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  1. I am assuming that those towns with the ambient crowd noise, will at some point in the future, offer a way to buy a building to act as a store front. You will deposit what you have to sell, and other people will be able to view those goods, and purchase what they can carry. Hopefully, the system will only allow you to purchase what you can carry. Lag will sometimes make things go awry when performing some functions. I can see it lagging, and you purchase 5 heavy items, when you can only carry 3...like heavy cannons. Limiting the purchase to what you can carry would prevent that.
  2. Real nice. A pvp base building game and heavy collecting of materials and blueprints.... and I can't defend from pc players? TF? Goodbye potentially to all my stuff I guess. Real smooth.....
  3. Its possible to destroy Ships and Rafts on PvE Server! If they have a Smithy or something on Deck where Players can interact with then Players can put heavy Materials in it and let the Ship /Raft sink because the Ship /Raft is to heavy! Dont put something like that on you Ship/Raft!
  4. Had a few suggestions to correct current issues in the game, would love to hear more player input on how we can make this game amazing, as it clearly has a TON of potential. GHOST SHIPS -Reduce speed to be slower than PROPERLY SAILED player owned ships, this pve content should pose a threat, but players wanting to escape them should be able to given the opportunity, as it stands these ships have no issue sailing against the wind at full bore, and can sail faster than player ships even with the wind. GATHERING -Gathering is a bit on the heavy side for the game to be enjoyable, hand gathering and gathering with stone tools being awful MAKES SENSE, however particularly with better tools, the gathering rates are still quite abysmal. Increase the gather rate of materials using metal tools by ~50%, increase fiber gathering rate with a sickle by ~100% (as it stands its almost worse than gathering by hand because it costs resources AND STAMINA) OR increase the amount granted by the HEAVY INVESTMENT OF SKILL POINTS to acquire increased gathering rates. IMO skill points that increase gathering should be +100/200/300% METAL -Either increase the amount of metal nodes that spawn on islands, or heavily increase the VISIBILITY of nodes, in my experience of painstakingly scouting over 10 islands I have found ONE with ample amounts of metal nodes, AND IT WAS A FREE PORT LAWLESS SPAWNS -Beds in lawless areas don't work, which is ridiculous for a few reasons, players spawning outside of free ports have virtually NO chance of getting a spawn point up before death, meaning new players will be forced to either spawn in the over cramped overpopulated freeports (causing server instability) or repeatedly suicide in order to spawn back at the island they died on to recover a body STAYIN ALIVE -as it stands players currently have almost no benefit or reason to NOT suicide when they get low aside from not having a bed to spawn at, to circumvent this, consider adding an XP boost that goes active after staying alive a certain amount of time, that goes up with time, encouraging players to make smart survival decisions and not having to drown themselves repeatedly to save time. BOAT DECAY - boat decay in a freeport is borderline ridiculous, a schooner decays inside of a day, I understand you don't want players using freeports as places to log their boat safely for the night, but perhaps a docking fee paid at the port, or some sort of resource cost to dock for a set amount of time may not be a bad idea. MEGACOMPANIES -As it stands there is almost NO benefit of having a smaller company, in real life larger organizations come with the drawback of increased overhead, why not apply the same thing to atlas to tip the scales against the swarm. My suggestion: When joining a company you have a force skill wipe, companies over a set amount of players (10?) start getting an increase in skill point cost to acquire skills (larger companies should have no issue assigning roles to individuals in order to circumvent this, while smaller companies will be able to effectively acquire more skills to compensate for their reduced numbers and overhead) For example, company A has 8 members, each skill requires 1 point to acquire, resulting in players in company A access to a much broader spectrum of abilities. Company B has 200 members, each skill requires 5 points, requiring members to selectively acquire skill points and specialize to work effectively as a team. LAND CLAIM Currently there is NO penalty for spamming land claims, in fact it is highly encouraged. Instead of having land claim flags be free, why not let the first 1-3 be free of cost, and each additional land claim costs more and more resources to craft exponentially, This would encourage alliances, having smaller companies as subsidiaries, and smart calming of land allowing players to get their own piece of the pie. HOLD H FOR MORE INFO Can we make this a toggle, holding down H looking at rocks for the metal node is killing me, so much so that I've made a mouse macro for it. I'd love to hear others opinions on these matters, as well as your own ways that we can make atlas great.
  5. Seriously, go out and do a load of dives, put some ballista on the back and get into Artic waters and kill some whales and you will very quickly get the money to build a Brig, Which has loads of room to place a full set of crafting kit. But remember the more you carry the slower you sail. That is the main reason crafting is best left on shore. I love using my schooner as a exploratory scout ship I keep it light as possible and head for a zone I have not yet visited and visit every Island and do every dive on the way. It performs really well in this. It is not suited for heavy carrying it is slowed to much by weight which makes it incredibly vulnerable to ships of the Damned as it is is very fragile.
  6. Which is a problem. Risk vs reward doesn't excuse making bad games. If the game isn't going to encourage making the good stuff, then why make it. The problem when this is the case, the armor isn't protecting enough. Ask yourself if you would try to fight somebody in full armor, when you have none. Would you really want to have a weaker weapon in that fight? NO. Even if you have numbers on your side, no you aren't going to do that. With no armor on, one good hit of a sword and you are done. I will likely just put my time into Star Citizen. At least there, there is a time to kill difference with heavy armor, vs light, or no armor. You don't want to go against somebody with a better weapon, and heavy armor, while you are in just a flight suit. Ask yourself this also, what was the crappiest part of ARK? Offline raids. It isn't hard. Just a process, that thanks to steamers and YouTube creators, everybody knew. Soak the turrets...not hard. Or, beer and shields and C4. Not hard. A really good survival game is going to allow harder structures, where the only thing you are going to waste time on, would be knocking down the door. Even better, just killing people as you find them in the open. Look at the ugly bases in PvP compared to the beautiful bases on PvE...especially modded, such as with the CKF mod. Why wouldn't anyone create cool structures on PvP? Because what's the point. Structures are way too easy to destroy. As one guy in an article wrote...this is the same played out mistake over and over in survival games. Too hard to build and to too destroy. So while we are on this...I can assure you that this Brigantine we have built, is far cooler than any ARK PvP base I built. I am not going to be OK with it being easily stolen or destroyed. Takes way too much effort to make it. Not sure I will bother building another one if this one goes down too easy. I like the LTI (Lifetime Insurance) I have on my Star Citizen ships. The game will be about exploring, fighting, etc...not constantly reacquiring my ships.
  7. The Condemned RP-PVE [NA][Private Server][3x3 90slot][Heavy Text RP][18+Mature] "A lot of the old seadogs say that once, we all lived up there, in the sky. That the land itself soared over the seas and that none knew the sting of hunger, or had to fear the chains of the Army of the Damned. The old buggers say, that maybe those days aren't behind us, that the machines and magic is down there now, in the depths. Who knows, if they're still down there? Still, it's probably best to get your sword arm strong, and aim on point if you want to live long enough to find out." A great many ages have passed since the Calamity, the end of the Golden Age. The lands that once filled the sky, now dot the sea as various islands. The technology of old has long been forgotten, and where once mighty nations united to bring about the greatest age, society has collapsed into one of feuding warlords, and coastal city states, it is now an age of terror - where demons and undead seek to claim one's body and soul. - an age of lawlessness and chaos, where piracy and brigands roam the seas. While this is the state of the world, for some reason, this particular area of the world has become walled off by the very sea herself, a peculiar sight - but one best left alone. WIP OOC: The Condemned RP-PVE is a TEXT based Heavy RP server. Currently, we are seeking only mature and experienced RPers to join our ranks. * Two Admin-backed Factions, one of law, order, tyranny, and the other of chaos, crime, and violence. Though one does not have to join these two, or any for that matter, being a solo hermit is discouraged. * 2x Gathering/Increased Taming. * Longer Days/Nights . * Random RP/Structured RP events. * Mature and violent themes. * PVP Events will be centered around RP, making PVP an RP driven experience that will be designed more for narrative purposes and fun, rather than the stress filled nature of open server PVP. Currently, in the early days of Early Access, we are mostly tuning/gathering ideas and waiting for the ability to cluster servers and use custom maps. Please understand, wipes are going to happen, frequently, in these early days of EA. Interested? Please join - https://discord.gg/jJtch6z If the link somehow expires, find me on Discord. @ NorseKorean#3251
  8. There will be a lot of people who do not know about the various parts of the ship so i looked up a great deal of terms that people may want to become familiar with. I hope this helps everyone for a more immersive experience especially for role-players port The left side of the ship when you are facing toward her prow opposite of starboard). starboard The right side of the ship when you are facing toward her prow (opposite of port). aft (or abaft) At, in, toward, or close to the rear of the ship amidship (or amidships) The middle of a ship. ballast Heavy material that is placed in the hold of a ship to enhance stability. beam (also arm) A piece of timber perpendicular to the sides of a ship which supports the deck. Also used to identify objects in relation to objects perpendicular to the ship that are visible from the port or starboard side. bilge The lowest part inside the ship, within the hull itself which is the first place to show signs of leakage. The bilge is often dank and musty, and considered the most filthy, dead space of a ship. Nonsense, or foolish talk. bilge water Water inside the bilge, sometimes referred to as "bilge" itself. bittacle (or bitacola and later “binnacle”) A box on the deck of a ship holding the ship’s compass. boom A horizontal pole along the bottom edge of a mast to which the mast is fastened. See also boom about. boom chain (also boom defence, harbour chain, river chain, or chain boom) A chain or other obstacle strung between two points across a body of water to impede navigation, sometimes strung between a boat and shore. bow The front of a ship. bowsprit The slanted spar at a ship's prow jutting out in front of the ship. It is usually used as a lead connection for a small navigational sail. broadside A general term for the vantage on another ship of absolute perpendicular to the direction it is going. To get along broadside a ship was to take it at a very vulnerable angle. This is of course, the largest dimension of a ship and is easiest to attack with larger arms. A "Broadside" has come to indicate a hit with a cannon or similar attack right in the main part of the ship. bulkhead A partition or dividing wall within the hull of a ship. crow’s nest A small platform, sometimes enclosed, near the top of a mast, where a lookout could have a better view when watching for sails or for land. fo’cs’le (or forecastle) The section of the upper deck of a ship located at the bow forward of the foremast. A superstructure at the bow of a merchant ship where the crew is housed. gangplank A board or ramp used as a removable footway between a ship and a pier. gangway A passage along either side of a ships upper deck. A gangplank. An interjection used to clear a passage through a crowded area. gunwale (or gunnel, incorrectly "gunwall") The elevated side edges of a boat which strengthen its structure and act as a railing around the gun deck. In warships the gunwale has openings where heavy arms or guns are positioned. helm The steering wheel of a ship which controls the rudder. hold A large area for storing cargo in the lower part of a ship. hull The body of a ship. Jacob’s ladder A rope ladder with wooden rungs used to access a ship from the side. keel The underside of a ship which becomes covered in barnacles after sailing the seas. See also keelhaul killick A small anchor, especially one made of a stone in a wooden frame. lee The side away from the direction from which the wind blows. mizzenmast The largest and, perhaps, most important mast. It is the third mast or the mast aft of a mainmast on a ship having three or more masts. poop deck The highest deck at the stern of a large ship, usually above the captains quarters. main The longest mast located in the middle of a ship. prow The forwardmost area of the ship. See also bow. quarterdeck The after part of the upper deck of a ship. rigging The system of ropes, chains, and tackle used to support and control the masts, sails, and yards of a sailing vessel. rudder A flat piece of wood at the stern of a ship that dips into the water and is used for steering. The rudder is controlled at the helm. scuppers Openings along the edges of a ship's deck that allow water on deck to drain back to the sea rather than collecting in the bilge. scuttle A small opening or hatch with a movable lid in the deck or hull of a ship. To sink by means of a hole in a ships hull. stern The rear part of a ship. sternpost An upright beam at the stern bearing the rudder. tack The lower forward corner of a fore-and-aft sail. The position of a vessel relative to the trim of its sails. The act of re-positioning a sail in order to change which side the wind catches it. transom Any of several transverse beams affixed to the sternpost of a wooden ship and forming part of the stern. yardarm Either end of a yard of a square sail. The main arm across the mast which holds up the sail. The yardarm is a vulnerable target in combat, and is also a favorite place from which to hang prisoners or enemies. Black Bart hung the governor of Martinique from his yardarm.
  9. hello everyone, I am writing this post to reflect on some important topics. the developers would like to take the players' lives overboard. the idea is very nice but the essential elements are missing: - the weight of the objects to be reviewed (eggs, fibers, straw, cannon balls, oven) are essential objects for the repair of the boat and for the defense too heavy to be transported in large quantities. the new oven added weighs 400 kilos. - dimensions of objects: tannery, wooden table, forge, loom. in particular, the loom requires a very high ceiling to be able to place it even in a schooner. these 3 objects must be resized giving the possibility to those who want to make a small boat to be able to insert them inside. to review the width / height dimension. the Smithy has that annoying anvil that takes up a lot of space inside the boat. _the crew must repair all the structures and not just the plank of the ship
  10. Why even 5k then? I think this new cost is about nothing but server performance and those that build too many ships. I'm sure there are many better ways for those issues. I find it not only game breaking but game ending. I was a heavy player since Atlas started, now I log on every 3 days to feed beasts. My interest is gone. 5K for a ship I don't want after using brigs all this time and 25K for a brig. I loved this game... but not that much. Not enough to farm gold at that level. For a ship that could be lost just crossing a grid line at the wrong point. I'm only still feeding while I wait to see if these new gold costs are reverted.
  11. I just got back into the game. Now that i know the cost of the bigger ships (I saw the $5K a couple days ago), I might just quit. I play with the family, but do all the heavy lifting... RIP
  12. I haven't really played since season one, and the lack of a core theme is one of the primary reasons I haven't come back. I remember one time looking in on the game's progress. I saw a crab jump hundreds of feet into the air with a rider on its back; I NOPE'd right out of there. "I'll check back in another six months." For myself, I hope you settle on a theme that puts realistic-seeming boats (not architectural monstrosities) at its core. Focus on the boat in the same way Star Trek focuses on the Enterprise. There's space and all it contains. There are planets and their inhabitants. Adventure found with both. But everything comes back to the ship. Any feature/mechanic that diminishes the focus or supremacy of the boat should raise a red flag. As for an element of fantasy, I can certainly envision ways it could work. Again... augmenting what matters most rather than becoming what matters most. Have any of you read Jim Butcher's Codex Alera series? The main character, of course, is blown to fantastical heights. But, rather than dominating the experience of the commoners, the fantasy element simply makes it a richer, more interesting experience. I'm not familiar with the proposed Tradewinds feature, so perhaps my concerns have already been addressed. But, in my gaming experience, allowing easy travel commonly leads to some very undesirable outcomes. Dominant factions can project their power over greater distances, and those who choose to harass others are more able to do it without repercussion because they aren't a known quantity to those they harass. I.e., they can easily travel far afield and harass people who don't know who they are or where they come from. Similarly, just as more than traders can take advantage of tradewinds, large companies can take advantage of mechanics intended for small companies unless they are, by design, prohibited or disincentivized from doing so. I wouldn't mind seeing Freeports extended into full-fledged NPC-controlled territory. Companies could lease designated plots of land with strict construction budgets (assets) in exchange for tribute and/or service (e.g. coastal defense). If you live there, you live by their rules (e.g., no piracy). In turn, the government provides some defensive advantages in terms of infrastructure (e.g., protected harbors with "parking spaces" assigned to leases) and automated coastal reconnaissance. Through short-term leases, this territory could provide refuge for those recently displaced as well as long-term leases and a livelihood for those too small or who simply don't care to constantly scrap over territory. These NPC-controlled territories can also be tools in the toolbox of the devs to affect happenings in the world they feel need to be addressed without resorting to a heavy-handed approach. The actions of the governments can be adapted to fit the circumstances. For example, NPC authorities could issue Letters of Marque against specific targets or impose tariffs on trades between residents and specific non-resident companies. Resources, services, and protected sea lanes within these territories are examples of features with the built-in large/small company bias I mention with the previous quotation. These territories would be the Santo Domingo, Havana, and Santiago of the Spanish Main contrasting with the players' efforts to build their various little Tortugas. The life and livelihoods in these territories aren't the same as elsewhere only with an NPC landlord. It's a different piece of the puzzle built to complement and balance the experiences of those who choose to fight for land of their own. I hope you'll take a moment to read my end-of-Season 1 post on creating beachhead mechanics. I elaborate on an idea with what you propose here at its core.
  13. Hmm, you obviously don't live in low rent social housing eh? The only thing that isn't too heavy for these walls is a poster! and that's pushing it.
  14. I think he only wrote one about pyrates, sometimes under the name of captain charles johnson. You have to be committed to reading though for it, it is very fact heavy, my version is called, ' A general history of the robberies and murders of the most notorious pyrates' catchy title eh? first published 1724 I think. Happy reading.
  15. I seen this said before. I think its due to they want us to sail and trade with others on different island climates. But the part about the only salts on the ship? i think most use salt on the ships due to the ice is very heavy but only on ships I dont like at all.. i use salts on land and LOVE to make Salt meats as it lasts longer.. so i disagree about that part.
  16. Last Anarchy patches brought so many lags. Character can't even move normally. Game freezes every 5 seconds for 0.5-3 seconds. Every structure renders only when it's in front of your nose. If you sail to an island you have to wait for 20 seconds before at least something starts loading on shoreline. This is so terrible. Even in heavy raids with full server of players the performance was better than nowadays. And I'm the only person on server! Tried it on different grids. If grid has many structures it is absolutely unplayable. I used to play at medium settings, except mass pvp times. Now I dropped all settings to Low. It doesn't help. I tried to change your new-old bandwich settings. It doesn't help My graphic card is ok. Other games run fine, as usual. My internet connection is fine, about 60mbts/s and stable. I asked my teammates. They are all having issues.
  17. Barrels need to be completely removed from this current iteration of the game. This is going to be your biggest contention point for any type of PVP player. They are just too powerful. They do way too much damage. There is no real way to mitigate barrels right now in this game. Barrels should only be able to be used from Catapults. Or placed manually and lit. They should NOT be able to be fired from cannons. Full stop. Barrels should not be able to remove a row of planks from a ship. Either make them incredibly heavy, or make the materials excessive. They are too easy to make, too light and too disposable for the amount of damage they can do to not only ships but player structures. You say you want this to be a sea focused pvp game. Barrels have made it so you can no longer leave your harbor because you're too busy trying to defend the structures it took you weeks to build and get destroyed in under 5 minutes. This is ridiculous and you need to change this if you ever hope to get any player base back into the game. Limit the number of catapults on a ship by ship type. Remove the ability for cannons to fire barrels. 0 on sloop. 1 on schooner 2 on brig 4 on galleon. Reload time on catapults on animals should be 10+ seconds.
  18. Introduction Looking around, I have found a need for a comprehensive guide on the most efficient use of speed sails, cargo racks, and long-distance resource hauling. Especially now that singleplayer mode allows for quick and easy testing, we need to get more factual information about ATLAS out to the public. For simplicity's sake, I will avoid discussing weight sails, handling sails, and item quality (maybe you can look forward to a guide on those subjects from me in the future). Outline: TL;DR results Answering individual questions Quick summary of results Explanation of singleplayer testing Summary As a TL;DR, here are the questions I will be answering today and a quick summary of the answer: How do ship speed, sails, and weight work behind-the-scenes? Every ship has a max speed, if it theoretically weighed 0 lbs. Each sail you add contributes to the max speed, linearly. The speed is related to the square root of the percentage of your ship weight that is not filled. The following table has a few notable percentages (the speed % is compared to the max speed). For each type of ship, what speed sail configuration (small/medium/large) gives the fastest ship? sloop: 1 medium and 1 small speed sail schooner: 1 large and one small speed sail brig: 3 large speed sails galleon: 6 large speed sails What ship is the fastest? Contrary to popular belief, with optimal sails, galleons are the fastest, followed closely by schooners, and then brigantines and finally sloops (rafts aren't real ships :P). How many cargo racks should I put on my ship to get the fastest ship? This is a very complex question that depends on your ship type, the total weight you want to carry, your max weight, and the "empty" weight of your ship. As a rule of thumb, add a cargo rack if you have another 4,000 lbs in resources to put in one, and make sure you fill existing cargo racks as much as possible before adding more. What is the optimal way to haul resources long distances in as little time as possible? Once again, this depends largely on the factors in the previous answer. As a rule of thumb, load up your ship to around 50% weight when you are hauling resources. Here are some related questions that I Won't be answering today, but I will include some links to people that have answered them in the past (to varying degrees of thoroughness and accuracy - be your own judge on the matter): How accurate is the in-game depiction of knots (speed)? Do higher-quality (fine/journeyman/etc.) sails actually give any benefit? For a more in-depth discussion on each of these questions, keep reading! I will lead you through the testing I have done in singleplayer mode, and we will discuss factors that I had to ignore while testing, etc. Onward to information! IMPORTANT NOTE BEFORE WE BEGIN: I am going to use the terms "maximum speed" and "speed" throughout this guide, and these each refer to a different concept. The maximum speed of a ship is the theoretical maximum speed it could go if it weighed 0 lbs. The speed of a ship is the actual speed of the ship, with whatever weight it currently has on it. Most of the math is done with the maximum speed, not the current speed. I will start by talking about how to use the speed and weight of a ship to compute the maximum speed. How do speed, sails, and weight calculations work behind-the-scenes? Ship speed depends on the type of ship you are sailing, the number and type of sails your ship is equipped with, the number of cargo racks on board, and the weight percentage. We will discuss all of these things here. I will lead you through the testing I did and try to explain some of the nuances that I had to think about First - The effect of weight on ships: My results: Ship speed is related to the weight of the ship according to the following equation: speed = speed_max * sqrt(1-weight/max_weight) NOTE: This does not take into account cargo racks - see the equation below for a more complete equation. This results in a graph like the following: The maximum speed depends on the ship you are in and the sails you use - we will discuss this more in a bit. Since the speed changes as the square root of the remaining weight, you can see that the weight drops off really quickly as you get closer to 100% full. Thus, any weight above around 80% starts to really slow the ship down, and for that reason, I suggest never sailing above 85% capacity, since you just travel too slow. My testing method: I spawned each ship in using ssf <sloop, schooner, brigantine, galleon> (pick one of the arguments in the <>). I set up the wind using the commands setwind 100 and setignorewind true (both are necessary for consistency). Then I opened the sails to full and marked down the current weight of the ship and the speed, once it stabilized. Using this method, the ship speed is very stable, unlike in the actual servers, where the speed bounces all over the place. Now, I used the admin command gfi gem_base 500 0 0 to get 500 gems, and I recorded the weight and speed - rinse and repeat until the ship stops moving. We now have a data for ship speed versus weight. Plotting the speed of the ship versus the square root part of the equation above, I got a straight line with the slope equal to the maximum velocity for that sail arrangement: NOTE: Keep in mind that this method will spawn a schooner with 2 medium speed sails and a galleon with 5 large speeds sails, both of which are not the optimal sail arrangement. The max speed I got from these tests just correspond to a sub-optimal layout of sails. The important part here is how straight these lines are, which proves that this equation is correct. This is a great fit, so I am pretty confident about the equation and the max speeds we get from this method. From now on, we can just manipulate the speed equation to solve for speed_max if we know the weight and speed of the ship. This will be useful in the next section. Second - The effect of sails on the speed of a ship: My results: Sails add linearly to the max speed of a ship. That means that half as many sails will push the ship half as fast. However, I found it surprising that each type of sail increases the max speed differently for each ship. The following table summarizes my results. If you can find any patterns in that data, please let me know - I couldn't find anything. The main thing to note with this table is the speed per sail point. Remember that small sails cost 1 sail point, mediums cost 1.7, and larges cost 2.66 (ATLAS rounds this to 2.7, but it actually is 2.66 when you add multiple). The sails get more speed per point the larger you get (looking at a single ship). This means that it is always beneficial to use as large of sails as possible, and fill in any remaining points with smaller sails. This leads to the following optimal configurations: Sloop: 1 medium speed sail (max speed is 16.03 knots) Schooner: 1 large and 1 small speed sail (max speed is 21.05 + 4.55 = 25.6 knots) Brigantine: 3 large speed sails (max speed is 23.79) Galleon: 6 large speed sails (max speed is 26.88) NOTE: I discuss the optimal sail configuration more in the next section. This means that galleons are the fastest ship, followed closely by schooners, and then by brigs and sloops are the slowest. This is important, since many people tend to believe that schooners are the fastest ship, but this data shows that they are actually over a full knot slower on average. My testing method: I spawned the ships as I did above. This time, I removed all sails and set up the configuration I wanted to look at (for example, 16 small speed sails on a galleon). I marked the weight and speed while slowly removing sails. Plotting the maximum speed (calculated as mentioned above) versus number of sails gave a line, and fitting a linear trendline in excel gave a slope that you see in the table above. If you want to compute the max speed of a ship, just add together the values for each sail from the table above. Third - How do cargo racks affect speed? My results: A full set of cargo racks (2 for a schooner, 4 for a brig, and 6 for a galleon) will reduce your maximum speed by 40%. This means that each cargo rack reduces your speed by the following amounts: Schooner: 20% per cargo rack Brigantine: 10% per cargo rack Galleon: 6.67% per cargo rack If you only have some of the cargo racks, it affects your speed linearly (for example, 2 racks on a galleon reduces your speed by 40% * 2/6 = 13.3%). However, the racks also reduce the weight of anything inside of them by 80%, up to 8,000 lbs pre-reduction. This means that a full cargo rack reduces your ship weight by a total of 6400 lbs (80% of 8,000). The weight reduction will make your ship go faster, but it must counteract the speed reduction just for having the rack on the ship to be beneficial. This is complicated enough that I gave it its own section toward the end of this post. In general, always drop empty racks, and fill up your existing racks before you add another. My testing method: In singleplayer, spawn in ships as mentioned above. Get the ship up to speed and start adding empty cargo racks. Make sure to take note of the weight each time you add a cargo rack (they weigh 50 lbs each). You can then compute the maximum speed as mentioned above, and the plot of maximum speed versus number of cargo racks gives a straight line. The slope of this line is the maximum speed decrease per cargo rack. This will vary based on your sail configuration, but the percentage speed decrease (speed decrease / maximum speed) will be the same for every ship. Assuming you read the section above about maximum speed, we can update our equation to include the number of cargo racks: speed = speed_max * (1 - 0.40 * num_racks/max_racks) * sqrt(1-weight/max_weight) In addition, I added weight to the cargo racks to verify that the rest of the equation still holds with cargo racks. Indeed, you see the same square root behavior. This means that the cargo rack has only the two effects listed above: max speed decrease, and weight decrease. What speed sail configuration makes the fastest ship/ what type of ship is the fastest? My results: The table in the previous section summarizes my results about the how each sail type affects the maximum speed of a ship. Using this data, you can see that larger sails are generally more efficient than smaller sails. For example, look at a brigantine: Large speed sail adds 7.93 knots to your max speed, whereas the medium sails add 4.24 to the max speed. This means that the large speed sails add 2.94 knots per sail point, and mediums speed sails only add 2.49 knots per sail point. This is the reason that you should always use larger sails first, then fill in any remaining points with smaller sails. Using the table on the left, you can see that galleons are the fastest ship in the game, when used with 6 large speed sails. This is followed by a schooner with 1 large and 1 small speed sail, and then by a brig with 3 large speed sails, and finally the sloop with 1 medium speed sail. My testing method: I mentioned it above, but once again, briefly - spawn in each type of ship and mark down the weight of the ship, the speed you travel, and the number of sails as you vary the number and type of sails on the ship. The plot of maximum speed versus number of sails is a line, and the slope is equal to the max speed increase per sail. As for the optimal sail configuration, I did not test every combination of sails possible for each ship. Although we previously discussed why larger sails are more efficient, this does not automatically mean that using only the largest sails is always going to be the most efficient, since there are some leftover points that could, in theory, be used more effectively. I set up an excel spreadsheet (on the left) with all possible combinations of sails for which you cannot add another sail. Some of these use all of the sail points, and some do not. I then computed the maximum speed with each configuration and looked for the maximum speed out of all combinations. This just so happened to be the result where the largest sails are used first, as mentioned above (and everywhere else). This just proves definitively that there is no odd combination of sails that uses sail points more effectively that beats the tactic above. How many cargo racks should I add to my ship to maximize speed? Another way to phrase this question would be - how much cargo would I have to put into a new cargo rack to justify the additional speed decrease? This depends on the ship max carry weight, your ship's "empty" weight, and the number of cargo racks already on your ship. First, let's categorize the weight into "free" and "fixed" weight, by whether or not you can put it into a cargo rack. Fixed weight includes plank weight, repair materials, and crafting stations, to name a few examples. Free weight can include whatever cargo you have on board, armor or tools, or even blueprints (although you shouldn't store blueprints in cargo racks - there are only 100 slots to fill up with 8,000 lbs to be the most efficient). The reason we want to categorize the weight is because the fixed weight is just dead weight, there is nothing we can do to reduce it. However, it will affect when we should add racks, since the speed is not linear with respect to weight. This means that we should add a rack when the amount of free weight we can store increases the speed of the ship (by reducing the weight) more than the extra cargo rack would decrease the speed. Mathematically, this gives us the equation (where x is the free weight and n is the number of cargo racks currently on the ship) Obviously, this gets complicated fast, since we want to solve for x... Well, I did that for you, and here is the equation for the amount of free weight you need to store when adding a cargo rack: where the empty weight is your fixed weight, and f(n) is listed below: ok, this is still quite complex (we haven't even touched what to do when the free weight is outside of the range between 0 and 8,000, for example), let's unpack this a little. Unpacking the results: If the math makes you queasy, that's fine. I assume most people don't want the math, just the rule they should follow. Unfortunately, there is no simple rule, because the math is so complicated. But, we can get a few interesting tidbits from it: The heavier your ship is without any cargo (the fixed weight), the earlier you should be adding cargo racks If your galleon is very light (no fixed weight), the you should add a rack if you have 15.6% of your weight capacity in free weight. For a stock ship with 30k lbs capacity, this would be about 4,700 lbs of cargo. Of course, this assumes you have all your other racks filled already. Here is a graph comparing the speed of a ship with optimal use of cargo racks versus no use of cargo racks. The flatter sections show where racks are added (for a default galleon with no fixed weight): This may feel a little underwhelming, but you can get much more accurate numbers if you actually compute the free weight from the equation above. As a note, the amount of free weight needed changes with the number of racks on your ship, so it will change as you add more and more cargo. I suggest you add a sign on your ship, noting the ship capacity and fixed weight right after you make it, and then keep track of when you should add each of the 6 boxes on another sign. What is the optimal way to haul resources long distances in as little time as possible? This is another very complicated question. In addition to the problem of the cargo racks (addressed thoroughly above), you now have the added complexity of changing your goal. There are (as far as I can see) 2 main goals when it comes to hauling resources: Haul as many resources as possible in a given amount of time. This usually occurs when you have a supply route and you will keep making return trips indefinitely. Haul a given number of resources in the shortest time possible. This usually happens when you are trading or want to go on a relatively small-scale resource expedition. For the first goal, you want to minimize the time spent on each pound of resource, so you can move as much as possible with the time you have. For the second goal, you are trying to minimize the total time spent, which is not always accomplished by moving the fastest at any given time. This is more complex. Let's look at each one individually: Hauling indefinite resources in a given amount of time: If you haul more at once, you move slower but get more across in one trip. If you haul less, you move faster but get fewer resources in one trip. We also have to consider that half of the time you are sailing, you are just bringing the empty ship back to the resource location. This means that the fixed weight of your ship makes a big difference in the optimal strategy. If your fixed weight is high, you should haul more cargo to avoid making many trips. If your fixed weight is low, you should haul less and move faster, since the wasted time on the return trip is quite small. Working through some of the math, I made some plots for the item transfer rate versus the loaded ship weight (with optimal cargo racks). Here they are, and we will discuss them after: It turns out that for 0 fixed weight, you should carry 12,530 lbs to be most efficient, and for 10,000 fixed weight, you should load up to 19,600 lbs. However, you can see from the 10k fixed weight graph that it may be possible to improve the efficiency further, since the cargo racks are optimized for speed, not item transfer rate. Specifically, adding the last cargo rack earlier would translate into extending the rightmost section of the graph further to the left, where it looks like it may reach a higher rate than this optimization allows. This is an area that can certainly be improved in the future. More unpacking: In general, you should load your ship up to about 50% of the way between the empty weight and the full weight to get the most efficient run. It can get better than that, but this will get you a majority of the way there, if you use your cargo racks optimally. Not much else to say here, that is the main rule-of-thumb of this section. Hauling a fixed amount of resources as quickly as possible: The goal here is just to minimize the time taken to get the resources back. Since speed drops off quickly as your ship fills up, the strategy will be to split the load up into equal-sized portions and take the same amount of weight each trip, so you avoid a few heavy/slow loads. Then, since every trip takes the same amount of time, we can just optimize each trip. However, the optimal weight HEAVILY depends on the amount of cargo you want to haul back. Look at the next graph (of optimal haul weights versus the target weight you wish to carry back), and let me know if you can make any sense of the chaos: One bit of information to be gleaned from this mess is what happens when you need to haul a LOT of cargo. The chaotic mess converges to the same number that we got for the case where we wanted to haul an indefinite amount of cargo at as fast a rate as possible. Here is a zoomed-out image of the same graph I just showed. Obviously this behavior is much more complex than the behavior when you just want to maximize the rate. Therefore, I suggest that you just follow the advice there and let this section be more of a curiosity than actual advice. I mean, if you want to calculate the optimal carry weight every time you want to haul cargo, be my guest Summary Here, I will just list a bunch of bullet points that summarize the findings throughout the rest of the guide: As weight increases, your ship speed will fall faster and faster. Therefore, you should aim to keep your ship at around 50% capacity as a rule of thumb. This balances the amount of cargo you are hauling with the speed decrease from the additional weight. Galleons are the fastest ship in the game, followed by schooners, and then brigantines, and sloops are the slowest. When you are putting sails on these ships, start with the largest possible sail and fill in smaller sails afterward, to get the fastest sail configuration. As a rule of thumb, add a cargo rack when you have 4,000 pounds of resources available to store in it, and always fill up any existing cargo racks as much as possible. The heavier your ship is without any cargo on board, the earlier you want to add cargo racks when filling up your ship. The perfectly optimal weight arrangement is very complicated, and depends on many factors. You can look through the rest of this post for more info, but just know that these rules-of-thumb may not always be suitable for your exact scenario, and you'll need to use a bit of common sense. Thank you for reading through this quite long guide. If you didn't understand a part of it (or any of it), I will be keeping up-to-date with the comments, so feel free to ask any questions there. If you have any ideas you want me to look into further, I am open to suggestions for another guide. If you liked this extremely thorough type of guide, please let me know, so I can be motivated to make more in the future.
  19. Not in this game, noone would play that kind of game. There were very few seabattels, where two enemies went into a fight. Most would play to their strength, which is fleeing, if estimated loss in firepower. You have most of this types of (armed) ships in an attempt to catch the cargo/mail ships. They not build to battle a bigger battle ship. We only have a simple wind mechanic and max speed and turnability for ships. We have some effect of heavy waves, but not much tbh. No drift/leeway, nothing like that. You cant introduce (balance) mutiple classes of ships and such without adding that important mechanisms too. You need to dmg ships (depending on shiptype) more heavily in storms, if you want to be more realistic. It would became confusing, and in the end everyone goes for the best build anyway, all your implementation effort is just for newbies having fun until they get sunken and leave the game.
  20. We have still the same issue as before. The coder should know how to fix this easy enough. Gear taken off = 0 Gear put on = wgt Gear is reset each time, and someone forgot to re code this to work. I figured some work around but you tell me where Heavy Armors, put on = -33 wgt out of total wgt has not been reset to 0 so i can use cloth armors without the Negative impacts. Work around, put gear on and off of AI while on the sails. Totally broken way to do it but it works. I haven't tried it prior to getting the AI and seat them on a chair.
  21. Sorry I forgot, I'm pure PvE. With ARKlogic I meant this company/or that company (just how you put it) has no logical follow ups ingame. Example; buildbug. Since the first day (or later called season 1) it is here. 3 Wipes later, still here. In the meantime we get, let's say, farmhouses. Why is this not fixed up till now? Another example; "Demolition allowed" 9 out of 10 times it is not working. But taking down XP from Kraken/Yeti EVEN IF YOU HAVEN'T DONE one is taken off. Perhaps it should be 1 time only for each player? Ok, just one more example then; Taming elephants and giraffes. Really, do they have to jump this high when bolad/knocked out/trapped? Or better yet, we build farmhouses now so we do not need those tames. Instead, we're going to get warehouses. Wich, after everyone has placed tons of those, probably not gonna fit. I can give you literally about 40 of these. This is what I mean with ARKlogic, don't fix bugs but create them. Don't fix lag, but double up on them. Me and loads of other "old" founding players (again PvE) of this game, have these thoughts since the first wipe was anounced. And here comes another example; There was not a single word of wipes up to that moment. 10 Minutes after the anouncement the playerbase dropped over 70%. There was never EVER a moment those 40K players expected a wipe. Now it's like; "Oh they gonna wipe anyway, why should I even bother buying." And this is next to the fact GS keeps on saying they will fix bugs "next season" wich is now a total disbelieve. And yet they promis a new map. With no changes, just shrinkage. NA and EU together, whoever came up with that idea should be keelhauled. The servers/grids should be doubled at least, if not tripled. Not all resources are there, treasures are still at ridiculous places (players can even build on them, however ARK has the lootdrop locations made unbuildable) More sailing? Yet 1 storm with cyclones can easily destroy planks of a common brig and let it sink. As a pirate who's steering at that time you better pray on your nekked knees there will not be 1 (or better yet 2 or 3) SOTD squads turning up POOF 10 feet in front of your ship and byebye boat. More damage, so dock boat and repair. Iow, no more sailing. Make storms heavy on the wind, make them longer but certainly not as destructive as is now. We do not care about the wipes, we care about the same old bugs wich keep on getting back. They suck. Fix. The. Game. Or does every new devteam needs to make a prestigeproject first?
  22. Alright little update related to glitches and ping issues. 46 - All glitches happens because of player's structures. I've beet to Goldens today and got to the grid where bunch of ppl were about to kill Hydra. And, well... there were 32 players there and ping was just fine! I mean there were small spikes of slowdowns and ping occasionally showed 70. All was fine, compared to my server PvE I7. I even was able to sunk another 10 damned ships. Yet in my server PvE I7 - all around 120 even when 6 ppl online, and every 16 seconds server just stops for 1-2 seconds. Because of that my pathfinder keep warping back if I run somewhere during stops. Somehow sky can't keep up to server time and it's daylight at 22:00 then suddenly it turns to dark night within like 0.1 sec. Today couple of whales spawned, guys tried to kill them and because of glitches they lost their Brig. So... all heavy glitches started when alot of big monstrous bases appeared around. So it seems players creations are the reason! So please. Do something with that. Because with more ppl to come - glitches goes heavier. It's yet playable right now but I feel soon - there will be not. 47 - Sextant minigame doesn't work in certain weather. I've been to tropical. There were clouds in the sky. I tried to do sextant minigame and because of clouds all was just bloomy white. I couldn't see any star and light guide me to the next star. If I somehow point to the star I just see green square on white background. But if I make "sky quality" in settings low - all will be perfectly seen. And yeah - during cold fronts there are clouds at sea level. This one fog-like event. But I also can turn it off just to make "sky quality" low.
  23. I am currently farming to build a Galleon and I was wondering what people normally use on PvE. I have read that large cannons are not worth it because the ammunition is too heavy but some people disagree with that. Some of those threads discuss PvP and I would like to ask on the forum what you guys normally use on your ships. Should I go for large cannons or just stick to medium? Thank you in advance.
  24. ... .... .... .... He said there are islands....with no access to water. Im 100% certain he doesn't know what an island is. Anyway i came here because as with everything else so awful in this game i have yet another issue. Cant tell if the guns are loaded or not. No way to tell. Theres even a spot that says "ammo capacity 1/1" but it always says 1/1 so thats broken. And stupid. Carry 3 flint locks and a carbine. And of course the auto dual wield makes me loose a shot every time in the heat of battle. Aim with one flintlock, fire, switch to another and go to aim but oops, ur dual wielding so it just fires immediatly. Its literally the MAIN reason for having an offhand slot. But honestly i just wanna know if there's a way to tell if ur guns loaded so i stop running out of cover to fire and getting shot. Also another dude said if u cant kill an enemy with 4 to 6 shots ur doing it wrong. (He said id way meaner tho) . i guess the dudes never fought a heavy pirate with a shield. 3 carbine headshots get him to about 25% health depending on level. Flintlocks are useless. Anyway. Bullets. Anyway to tell if ur guns loaded? Ty in advance.
  25. How about a new cannon type with a higher range and projectile speed than a Medium Cannon but lower damage? The Demi-Culverin! Basing this suggestion off of the real Demi-culverin (Effective range of 1800 ft according to Wikipedia), A weapon with a greater range than a Demi-cannon (Effective range of 1600 ft) but a lighter projectile (Demi-Culverin shot was often between 8lbs and 10lbs where the Demi-cannon fired 32lb shot) What would such a cannon be used for however? Outranging other types of cannons, naturally, with a lower damage output to not outshine Large cannons or Medium cannons, however they would share the Mediums ability to pivot. They would share the same fire rate as Mediums, however the projectile speed would be faster. The same firing rate and lower damage point I feel would suffice as the balancing points for this gun compared to the other two whilst not outperforming either of them. But why? The Demi-Culverin, introduced as suggested, would allow for players to field ships with front facing guns (Imagine that!). Giving ships that find themselves constantly in the firing arc of a rear-gun-heavy ship the ability to ward away their attacker. The damage would be low enough (Pre-ship states and Blueprint increases) to bother a kiting ship without tearing them a new one - This is where the increased range and projectile speed comes into play. What Else? It would open the doors for new naval tactics, allowing people who prefer to fight with a more skirmishing mindset flexibility in how they play the skirmish game whilst allowing people to defend themselves from those who want to do nothing but kite all day.
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