. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v531.05 New Content: New Modular Ship Variant: Broadsider The Broadsider is the first in a new system of modular ships that is only craftable from blueprints. These blueprints are found in shipwrecked sunken treasure locations around the world, and craftable in the advanced shipyard. Cost: 22,000 gold and 50 dried tentacle Weapons: 40 standard cannons Max Level: 50 Sail Points: 10 Repair Resource: Patch Kit Blueprint Only Modular Ships Blueprints for ships that are unique Found at shipwreck sunken treasure locations Quality of the blueprint scales modular points on the ship, which allows for additional customization options. Bug Fixes: Fixed areas on the Mortar ship, Kraken and Ramming Galley where paint was not showing properly Fixed Instances in which the Paint Spray gun would not cover all regions Fixed Position of the Steering Wheel on Mortar Ship Fixed instances where Islands could affect nearby seaforts' peacetime. Fixed Instances in which Control Points could be selected as Islands to respawn on Fixed instances in which company cooldown was being circumvented Misc. Ship Respec should now be working properly after 48 hour cooldown Known Issues: Broadsider Icon is outdated Scaffolding length on the Advanced Shipyard for the Broadsider is incorrect Small gap in the front castle of the Broadsider Graphical inconsistency with water surrounding the Kraken and Broadsider Ladder position on the back of broadsider is incorrect Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  2. Ahoy Pathfinders! With this upcoming patch, we’re looking to turn up the heat and blow you away with a new ship that may leave you feeling as if you’ve been hit out of nowhere. The Broadsider is a heavy-hitter packing a devastating punch with 40 cannons at its disposal. Given the opportunity, the ship will make quick work of any vessel or defenses that are unfortunate to fall into its firing range. However, this will be the first ship to be only available through blueprints. These blueprints may be found in shipwreck sunken treasure locations and will come in different rarities. The rarer the blueprint, the more modular points players will have to deck out their ships. Test your luck and see if you can find a mythical Broadsider to add to your fleet. We also have some major fixes in this update and will be continuing our effort to make Atlas a better game with each iteration. Please continue to submit any bugs to our bug report form here. We review all entries and will be sure to address all issues as soon as we are able. As always, we, the Atlas team, appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v531.05 New Content: New Modular Ship Variant: Broadsider The Broadsider is the first in a new system of modular ships that is only craftable from blueprints. These blueprints are found in shipwrecked sunken treasure locations around the world, and craftable in the advanced shipyard. Cost: 22,000 gold and 50 dried tentacle Weapons: 40 standard cannons Max Level: 50 Sail Points: 10 Repair Resource: Patch Kit Blueprint Only Modular Ships Blueprints for ships that are unique Found at shipwreck sunken treasure locations Quality of the blueprint scales modular points on the ship, which allows for additional customization options. Bug Fixes: Fixed areas on the Mortar ship, Kraken and Ramming Galley where paint was not showing properly Fixed Instances in which the Paint Spray gun would not cover all regions Fixed Position of the Steering Wheel on Mortar Ship Fixed instances where Islands could affect nearby seaforts' peacetime. Fixed Instances in which Control Points could be selected as Islands to respawn on Fixed instances in which company cooldown was being circumvented Misc. Ship Respec should now be working properly after 48 hour cooldown Known Issues: Broadsider Icon is outdated Scaffolding length on the Advanced Shipyard for the Broadsider is incorrect Small gap in the front castle of the Broadsider Graphical inconsistency with water surrounding the Kraken and Broadsider Ladder position on the back of broadsider is incorrect Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  3. Dear ATLAS developers and players (this is google translate essay) I care about this game because the basics and the climate you have created is incomparable to any other production. However, I must express my opinion on why this game will not be a success on the gaming market. Or rather it will slowly die. The game has classified itself to the genre of survival / sandbox / exploration / PvP - this is the basic assumption. Based on these basic assumptions of the game, you can put the most important game downs. Survival: - Vitamins are only a hindrance and annoy the players - they need a modification. Sometimes the player simply decides to die than spend extra minutes picking up supplies. There was no such thing in ARK. We got a food recipe for it, which we could create according to our preferences. There is no such thing here. - Drinking water is also an annoying difficulty. In hot climates there are not enough places to dig this water. There is no rain if we would like to collect this water. In the ark we could create an irrigation system without any problems (and it was a pleasure in itself) - In cold climates, the hunger rate drops even more and it is even harder to keep vitamins at a decent level. - Putting armor of different types carries too many penalties and leaves no free choice. We can wear heavy armor (the best in the game) only in moderate climates. - You should be more focused on the fantasy atmosphere. Wolves, lions and snakes are not too demanding opponents. The game in real climates is not very interesting. Why not add creatures from fantasy to the world of ATLAS? Something that created an actual threat, and perhaps a challenge for the player? - Taming and breeding is as annoying as boring. This is certainly not as much fun as in ARK. Seriously think about the whole revorkiem. - You created the game in the assumption of exploration and hence these annoying factors. Here we have to sail a boat, sometimes over an hour, for example, want to tame an animal that is not in the mood of our island Or, for example, if we would like to do an item from the blueprint we found, we need to visit even three different climates! - Solo play is not possible. sandbox: - There are no structures with an angle of 45 degrees - We waste a lot of time on the ship's float. It's nice, but after a while it makes us realize that this game is dead. - This is just my suggestion, but I think that there is too little land and too much ocean. Solid continents would be useful instead of islands. - There are few cons or many, but it is not important. The basics of the game are very good for this genre and it's not something extra to come up with. - Solo play is not possible. Exploration: - The game forces us to explore. Nothing else needs to be added in this sentence. The assumption is wrong at the very basics. Change your thinking to reward exploration - Exploration is boring. There is nothing to discover. There are no surprises, repetitive content. - Solo play is not possible. PvP: - PvP is very interesting. Fuck, he's awesome. Only that it does not bring any benefits beyond pleasure. The balance of benefits and effort is lacking. - To create an interesting situation for PvP, too much effort is required. We need a ship with cannons, weapons, 2-3 players. not just any ship, at least Schooner. It's not that the ship's farm is tiring, but building the ship itself takes too much time. - To assemble equipment for a good PvP, we need a few players where everyone specializes in something else. For PvP, we need a firearm, a ship, cannons, a grappling hook, maybe some animal with a trailer. For this we need at least 5 players in the game at the same time. Specializing in other fields - Solo play is not possible. Graphics: - We hear the sound of the night / day and suddenly the light goes out / lights up. It's unnatural. - Shadows move unnaturally with the camera. - Waves on the sea, if they are interesting, after some time they are boring. Storms are boring and undemanding. Rework! - Why is this mist at sea? - Gamma is totally unmatched. In winter climates, snow winks. The / gamma X command does not help at all. You must use this command non-stop to be able to play. I feel sorry for players who do not know this command. - Ships "ship of the damned" look like big motor boats, not like ships of the undead. Bugia: - Under the influence of waves at sea, the player is often under the last deck of the ship and it is impossible to get out without destroying the ship's side. - The guardians of the chest are hiding under the ground, despite being in a fight with the player. I added a point that solo play is impossible. I play 5 players in the team. It's impossible to believe it or not - it kills the game more than any of the minuses I mentioned. I have even more suggestions that I think 100% of the players think is right, but I have mentioned the most important ones that should be resolved by ASAP.
  4. 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!)
  5. i wasted 22k G Gold 4 this crap turtle Ship omg wth is this? the Name turtle ship does not come from its heavy armor around... it comes from its speed
  6. Wouldn't sea pvp become much more focused on blueprinted stuff if once you sink a ship you can salvage all the remaining items still on the ship for single use. so if you manage to sink the mythical gally you than can salvage about 30 precrafted planks some cannons and maybe a good sail (since its precrafted its heavy so less easy to get away with ). this will also make it so that you want to disable the enemy with the least amount of dmg to their ship so the "loot" is bigger . which will make the fight stay near the recently sunkenship coz of the potential mass of precrafted items. ( fyi: get rid of the barrels in canons ).
  7. 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.
  8. 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
  9. 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.
  10. With captains that know what they are doing and this setup... The faster ship controls the fight... it can run... it can chase... The heavier (armed) ship cannot run, it cannot chase... Its only option is to "cross the T" of the other ship to get rid if its sails... At the moment the sails are gone, we have a sitting duck vs an now obvious faster opponent, that can maneuver out of firing arc and can shoot at the duck as much as it wants... At that point it does not matter how much DPS the ship makes... as long as it can deliver enough damage = cannon balls to overcome repairs... with them munition box expect to have always enough... That in combination with you not need that much firepower to barshot the sails, being light makes you on average more deadly and survivable (run away)... That is why fleet operations have become more important... where it becomes a numbers game and not a speed game when contact is established... and then you can go full armed heavy and slug it out... just know you cannot get away... so bring more ships...
  11. I really love the day/night cycle of Atlas - there's some seriously beautiful lighting in the game but man - when its transitioning between day to night, or night to day, there's this period where the foreground is super contrasty making it very difficult to actually see anything. An example - as it goes towards evening, things are fine, the sky starts to darken etc. Then there's this short period where the foreground is suddenly SUPER contrasty/dark. After a while it transitions to full night where it's actually quite visible when not under the shadow of trees. Likewise, as night transitions into dawn, there's the same period where the sky is ligtening but the ground remains ridiculously contrastry. When you are in places like Freeports where there's buildings, you can barely see anything around the buildings due to this heavy contrast. Any chance we can get a little more local ambient lightning at ground level or overall reduction of the heavy contrast during these phases? I like the nights being dark, but this contrast not only makes navigating the terrain painful, it's actually unpleasant to look at. Not a game breaker by any means but could be tweaked to be a far more balanced experience.
  12. How is this possible? my puckle killed one of them that was standing on my armored dock. His inventory was full of gold. I thought he took it from one of my chests, but the chest was still untouched. So, i was perplex and couldnt answer this question. Next day i find out 30k or more was taken from my armored dock!!! No wait i think i know what haPPEND. something weird. When i loked at his dead body and accessed it, it accesed the armored dock at the same time. So i saw his inventory + all the gold i had in my armored dock. And i took as much as i could, and later threw it away bc i my ship was too heavy.
  13. Eastern Hand-Rocket pls... Hydra One-Handed, Hydra Thrown, and Hydra Heavy (aka Katana, Shuriken, Naginata, with unique attacks pls) Cyclops Ranged, Cyclops Blackjack, Cyclops Heavy Thrown (aka Blowgun, Club, and Javelin, with unique attacks pls)
  14. why cant i put explosive barrels into the munition storage? they are way too heavy. Also wtf is wrong with ballista/catapult weight. Both weight more than a cannon. Thats totally unrealistc. THey are made out of wood compared to the metal cannon. get real!~
  15. And the last message here. Battle damned ships by Majestic Kraken. I'm sorry to say that. This ship is NOT SUITABLE FOR SEAS BATTLEs. Now. - It has totally wrong player POV point. Just too close to the ship. Both large sails seriously blocking field of player's view. I wrote you this one before. You need to move POV to ship center and adjust distance. With this Majestic Kraken it was difficult to navigate ship through battle to attacking spot. - Maneuverability is LOW. With lack of speed (due to heavy weight) it turns slow. So NO "dancing" with damned ships. Battle style here is more like Galleon style. You sail straight. Shoot. Sail away. Turn around. Repeat. Difference from Galleon - It just slower on straight, so you receive way more damage. And it turns a bit faster. It makes Rally totally useless. You fly-by to a single shot. - For some reason manual aiming and shooting doesn't work. When I hold my LMB cannons trajectory just doesn't appear (same as with frontal cannons of Ramming Galley). And shooting just doesn't happening. So "V" button for automated aiming and shooting is the only option. It makes Overdrive totally useless, because with sails blocking the sight you just never guess when your crew do their volley. - Gunport's hit area coded totally wrong and broken. No matter where cursed cannonballs lands - all gunporte receive full hit and AOE damage. Meaning, even after short fight versus small green damned schooner, you'll get all 6 gunports damaged and you'll have to spend 6-15 patches for maintenance. How did I lost it. I was dare to fight a single lvl-8 damned galleon. It turned out this Majestic ship cant't stand a single damned galleon volley, due to gunport hit area feature and broken sinking time. I received a single volley from damned galleon and got all 6 my gunports gone. I received a message about "damaged planks". Then my ship sunk in just 3 seconds. You read this right. With 140 of sturdiness and all skills increasing sinking time all I had is just 3 seconds to get inside ship hold (through tiny ladders) and somehow raise 6 gunports from 0 to 1500 hp. I mean... even if I had 6 players with hammers and patches, and they stood right next to gunports and they started to repair them immediately after I was hit, they couldn't save it. They just couldn't have time for that. So... Yeah. This Majestic Kraken mostly for battle small green schooners. Or lets say, to buy it, then park to the base harbor and don't ever touch it. It's just safer this way. Well. I don't wanna throw epic words about piece of crap but... seriously. For example my Brig could handle couple of lvl-60 damned galley's volleys. I could dance my fight, manage damage and maintenance etc. Majestic Kraken received single volley from low green galleon and you dead. You won't even have a theoretical chance to save it. I wish dev's come here and told us what they made this ship for and how do the see it works. But I guess, they can't say that. Because... they just never tested it, they don't know how it works and how it balanced, and they couldn't imagine it's gonna be this bad. We here for that. We tested. It doesn't work. Your turn DEVs. p.s. - This season I gave Ramming Galley 3 chances (killed 225 rhinos for that). With this Majestic Kraken I just don't wanna buy it again. Even tho I know @Kummba have another set of tentacles for me, and I do really appreciate it very much, thx, but... I don't see what else can I do for testing. It cant survive a single galleon's volley, and sinking in 3 seconds.
  16. Alright let me tell you why this ship will NEVER be used in PVP. Because of speed and payload issues. I'll bring some numbers here, so check it out. Majestic Kraken can carry 9000 pounds by default. It raised by 200 per level. Same as in Schooner. Now. Let me count it how much weight I bring to my battle mission. - 600 cannonballs are 2.1x600 = 1260 - 200 patches are 3.5x200 = 700 - 24 cannons with closed gunports are 40x24 = 960. With opened gunports = 100x24 = 2400. - 2 sails are 100x2 = 200. I dunno if crew weight something but with average 20 kg in their inventory: - 26 crew x 20 = 520. I count all other stuff I carry. Some repairment resources, boxes, food and water, set of plate armor for warm areas, extra sail and wheel etc. Let it be additional 1000 pounds. Sum it. With closed gunports 1260+700+960+200+520+1000 = 4640. This is more than 51% of total ship weight. With opened gunports 1260+700+2400+200+520+1000 = 6080. This is more than 67% of total ship weight. So your ship will be constantly heavy loaded and slow. C'mon devs have you ever heard of speed meta hah? Now. If I wanna increase weight for better speed, and get it to less than 30% of payload then... For closed gunports, it needs to be raised up to 15 600 pounds, meaning there are 33 points to spend. For opened gunports, It needs to be raised up to 20 400 pounds, meaning there are 57 points to spend. With 5 for crew - we just don't have that many. Anyway. It doesn't matter. Because as it turned out this ship is just not suitable for battle. See my next message.
  17. Chukiki you do not understand the game that is according the Devs a free Sandbox (MMO [RPG]). Peace Phase is very good for the game and should be existing in your lawless claimed teritory as well(offline raid protection). The game target is that online Players fight each other. OOR can be abused if you simply log off. But a Peace Phase is a fix timer you choose to match your personal time. For me the current Combat time is even to long but i guess most Players are fine with it. The new ship(system) can be improved. It needs to be, at least the repairing and health system. I wrote about in other topic already about the Majestic Kraken. Yesterday i fought a ramming gally on EU PvP and it had no real chance against my Speed Shooner build for Hydra killing. I still vote for removing barrels from ships. They make playing shooner nearly impossible. I had to repair one Shooner solo missing 9 planks from one barrel barely rescued it with 2 HP buckling and repairing/replacing at the same time. Rammming gally and Majestic Kraken would be gone way faster with that damage received. A turtle for harbor run on armored ship docks that need 25k Cannon balls + to destroy? LOL. Mortars on ships was removed season 1 because no way to balance the grief on land. Also that lead to heavy ugly turtle ship meta. Yesterday i also saw stream where 8-9 ships tried to sink green anchored FOB ship of the biggest EU PvP company. They shot about 40 minutes non stop and removed 3-4 planks. 5-6 people repairing + bucketing, some farm rep material on the island and about 10 horses in the background that raided the island(90 players on server) I think lots of the shooting ships got sunk when the big company + ally arrived with 6-8 combat gallys and some supporting Brigs. regarding BPs you are completely wrong. My full answer you can find in this topic with more detailed ideas to balance the system. Removing would be the death to Atlas.
  18. 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)...
  19. 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.
  20. Cargo racks were one of the features I was really looking forward to in this update. Finally, an efficiency increase transporting heavy mats or items from grid to grid. As implemented, especially on PVP, these are useless. 70% reduction in item weight, with 8k pre-reduction limit per rack seemed pretty fair... this would allow my transport gally (6 racks) to turn 48k weight into 14.4k and the boat weight to be at around 50%. But a 40% reduction in speed when you've placed as many as you can? Why was any speed reduction necessary, especially something as ridiculous as 40%? This idea was gifted to you by the community, who pretty much all agreed that improvements were needed when it came to transporting heavy items. Instead what you've added is barely more efficient than just sailing back and forth twice, and considerably more dangerous. 0/10
  21. Don't u see that this here is exactly the problem and why ppl don't agree with you? It's your choice to overload your ships this much. Why should everyone have to suffer because you guys choose to build and load so heavy? You want everyone else to be "flexible" and be fine with the idea that the big griefing companys can get around even faster with their heavy loaded pvp-ships. How about you guys would be "flexible" and adapt your style instead?
  22. looking for any companies doing The Kraken on the NA pve server. we're a smaller group 6-7 players but we have an assortment of battle brigs and gallons, both ballista heavy and cannon heavy. TIA
  23. Agreed. Skill should be the biggest factor. Different gear sets should have different attributes that work both positively and negativley ( heavy armour reduces movement speed, but reduces incoming damage etc so you can mix and match to create a balanced gear set for your playstyle ie; heavy gloves, light chest piece, hide pants etc) If the devs took a look at melee damage i think ship boardings may become more popular aswell. Atm its kinda a last ditch option when you run outta planks. It works but only because no one expects it usually. Id like ship claiming to take alot less time at sea aswell. This will lead to less players simply trying to sink anyone in combat and maybe get some good pvp during ship claim contesting. The claiming of anything anchored should still take a long long time tho. Good ideas tho Doc. I even think a small company with better players should be able to take on megas to a degree on a fairer playing field. Im in a large company atm but i still want everyone to have a good time regardless of company size.
  24. Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun and what to expect with this mega update. New discoverable areas First things first, this update adds some new explorable islands to the ATLAS, in addition to the Ice Dungeon. We’ll be placing these islands onto the existing ATLAS, without shifting any of the current islands or biomes around, which means a wipe will not be necessary. However, we advise anyone who has currently left their boats afloat in these areas to set sail or risk your ship being grounded! We’ll update the current LIVE in-game ATLAS later today map with a clear visual marker highlighting where these islands will be, so you can safely navigate your ships away. We’re adding a total of 5 unique islands across the entire ATLAS (with more to come in the future). These islands will make their way onto the PTR later today and will be home to the new Giant Tortugar, carrier turtle. ptr patch notes If you haven’t checked out all of the content, features and QoL changes we have coming to the PTR, dive into the patch notes below: New Cosmetics: Hydra Steering Wheel, Bone Skin Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set New Offensive Structure: Torpedo Launcher (and torpedoes) New Boat Attachment: Cargo Racks New Cart Attachment: Large Storage Box New Tool: Fishing Net New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Feature: Company-wide map markers New Feature: Company-wide announcement New Feature: Boats can now be unclaimed and claimed New Feature: Full gamepad support New Feat: Instant Hotbar Equip New Feat: Double Harvesting QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI QOL: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. QOL: The grill can now be attached to water pipes QOL: You can now use the F key as an option to pick up all items from the floor within a certain radius QOL: Gun hotbar equip time now scales (improves) with the various reloading skills QOL: Pressing the F key whilst driving the ship, now allows you to access it's inventory menu QOL: Adjusted 3rd person aiming so there is less likelihood of foliage clipping Fixed skills showing up in the wrong order on the skill tree Fixed a bug which prevented ships from reversing when they bumped into shores Fixed a bug where brain coral and fire coral were incorrectly labeled Reduced sickle damage against creatures and players joining the ptr For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network. Please note that this will be a PvP Unofficial realm with boosted 8x rates, with all skills unlocked. Including quest skills such as the submarine, torpedo, harvest boost and instant equip feat. The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. Live Game Patch Notes! While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. CURRENT V104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight v104.82 - Further enhancement and tweaks to skill tree UI v104.81 - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward - Magic Mythos 3x Holiday Weekend Event is now enabled on Official Servers: bonus 3x Harvest, XP, Taming, Crop growth, Gold multiplier, Breeding and Raising of creatures. v104.8 - Fixed a bug which prevented salted prime meat from generating in a preserving bag v104.78 - Fixed an edge case where some players were unaffected by the XP clamp 104.73 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, and Taming rates for the weekend. - Further optimisations for bUseNewStructureFoundationSupportChecks - Reduced the maximum and minimum amount of experience which can be earned via execution - Crafting Bonus on items is now capped at 60% on Official Servers - Any character which was above level 100 will now be reverted to level 100. - One time character respec for any character that had their XP reduced back to 100. - One time destruction of all crafted items with a crafting bonus of over 60% on Official Servers. - Grappling Hook 3rd Person view is now offset to the side when aiming. - New server Game.ini configs: [/script/shootergame.shootergamemode] RemoveItemsOverCraftingSkillBonus = 0.6 MaximumCraftingSkillBonus = 0.6 OldPlayerDataMaxXP = 2956920.0 The above config options can be used to to cap the crafting skill bonus, destroy any items over the crafting skill bonus, and reduce player max experience to value on load. 104.65 - Optimized bUseNewStructureFoundationSupportChecks resulting in server performance gains and elimination of multiple stalls for structures. (These gains will be present on Official Servers) v104.61 - Creatures no longer require the desired temperature after they reach 10% maturity - Added scaling weapon slotting time by the reload skill (to align with the skill on the pistol) - Reload time on pistols is reduced to 60% when all three pistol skills have been acquired - 10% damage increase to pistols v104.57 - Fixed a bug with purchasing blueprints from Player Shops Show 'n Tell We’re still collecting entries for the Show ‘n Tell! So you have a little more time to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  25. Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun and what to expect with this mega update. New discoverable areas First things first, this update adds some new explorable islands to the ATLAS, in addition to the Ice Dungeon. We’ll be placing these islands onto the existing ATLAS, without shifting any of the current islands or biomes around, which means a wipe will not be necessary. However, we advise anyone who has currently left their boats afloat in these areas to set sail or risk your ship being grounded! We’ll update the current LIVE in-game ATLAS later today map with a clear visual marker highlighting where these islands will be, so you can safely navigate your ships away. We’re adding a total of 5 unique islands across the entire ATLAS (with more to come in the future). These islands will make their way onto the PTR later today and will be home to the new Giant Tortugar, carrier turtle. ptr patch notes If you haven’t checked out all of the content, features and QoL changes we have coming to the PTR, dive into the patch notes below: New Cosmetics: Hydra Steering Wheel, Bone Skin Steering Wheel, Hydra Hide Armour Set, and Cyclops Heavy Armour Set New Offensive Structure: Torpedo Launcher (and torpedoes) New Boat Attachment: Cargo Racks New Cart Attachment: Large Storage Box New Tool: Fishing Net New Ballista Ammo Type: Boat Harpoon New Weapon: Spear Gun New Creature: Olfend New Creature: Giant Tortugar New Level: Ice Dungeon New Weapon: Crossbow New Structure: 3x4 Medium Gates New Structure: Ice Box - a high-insulation box for transporting ice. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Feature: Company-wide map markers New Feature: Company-wide announcement New Feature: Boats can now be unclaimed and claimed New Feature: Full gamepad support New Feat: Instant Hotbar Equip New Feat: Double Harvesting QOL: Structure Weights now displayed on items QOL: Revamped Skill Tree UI QOL: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. QOL: The grill can now be attached to water pipes QOL: You can now use the F key as an option to pick up all items from the floor within a certain radius QOL: Gun hotbar equip time now scales (improves) with the various reloading skills QOL: Pressing the F key whilst driving the ship, now allows you to access it's inventory menu QOL: Adjusted 3rd person aiming so there is less likelihood of foliage clipping Fixed skills showing up in the wrong order on the skill tree Fixed a bug which prevented ships from reversing when they bumped into shores Fixed a bug where brain coral and fire coral were incorrectly labeled Reduced sickle damage against creatures and players joining the ptr For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network. Please note that this will be a PvP Unofficial realm with boosted 8x rates, with all skills unlocked. Including quest skills such as the submarine, torpedo, harvest boost and instant equip feat. The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. Live Game Patch Notes! While working on the mega patch, we are still continuing to iterate on the live game. These are the updates that the game has seen since our last Captain's Log. CURRENT V104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight v104.82 - Further enhancement and tweaks to skill tree UI v104.81 - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward - Magic Mythos 3x Holiday Weekend Event is now enabled on Official Servers: bonus 3x Harvest, XP, Taming, Crop growth, Gold multiplier, Breeding and Raising of creatures. v104.8 - Fixed a bug which prevented salted prime meat from generating in a preserving bag v104.78 - Fixed an edge case where some players were unaffected by the XP clamp 104.73 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, and Taming rates for the weekend. - Further optimisations for bUseNewStructureFoundationSupportChecks - Reduced the maximum and minimum amount of experience which can be earned via execution - Crafting Bonus on items is now capped at 60% on Official Servers - Any character which was above level 100 will now be reverted to level 100. - One time character respec for any character that had their XP reduced back to 100. - One time destruction of all crafted items with a crafting bonus of over 60% on Official Servers. - Grappling Hook 3rd Person view is now offset to the side when aiming. - New server Game.ini configs: [/script/shootergame.shootergamemode] RemoveItemsOverCraftingSkillBonus = 0.6 MaximumCraftingSkillBonus = 0.6 OldPlayerDataMaxXP = 2956920.0 The above config options can be used to to cap the crafting skill bonus, destroy any items over the crafting skill bonus, and reduce player max experience to value on load. 104.65 - Optimized bUseNewStructureFoundationSupportChecks resulting in server performance gains and elimination of multiple stalls for structures. (These gains will be present on Official Servers) v104.61 - Creatures no longer require the desired temperature after they reach 10% maturity - Added scaling weapon slotting time by the reload skill (to align with the skill on the pistol) - Reload time on pistols is reduced to 60% when all three pistol skills have been acquired - 10% damage increase to pistols v104.57 - Fixed a bug with purchasing blueprints from Player Shops Show 'n Tell We’re still collecting entries for the Show ‘n Tell! So you have a little more time to astound us with your creations, be they your fleets, building designs, imaginative tatts, entertaining videos, original fan art or scenic screenshots. Don’t be shy and head to the submission thread for a chance to win some booty in the form of a cash prize! Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
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