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  1. Hello and indeed everyone knows it we all want to harvest something from the Oricalium to play the End Content. In order to not necessarily build on the islands, we have placed a raft on such an island. After some disagreements with the island owners, they installed our raft with walls and lions on it to destroy the structures. The question is, is this how the content should look in this game for those who don't have a Lava Pit island? If so, then I don't see a future in this game. I do not assume that the company gets annoyed because that here anyway no itches, let alone that someone let here. So as a tip to all others The company Reaper on M 10 does not want you to spawn there, build or park because that is all their property. So it was said in game. Have fun you still
  2. Atlas started existence as an Ark dlc. It's pretty much always been one too. And now with the mash up of Pyrate and fantasy and steampunk it's rudder is finally broken. When skull and bones comes out in november Atlas will be pretty much dead, after all if you want a survival building game you still have ark and a few others. And if you want a Pyrate battle game you'll have skull and bones. where will that leave Atlas, a game that's lost all direction?
  3. Yeah despite all the bugs and issues it's still rather fun. I think we really want a pirate mmo survival sandbox game and this is the closest thing to it.
  4. So, hear me out. This idea will revolutionize this game and breath new life into it(and likely a big fat healthy playerbase). I'm no game dev but seeing as a large percentage of other games have implemented something similar, it really shouldn't be to hard to do for our wonderful dev team. I know, I can hear some you whiny players now "we don't want to be like other games, wah! Atlas is fine the way it is, wah! You should just go play fortnight, wah!" Well suck it up crybabies! If you want a successful game and a heathy playerbase, Atlas is going to need this fresh new concept. "Fresh" and "new" to Atlas ofcourse. Many if not all of the most succesfull games on all platforms impliment this radical idea in some way and 100% owe their place on the gaming podium to it. I know it may just be my opinion, but there is data to support that this will vasty improve all aspects of the game experience for both PvE and PvP. That's the best part! It's for everyone! I'm actually quite surprised the dev team haven't even thought of it yet, thier going to feel so dumb when they realize how this simple idea could have made this game so successful if they had just thought of it and implemented it earlier on. Ready to have your mind blown and change the world of Atlas forever!!??...Fix it. Like, make the fucking game work. Stop focusing effort into shinny bits and bobbles. Fix what is there before adding more broken shit to ignore. I know, I know. The devs have their excuses, "Early access!" "no game is bug free." "I like the heat up poptarts in my underwear.". But the truth of the matter is crashes, piss poor mechanics, lazy workarounds, and gross oversite eventually kill the game for players. Adding more broken content to a game that is dying off mostly because much of it is broken is like buying a lifetime pass to Disney World for a kid with terminal cancer. TL:DR blah blah, the devs are fuckwits and poptarts are better at body temp.
  5. There should be an option in the company group settings to allow members of that group to change the company access/activation levels of doors. crafting stations, chests etc. to a level equal or lower than their own IF the activation level of said object is lower or equal to theirs. It would be even better if it was possible to set a range in the company group settings within which they can change it e.g. a member that has access rank 5 and the changing range 5-3 would be able to change the access level of all objects with an activation level lower or equal to said members activation rank to access level 5, 4 and 3 but not lower. At the moment the problem is that members can not change the default access/activation level (as set in the group settings) of any object not even of their own stuff e.g. if they want to make something accessible for lower ranks they always need to call an admin to do it and the same thing applies if they want to raise the access/activation level of their stuff e.g. after they got a promotion to keep lower ranks from accessing their stuff they again have to call an admin to do it. The only available solution at the moment is either for the admin(s) to run around all day changing the access and activation levels to the members request or to make everyone an admin but in that case it is pointless to set any access or activation levels because they do not apply to admins (which is generally good and useful but does not help in this case).
  6. Ahoy Pathfinders, The summer is here and there’s no better way to enjoy the season than spending your time out on the open seas. We have a couple new items, a new region, and some welcome improvements to the game, especially for our XBox players. We have an “egg”-cellent new structure that will make breeding new tames even easier. The Tame Hatchery is the perfect spot to store your eggs and give them the care that’s needed. The swivel gun railing is going to add a new dimension to sea battles. These out-facing guns will make combat more precise and change the battlefield forever. As always, we have a slew of bug fixes and improvements inching us closer to an ideal gaming experience. We will continue to improve and iterate on player’s feedback and suggestions so check out the changes below. Released Patch Notes v548.2 Patch will be deployed at ~7PM PDT 7/6/22 New Content Tame Hatchery Egg-laying tames can now be stored at the new Tame Hatchery. Eggs produced by stored tames are sent to the inventory to be fertilized. Fertilized eggs will be incubated and hatched directly into the Tame Hatchery. While food is stored in the inventory, tames will continue to reproduce and generate Nitro Fertilizer, which gives crops a growth boost for a short time. Tames allowed in the Hatchery: Chicken, Crow, Parrot, Vulture, Seagull, Penguin, Ostrich, Spider, Turtle, Crocodile, Razortooth, Shieldhorn, Crab, and Tortugar After obtaining the Beastmaster 2 skill, the Tame Hatchery will be buildable at a Smithy: Crafting Resources 300 Stone 20 Flint 90 Keratinoid 65 Wood 80 Fibers New Resource type: Toxic Compounds Toxic Flora: Harvested from mushrooms in swamp biomes Venom: Harvested from Snakes and Scorpions Toxic Sludge: Crafted from Nitro Fertilizer New Ship Railing: Swivel Gun Railing A new railing that supports two out facing swivel guns has been added. Unlocked from Swivel Gun Skill in the Artillery tree, this railing can be built at the Smithy. Crafting Resources 550 Wood 225 Thatch 250 Fibers 98 Alloy 180 Stone New Region: Uncharted Sea Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. This region is Lawless. Bug Fixes Fixed instances where shooting a spear gun while riding an underwater tame damaged the tame Fixed instances of players consuming the ship rename token Fixed instances where the ‘collect now’ function only working once on the warehouse Fixed instances where players were not getting Essence of the maw from destroying enemy ships Fixed instances where players could not defecate Fixed instances in which some module ships’ initial module point totals were incorrect Fixed instances in which the tame house was placeable on shipyards Fixed multiple instances of holes in the ocean in various islands Fixed instances where players could not place turtle shells into the advanced shipyard Fixed instances where bed travel and respawning would default to the rookie cove Fixed instances where the game could crash when set to any language other than English Fixed instances where sails would be be misaligned with the ships center Fixed instances where the Tame House could be built on other structures Fixed instances where the 6th shot in the revolver would not deal damage Fixed instances where industrial buffs would give incorrect UI icons Fixed instances of projectiles spawning at incorrect locations when the player is moving Fixed instances where the Cog could not turn correctly Fixed instances where Transient Nodes provided incorrect resources Misc. Durability for the Industrial Hydra Pistol and Industrial have been increased Large Stone Walls and gates and their Industrial variants are now limited to 30 per company per server Please ensure the 30 you want to keep are the only 30 placed before the patch. Any walls/gates placed over the 30 limit will be destroyed, at random until there are only 30 remaining. Large Stone Walls and their industrial variants will start at a lower health when first built and will need to be repaired to max health Ship Icons on the map will now show life as an HP amount instead of a percentage UI is now more consistent for Industrial stations Return to the overworld tab on the map has been moved to be less obtrusive Added more keys to be bound to defecate Ash wood bundles and unbundles have been added to the workstation Shipyards can no longer be placed unless all ships within the variant can be built Ritual Generator and Ritual Pedestal Health has been increased Xbox Only Fixed instances where the game would crash if the player switched between tabs in the menu too quickly Adjusted distance islands render to decrease memory usage Fixed instances where changing grids would result in a crash Known Issues Crash occurs when interacting with the Great Temple’s progression table Crash occurs when interacting with the Industrial Lab’s progression table Static nodes that are located on Island Claim grid islands are claimable and destroyable when a company wipes the island The Hatchery has an issue where the fertilizer barrel can’t be accessed from certain directions Treasure Map Bottles picked up in the PVP realm will sometimes not produce a treasure map The limit on stone walls / gates is currently 30 per variant per company per grid, instead of 30 total per company per grid. This is being adjusted in next hotfix patch. Crew seated on sails will sometimes be seated at a wrong location. 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
  7. Ahoy Pathfinders, The summer is here and there’s no better way to enjoy the season than spending your time out on the open seas. We have a couple new items, a new region, and some welcome improvements to the game, especially for our XBox players. We have an “egg”-cellent new structure that will make breeding new tames even easier. The Tame Hatchery is the perfect spot to store your eggs and give them the care that’s needed. The swivel gun railing is going to add a new dimension to sea battles. These out-facing guns will make combat more precise and change the battlefield forever. As always, we have a slew of bug fixes and improvements inching us closer to an ideal gaming experience. We will continue to improve and iterate on player’s feedback and suggestions so check out the changes below. Released Patch Notes v548.2 Patch will be deployed at ~7PM PDT 7/6/22 New Content Tame Hatchery Egg-laying tames can now be stored at the new Tame Hatchery. Eggs produced by stored tames are sent to the inventory to be fertilized. Fertilized eggs will be incubated and hatched directly into the Tame Hatchery. While food is stored in the inventory, tames will continue to reproduce and generate Nitro Fertilizer, which gives crops a growth boost for a short time. Tames allowed in the Hatchery: Chicken, Crow, Parrot, Vulture, Seagull, Penguin, Ostrich, Spider, Turtle, Crocodile, Razortooth, Shieldhorn, Crab, and Tortugar After obtaining the Beastmaster 2 skill, the Tame Hatchery will be buildable at a Smithy: Crafting Resources 300 Stone 20 Flint 90 Keratinoid 65 Wood 80 Fibers New Resource type: Toxic Compounds Toxic Flora: Harvested from mushrooms in swamp biomes Venom: Harvested from Snakes and Scorpions Toxic Sludge: Crafted from Nitro Fertilizer New Ship Railing: Swivel Gun Railing A new railing that supports two out facing swivel guns has been added. Unlocked from Swivel Gun Skill in the Artillery tree, this railing can be built at the Smithy. Crafting Resources 550 Wood 225 Thatch 250 Fibers 98 Alloy 180 Stone New Region: Uncharted Sea Uncharted Sea has been reintroduced into the world of Atlas. Tropical Islands here have rare resources for pathfinders to plunder as well as more access to industrial and Army of the Damned nodes. Access to this region is located via portals in the South America and Africa Regions. This region is Lawless. Bug Fixes Fixed instances where shooting a spear gun while riding an underwater tame damaged the tame Fixed instances of players consuming the ship rename token Fixed instances where the ‘collect now’ function only working once on the warehouse Fixed instances where players were not getting Essence of the maw from destroying enemy ships Fixed instances where players could not defecate Fixed instances in which some module ships’ initial module point totals were incorrect Fixed instances in which the tame house was placeable on shipyards Fixed multiple instances of holes in the ocean in various islands Fixed instances where players could not place turtle shells into the advanced shipyard Fixed instances where bed travel and respawning would default to the rookie cove Fixed instances where the game could crash when set to any language other than English Fixed instances where sails would be be misaligned with the ships center Fixed instances where the Tame House could be built on other structures Fixed instances where the 6th shot in the revolver would not deal damage Fixed instances where industrial buffs would give incorrect UI icons Fixed instances of projectiles spawning at incorrect locations when the player is moving Fixed instances where the Cog could not turn correctly Fixed instances where Transient Nodes provided incorrect resources Misc. Durability for the Industrial Hydra Pistol and Industrial have been increased Large Stone Walls and gates and their Industrial variants are now limited to 30 per company per server Please ensure the 30 you want to keep are the only 30 placed before the patch. Any walls/gates placed over the 30 limit will be destroyed, at random until there are only 30 remaining. Large Stone Walls and their industrial variants will start at a lower health when first built and will need to be repaired to max health Ship Icons on the map will now show life as an HP amount instead of a percentage UI is now more consistent for Industrial stations Return to the overworld tab on the map has been moved to be less obtrusive Added more keys to be bound to defecate Ash wood bundles and unbundles have been added to the workstation Shipyards can no longer be placed unless all ships within the variant can be built Ritual Generator and Ritual Pedestal Health has been increased Xbox Only Fixed instances where the game would crash if the player switched between tabs in the menu too quickly Adjusted distance islands render to decrease memory usage Fixed instances where changing grids would result in a crash Known Issues Crash occurs when interacting with the Great Temple’s progression table Crash occurs when interacting with the Industrial Lab’s progression table Static nodes that are located on Island Claim grid islands are claimable and destroyable when a company wipes the island The Hatchery has an issue where the fertilizer barrel can’t be accessed from certain directions Treasure Map Bottles picked up in the PVP realm will sometimes not produce a treasure map The limit on stone walls / gates is currently 30 per variant per company per grid, instead of 30 total per company per grid. This is being adjusted in next hotfix patch. Crew seated on sails will sometimes be seated at a wrong location. 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
  8. What kind of map are you looking for? Size, amount of islands, questlines etc? I can build you a map depending on what you want, I have some maps already designed with the latest content as of 5/21/22
  9. Unfortunately you started at a time where the last patch added a big bug that is very anoying in regards to sailing. Hopefully it gets (hot/colt)fixed during this week... But I agree at this stage it is not nice to invite people to the game... if the game is sold for 5-10€(steam summer sale comming) you might just do so. You can solve the issue currently if you dismount the sails crew before grid change and open one sail yourself to get in the other grid. The chance is 99% that you will not loose a crew on sails if you put them on after grid change. The issue is most likely a buged crew position after the grid change if they remain on the sails that maybe leats to mutiny. @Dev CrusherI don't want to protect the game but some of your listed bugs are not that importand in my opinion, but of course they should be fixed long time ago. The game is playable in most cases and you can have fun for 1k hours very easy without finishing the main quest(if you can call it like this to get all power stones and essences without a story). So it is worth a part of it's money and compared lots of AAA titles have less than 100 hours to play. In all the time I play(since season 3 where the first Devs had left already) i had never the feeling the game is changing or improving, but now we have actually Devs that work on the game. They could do better but they do something at least. So they get my support after i deleted the game twice in the last years. Most important is to make the modular ships playable and more like the legacy once.(they will not remove the modulars anyways) They fixed the bug that sunk the modulars when loosing one/two modules to 0 HP with start of this season so they are playable now. They increased the repair kit HP which is some kind of improvement for solo PVE and on PvP maybe even broken repair now? The repair kits cost are reduced but still high, on the other hand the ships have very low costs in regards of resources neede to craft them. The modulars are still faster... the Broadsider is very very strong right now with its 40 cannons and possibility to make it 30 to one side. The modulars are ignoring the ship weight in regards to their speed... which makes them broken again. There has to be done some balancing and the possibility to customize needs to be added. The Majestic Kraken and Crarak are most likely obsolete as the broadsider is the same ship but better in everything without the need of 50 tentacles for example. Those ship should have some more difference or the fire power of the broadsider would need some downsides -> less cannons = faster, full cannon build = slower.... they need to get slower when gun ports are open. The deck canons need to have increased weight or reduce the turning speed slightly because of the high center of weight that is bad for a sailing ship^^. The HP icon is remaining at 100% until the sinking/leaking symbol shows. The HP in the players/ships UI stay at 100% as well if the ship is leaking... so you don't know when 0 is reached and it will sink while you repair or bucket the water out.
  10. I think it's a bad idea for devs to create a medium (a game) for players to be a$$holes to other players. This is a lose lose situation. In order for one player to have fun, it's at the expense of another player. Ideally you want all your customers to have fun. This game has so much potential but the leadership behind it is taking it in directions that just don't make sense. It's hard to imagine where this game will be in a couple years but I feel it wont be in a much better state than it is now.
  11. And why a gold cost on shipyards at all. That's as bad as on the ships. They never understood the gold price on ship issue. Being, most need the ship to make the gold in the first place... without doing it by boring grinding. Then once you have the first ship and market running, gold is never an issue again. But they just need to have that in there. I guess they want to really slow down the early levels that they force us to regrind over and over with all these wipes. This is the only game that gets a population boost not by giving their player base something, but by taking something (everything) away.
  12. been a week and now they are saying at least 4 days more before we get a patch that MIGHT stop crews from just poofing?? and they want us spending 10s of thousands of gold to replace our shipyards they broke with no refund of gold at least? oooo they upped harvest rate till monday... a harvest rate we cant take advantage of to replace our gold losses BECAUSE THEY WONT HAVE NEW HOTFIX TILL MONDAY?????!!!!!! its just damn ridiculous and anyone still defending this game is either paid by the company or so completely wedged up their own posterior its impossible to have a reasonable discussion with them. times have changed alright, theyve gotten worse.
  13. So, after longer time i have testet Atlas for a while, after this new Season was started. And what I see is what I expectet and even worse. Bugs Bugs Bugs - everywhere I look around. Its practically absolutely unplayable. In the early past of the game we have arranged with it - EA Game, and the trust in the devs. Today there is no trust anymore. They showed us and the hole world, they have no interest and no ability. I play with some guys, one bought a brandnew Gaming-Laptop. Played some Games with it without any problems, than Atlas - Bluescreen. He dont play that trash anymore - little bit of quality is basic requirement in a game. It must be clear, that it seems that you can destroy your hardware with this, what they call a game. Other one, played Atlas a while - crash - now he cant start the game anymore, always freeze and crash. So repaired, reinstalled, driver update, tried the few tips and tricks from the community - nothing. Also unplayable for him - so he also dont play because he cant anymore. Trash So I am not sure what the devs are here doing - there seems to be no love, no enthusiasm, no ambition for their work. Is this the way devs are working? I really dont think so - look around how others do, you will find shortly the difference like the difference of day and night. In Steam you can read "From the creators of ARK: Survival Evolved comes ATLAS". Really? So, have you ever played Ark? Its not everybodys type of game, but have! you! ever! played!, just for interest? Sorry, but this what we have here in Atlas is not from the creators of Ark - never ever. Atlas is Trash. The difference is exactly what i wrote above: love, enthusiasm, ambition to what they do and what they want to reach. Look also around to other games - often exactly the same. Not everywhere, but its not nearly as bad like in Atlas. Seems the devs gave up the game long time ago and nothing will change anymore. But why? Why dont leave up this trash to someone who likes to do it really right? Money? Im sure, there are lots of people that like the game - how it should be, not as trashy its now - that also have the skills and opportunities and want to put their heart and soul in it to make it to a very great game. Things and skills, the current devs obviously cant understand and dont have. We, the players - your customers that payed money for this - maybe have to boycott the game completely. In Steam this trash still costs 25€ (converted around 26$) - absolutely insolence. With the knowledge of today its not worth a single cent for me - I didn't even want it as a gift. Im just glad Grapeshot doesn't build cars - never ever again a Game from this bunglers.
  14. Thought I’d comment cause you haven’t gotten a correct answer. Diving platforms can be placed while being built for sure. They are under railings in the smithy. You want diving platform (kraken). I believe this can be done anchored in a dock afterwards as well but I just put them on beforehand. I have not been able to attach a cargo rack. Nor have I see a cog with a cargo rack. Just diving platforms and cannons.
  15. thats been changed, theyve lowered rates to 3x which has made breeding hours and imprints longer. every imprint gives 20% with 8 hours between, so if you want 100% imprint its 40 hours. at least on the bears, my buddy says rhinos and the like are even worse.
  16. Space on the PVE server starting areas is finite.. please don't blanket islands in harvesters and leave space for others to set one up their own company or if they are solo.. I have found countless harvesters on islands scattered about the entire island and they are only owned by one or two people... you don't need 4 of every kind of harvester in the game!. If you want to hog and fight for space join the pvp server.
  17. I remember reading somewhere that the modular ships were created to reduce load times etc compared to the non-modular boats. It kinda makes sense because non-modular ships can contain a lot of parts in limitless configurations. I suspect quite a few problems are caused by this type of moving structure, not to mention, rows of them lined up on the shore of an island. Still, there's something so satisfying about making your own ships from scratch vs prebuilt, modular ones. Maybe there's a halfway point where you can customize a lot of the ship without using individual pieces. Say, on one type of ship you can choose from 6 different cabins/ bridges, different stations below, plus the modular rails. On one hand I love being able to fully customize ships, on another hand I want the game to not be less glitchy.
  18. Part 2: Big round of applause, guys. Whatever you tinkered on in the network code corrupted some regions on the unofficial server I play on. We need to wipe, too, as it's totally FUBAR Bravo, clearly the best people on the job. Appreciate all the hard work downloading freebie assets and pushing out bad netcode. If I seem bitter, damn right I am. This team takes the wrong turn every chance they get, and when I try to go to private hosted grids to get some semblance of a good game, they still manage to cock that up. I want to like Atlas, I want to enjoy it; they're hellbent on going nowhere fast with it.
  19. Hello, I have a question about the editor: If I want to create e.g. for singleplayer a smaller map itself to 4x4 maybe. Then I have to place the map locations where you find power stones manually ? And also adjust the coordinates from the origin quest code. Do I have to place all xyz_PVE islands on my grid ? In a tutorial it was said that they are important ? Will the pirate camps and treasure maps be placed automatically without my manual intervention ? So far I have not found a tutorial that shows how to integrate all the bosses. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hallo, ich hätte mal ne Frage zum Editor und zwar: Wenn ich z.B für Singleplayer eine kleiner Map selbst erstellen will bis 4x4 vieleicht. Dann muss ich die Kartenorte wo man Powersteine findet manuell platzieren ? Und auch die Koordinaten anpassen aus den Ursprungs Aufgaben. Muss ich alle xyz_PVE Inseln auf meinem Grid unterbringen ? In einem Tutorial wurde gesagt das die wichtig sind ? Werden die Piratencamps und die Schatzkarten automatisch platziert ohne mein manuelles eingreifen ? Bisher habe ich kein Tutorial gefunden das zeigt wie man die Bossgegner alle integriert.
  20. well, there you have it, they put up a poll in discord for drop time and now anyone not in honolulu or california for NA is pretty well and truly screwed on getting a decent island. so laugh all you want, it was on discord and it came true.
  21. Hey all, A friend and I want to play Atlas but not on the public server because of how hard it is find decent land to build a base. I tried hosting a non-dedicated game (I think it's called) on my PC, but as players we had to stay in the same general area or the non-hosting player would get teleported to the hosting player. If the non-hosting player was on a boat, they would be teleported off their boat. Would renting a private Atlas server fix this? How would the gameplay differ from the public server? Nitrado has options for 1 server, 4 servers, 6 servers. Does this mean each server is one map grid? Thanks in advance for any info. UPDATE: I read from the Nitrado wiki that to have a 4x4 cell map, you would need to rent 4 servers which is $60 a month. That certainly wouldn't be worth it. Renting 1 server (1 map cell) would get old very quickly.
  22. I’ve been doing research for information on human breeding and there doesn’t seem to be a very clear answer on whether or not it will be added. I’m assuming it’s not going be, it was last mentioned in 2018 in forums and no one returned to it. I want to state how interesting it would be to not only have the option to simply visit the “Fountain of Youth” to revert from 100 years old to 20 again, but to also have the choice as a player M/F character to have a child with an NPC or other player so that I may continue my legacy. I could imagine that if it were two players having children then it would come out as two kids, 1 for each player, and if it’s with an NPC then it’ll just be 1 child. Also be able to make the human NPCs have offspring in general would add so many more different RP aspects to the game. (that’s just my opinion, what do you all think?)
  23. I do agree. They are lazy and or don't have the power to make real decisions. How many people actually board a boat, kill everyone and sit there for 15-25 hrs to steal it. C'mon. The game is how they want it, they want to run the large companies and don't give a shit about any playerbase. Ark is their go to, and will be for Ark 2. Only reason we get any Atlas update at all is because they are milking a dead cow. Keep getting paid for doing as little as possible for as long as it lasts. If your going to have polls that are one day only and your not allowed to have a discussion about it, then you simply don't care about new players. You are catering to existing customers that blow you. You know its all about retention. Takes a big head to have that type of attitude. I loved Ark, loved Atlas, neither game went where it was supposed to. Both have a toxic playerbase because of toxic devs. They think wipe hype manages to bring in a large pool of players. Every patch delayed. Like the xbox excuse is something new. I actually just got kicked from the discord, for... profanity toward the devs will not be tolerated. Imagine that! LOL
  24. im not sure it was advertised as a pirate game, i think we all leapt to that conclusion because we want one lol. i dont mind a colony conquest game so much but youre right, give us at least enemy of either wild pirates and/or royal navy. hell, the spanish, english, french, even dutch handed out letters of marque to pirates to make them privateers for hunting pirates. would love to see stuff like that happen in game. might bring alot of folks back if you put npc factions in the game for pve and actually let players in pvp populate those factions lol
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