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  1. Ahoy Pathfinders! Today we finally get to answer some of your questions once again. With the recent patch/wipe and contests announced, we didn’t want your answers to get lost in the wake. Now that the waters have calmed, we’re back to provide you answers. Please check out the contest here to submit your videos and have the opportunity to win up to a $25 Amazon gift card. As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, what is destined we can’t foresee. We appreciate your support and understanding. So ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A Any plans to address shield stun duration or overhead mace torpor damage to make melee combat more entertaining and challenging, rather than stun-lock-and-torpor combat? Damage during land combat is something we are only loosely balancing right now as we continue to work through Early Access. We will be revisiting it closer to the 1.0 release. With barrel bombs (even shot from catapults) still dictating the "meta game," is there a plan to remove them from ship combat totally? We are working on new ways for players to counter dominant strategies in ship combat. We recognize that ship combat is not in a good place right now and are focused on the long term health of the game. Look out for new defensive modules when we expand the module crafting system in the next major patch. Are there any plans to limit structures per island, reducing the lag associated with the spam we have currently? We are coming at this from a couple different angles. * Some memory management improvements are in testing that will allow clients to load and unload structures faster. * Some new structure types that are larger are in the works so players don't have to build massive structures out of many small pieces. * We are working through some ideas with claiming to help undercut the motivations for placing lots of small structures for meta reasons such as making landing tames hard or preventing others from building nearby. Do you plan to limit the number of armored docks a company or island can have being used at any given time? Not directly. Armored Docks require gold to operate. As we develop the economy, we are looking for more ways to sink gold and keep it scarce so that placing an Armored Dock costs you the opportunity to do something else important with that gold. Are there any inbound flag claim (Height, Radius, etc) or Island changes (i.e.- Lawless Areas On Island Outside of Claim Radius)? We definitely had some significant changes to this in the last major patch! We'd like to see how the meta adjusts before we commit to other changes. We are also spending effort making these configurations more customizable and exposing that to unofficial server owners so you can try out what combinations of ruleset you think are most interesting. Long term we would like to make fighting over valuable locations in the game take a concerted, multi-day effort. We'll talk more about that as features related to it are closer to being rolled out. Are there any plans to add upgradeable end-game gear as a needed gold sink. Any chance on this being added back with the new BP crafting system you have hinted at? We would love to make the crafting system more customizable and interesting. We have to balance this with other goals we have for the game. This particular area is not one of our primary focuses and so it's coming along in the free time, after hours, and weekends between other higher priority work. Is there any way you guys will add a hull bigger than a brig with 4 large sails. But smaller than a galley? Our plans for updating the modular ship system are full speed ahead and this is on the horizon. Our next major patch is planned to be focused on getting our core customization options out for ships. Immediately following that we will be working on making modular ships craftable in the Shipyard and introducing a dozen or more ship sizes. One of the great benefits of this new ship system is that we can make an entirely new ship completely out of existing parts and we are only a couple months away from unleashing that power! Can we get an upgrade that increases the level (and rewards) of SotDs, allowing SotDs to be relevant in more than 8 out of 121 tiles in the game? Check out the latest patch! Ships of the Damned are much more prevalent and have a much wider variety of difficulty on the map now! Will the wipe affect the Unofficial Servers? There are new features that unofficial servers may want to take advantage of. Our goal is to not require unofficials to wipe to support our changes, when possible. Early Access means that some changes in the future may be so transformative that this is unavoidable. When will crew resource silos hold other food besides berries? Thanks for the suggestion. This seems like an easy fix that will improve quality of life a little. We always try to fit these sorts of things in along side our larger features. What does Atlas' long-term monetization strategy look like? Do you think it will be an Ark-like direction where you release multiple expansions? Subscription model? Mtx? Right now we are focused on improving the game and making it something you want to bring your friends into play. Of those options, the most likely is expansions. There's not any interest with the team right now to do subscriptions or microtransactions. What are some strategies you're working on for long-term player retention? Improving the game. Seriously. We are trying to build a game where you want to gather a bunch of friends and try to carve out your place in the world and compete against other companies. That's the sort of game you can play with people for years and still have fresh experiences. What are your thoughts on Armored Docks now that they have been in game for a while? They have added some really cool elements to the game but I also believe they have been abused by larger companies. Armored Docks still are not where we want them to be. As the meta changes, their role within it will also change. Right now we want to focus on fixing any abuses or exploits using the Armored Docks. After we get some other changes in we'll revisit Armored Docks as a whole and see if they are fitting the way we want them to into the meta. Is the current trade system completed in the devs opinion? Seems to not quite be everything it was advertised to become. It's not at all complete. We got it roughed in and then moved onto roughing in some other things. We'll be coming back to working on it when we get some of our other large systems in order. Any plans to improve how torpor works in general? Maybe make torpor do something like mess with the camera like the drunk debuff, torpor wouldn’t be such an instantaneous end to fights. This is one of the approaches we have discussed for addressing the current land combat meta if we spent time on it. Land Combat is a major undertaking and requires a ton of continuous work on balance, so we are mostly leaving it as is right now until we have enough free resources to give it our full, undivided attention. Is there a plan to address the lack of craft charges mainly on Gunports, Planks, and Cannons currently in the game? These were addressed in the recent patch. 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. 1. Armored docks need to be removed from the game Nope, nope, nope. They are giving us great oportunity for stopping people from harbour runs. They are also easy to destroy, i for example destroyed small and large dock at the same day with 2 ships and 3 ppl so you can't say you need big company to do that in order to get all gold from inside them or take their ship down. 2. puckle npc's need to be vulnerable - Don't agree These are practically basic defense of your base and taking them too easy will cause more fight on the land that we don't want. We want more sea fights. You can use just one cannon to overrange them and take them down easily. 3. Gold cost for self crafted ships needs to be removed - Don't agree Not agree, it is good like it is. It prevents big companies from having hundreds of galleons. Big companies still will have more gold than smaller ones but also they will have more peoples so they will able to handle more ships at once. If you have small company with 6 people you don't need 10 galleons and gold costs will keep you on the sea for treasures, whaling etc. 4. No gun mini game - Don't agree You just like complaining, don't you? 5. HP of shipyards needs to be lowered They are super easy to destroy. Totaly not agree 6. Lighthouses are too cheap So what? Theirs only purpose is to show you the way or warn you if you're getting close to island during fog time. Leave them in peace 7. mortars on ships need to be allowed to counter mortars on land Definitely not. Are you mad? even if you would have them you will never counter mortars on tower 20 walls high. 8. ships should be insta captured if beds are destroyed, and ship is decrewed Here you got point for the first time, but insta captured? Nope, i would rather greatly decreas capturing time from 1-2 days to lets say 5 hours and 12 hours when fully anchored. If you would start claiming ship on the beach and you have 5 h timer and everybody is dead and ship would drop anchor, the timer should automatically increase till 12h so the owner can have time to fight back for it. In open sea you cannot anchor so 5h is enough (it could also be destroyed by SoD or whale) 9. structures must be capturable You just played too much rust my friend. It is not quick pvp, it is open mmo sandbox game, how would you feel going to work and cominb back every day just to see you lost everything you had. They develop similar system to the lawless which is complety absurd to me. I would rather enable to steal teritory which would highly increase decay time for every non company structure like for 4 days and 3 days for doors so you can actually loot it. So people could fight for teritory in order to defence theirs bases. 10. small characters should get a damage penalty, while super large ones get a damage buff Wow, i wouldn't think i ill agree in something with you. Here you are right, something for something. We need to have balanced options not just one sided benefits from choosing one option. 11. cannons need to be pick-up-able and be placable on enemy foundation to raid efficiently Well, they could be picupable but not placable on enemy's foundation, would rather allow to place them directly on the ground close to enemies foundation but also with 10 min timer. 12. fix that bug where after u use praying eyes u cant pull out ur weapons, and increase duration Yes, just report it as a bug and they will work on it. 13 .remove peace/combat phases Again i do not agree with that. We want keep people more on sea for sea fights, we all came here for pirates fights not ark 2.0 didn't we? 14.blueprints need to be removed Blueprints are bit overpowered if it comes to big companies so i can agree with that, add more stuff instead of blueprints and increase base stats of all stuff to be a little bit higher. Unless we can find solution to boost small companies to help them with crafting those blueprints. 15.aging/hair growth is way too fast atm Not agree, just deal with it. Next. 16.remove shaking earth effect caused by animals I guess you never checked your graphic options in menu, did you? 17. no more crew limits on ships Talking about unreality in game, want unlimited crew on ships. Totally not agree. Next. 18. remove all chores like treasure hunting, floatsam etc. from the game That's most pirate thing in game, treasures/floatsam/hunting, leave them alone. They could do special regions on each island for treasures where people can't build structures so everyone can do them. Still need to land on an islands and that's different story You don't like them, you don't have to do them, pick them up. 19. players shouldnt spawn on freeports, and freeport, there shouldnt be a safe zone That's exaclty where players should spawn, there is lot's of newcomers, they have to learn some basics about the game. Instead of that i would highly increase decoy time on every ship (in example, you can stay with any ship maximum 4 hours no matter if you're fixing planks or not, after that time, ship despawn, and of course give a proper info about it to every player) For animals instead allow us dmg them after 1 day of being in freeport. That should resolve problem with storagging all items in safe zones. What about shops? Allow only few per company with limited space in it 20. nerf barrels Maybe a little bit but mostly we need to remove catapults from ships or make the barrels not throwable by catapults on ships. You could still use them by manually throwing them at enemy ship but that applies only in very close distance 21. remove ships of the damned Do not agree, game without them will be super boring. 22. regarding animals I would only increase hp on lions/tigers a bit. Rest is good expect all the saddles that are coming with new patch. Saddles are supper shit and will brake the game especially with torpedoes on the land. Could say, welcome to ARK 2.0, no more pirate game. 23. nerf mace, shield stun, buff crossbow/bow/guns, nerf shield, nerf hook Mace is good, maybe increase bit crossbow dmg, guns are okay, hook is okay. Nerf shield bash cooldown, once someone start bash you, is super hard to run away, instead put ie. 10 sec on bash, same for power strike on pike and fists. 24. Handcuffs need to be removed or there needs to be a solution Tottaly not agree, it is very realistic, that is also one of the most piracy thing in game. Next. 25. Cannon balls fly too slow Yes! This is very annoying. Speed them up 26. after destroying a warehouse you should get all the loot inside, not a fraction You are getting basically all loot from it. You will not even able to carry it at once 27. bar shots need to be removed Nope. Barshots are good, leave them alone. 28. no character upgrades like HP etc. Are you serious? You want no gap and differences between people who spend thousands hours in game on leveling character and people who only started? Bullshit. Get real man 29 .player name join notification needs to be removed I agree on that 30. customizable zoom for ships needs to be added I agree on that 31. remove customizable ships I do not agree, mmo sandbox is all about customizable stuff. Would rather say work on performance but they're already doing it 32. increase ship weight capacity Not really capacity but increase amount on which weight penalty is applied from 30% to 50% 33. remove limits for alliances and company size No, no, no and again no. We don't want any supremacies in game that will make pvp into pve if you're with them or totaly anihilation if you're against. 34. handling sails get greatly outperformed by speed sails They are not. All of them have different purposes and they are doing good. I only wonder about weight sails, nobody is using them, they need to be reworked 35. wood/stone pillars's HP needs to be reduced Pillars spam is pain in arse. Enemy should not be able to build anything on your island expect cannons (placed on the ground) so pillars spam will not exist anymore and thanks to that performance of game will also increase. 36. remove ownership ???? In company setting you have option like "personal owner", that means that everything you build/own (ships,animals) is personal and if you leave company everything will leave with you (structures/ships/animals), you need to have proper settings set in your company dude 37. remove custom building Custom building is good, it gives you more posibilites but yes i would prefer ready structures. On one hand, performance is greater but on the other hand it's kinda boring because everything looks same (expect colors if you're able to paint stuff) and technically you know base of every single company. So i would rather put them togeather 38. allow saving ships (save + load) Yes! Allowing to save your ship projects would be very handy 39. Reduce a companies income based on their member number, increase crew cost for bigger clans Why would they punish people in bigger companies for playing togeather and having fun? Nobody want split players, it is rather a goal to get great communieties than lonely wolves. They can work on boosting small companies not punishing bigger.
  3. your bile smells like CIDs alt account... funny thing is, that if the gold cost was there from the beginning these complain would not be there... if you fear change, you should not buy EA... it is a work in progress and subject to change... lets see... - first we had rate:1 resources farming - complain was that ships are too hard (long time farming) to make... - so rate was set to 2 permanently (pick up a one rock and see for yourself) and tames where made super harvesters - then complain was that ships now are just spam and too easy to get, there is no meaning in sinking one and no meaning in not sinking everyone. - at same time it became obvious that ships are not safe just standing around, so people started to build giant defenses (that ultimately not help) costing more time on land (not sea) and cause lag. Tames became even more important, because of needed resources farming - complain was we are stuck on land, can't have ships save and have to tame stupid tames all the time - so introduce the farms, making tons of resources, by doing noting. Not only for the owner, but for everyone coming by (they are unlocked) - complain was "but I cannot have farms myself because they are blocked!" - over the same time we at first had a small claim system so everyone could get a piece of land - complain was that someone already spammed his flags everywhere - so it became the island claim system, also with protection times, so your ships are save - complain was "I don't want to pay taxes for protection!", "I want my own island!" and "All Islands are claimed already!" - so we also got Lawless for the guys that just cannot live with others and use the game mechanic to their advantage - complain was "wahahah! my stuff gets raided daily by my neighbors (which I just raided) and by the claim islanders that we cannot attack, because they have peace timers!" - we got docks (not working yet) which practically not destroy-able for a small amount of gold/day. no need for giant defense bases, finally living on our ships. less spam, no need for claims - complains to be determined, but they will come... as always... - next up new claim system, same as the old system... because of the complains... - also, since resources are worthless, tames (other than PVP) are worthless, bases were always worthless and everyone complaining not sailing enough in a sailing game, we now get ships for gold, and gold comes for free by trading and maps by SAILING!!! It also makes it the one perfect number to regulate inflation of everything else to make the game better... - "wahahah, I don't want to sail, I don't want to raid warehouses! If you force me to I don't want it anymore!" - old ship system allows for unrealistic ships and sea combat, also too many structures make lag - complains are we want more and better ships - new ship system comes in - complains "wahahah, I want my unrealistic LARPing ships with stupid metas! and I want them for free!!!" - next up, admin cheat for everyone, so we can just spawn command everything to "survive"... - "nah, I don't like to play anymore, if everything I asked for before is just given to me so I stop my tantrum... you broke the game!!!" - meanwhile on PVE - "wahahah I got blocked in by spam by some griefers and I cannot do anything about it, because I cannot just shoot there stuff...!!!" also, "there is nothing else to do... wahahah more CONTENT!!!" W T F !!!!!11111 ?
  4. Which is because in Ark there are only so many map types... if you are on one that is full / too PVP / too PVE spammed you go to another server OFF THE SAME MAP. So you are basically left alone with whoever is also living there... Now think about the Atlas, where you change grid to be on the exact same map with exact same resources and tames... why even sail to the next grid...? Would be a small world... and the only reason to go to the next grid is to grief the neighbors... because why would you want their island...? you got the exact same one in your grid... and all the Powerstones and the Kraken and Ice Cave... What the "small" guys do not want to understand is, that you are small, compared to anyone that is bigger. But you want it all, Gallies, large bases, hundreds of tames... and they have to be safe...! while you can go around and get the attacker PVP when you like. You are like small squirrels wanting all the nuts and complaining that you have to work for it by your little lonely, while there are bigger predators out there... It is called a SURVIVAL game for a reason. It is not for Dodo birds... You are small, how about you join a faction (player alliance)? How about you live on an island of a big company and enjoy there protection? How about you live like a squirrel, small and hidden - faction-less like you like it...? But there is always complaining... I want protection! - get a dock and or play smart... It cost money! - do some maps or steal it, yarrr...! Too much work! - get a trade setup, free money, free resources... I don't want to do that, thats not piratey! I want to be left alone, live for free, have all the marbles handed to me and attack PVP without fail even against 80 player company! At least those 80 players beg to differ... and wipe you back to your size... WaHahahahah...!!! Everyone is bad to me...!!!
  5. Nothing anyone is suggesting can be done with this dev team. You’re all arguing with each other over aspects of the game that this dev team just simply isn’t interested in or even able to change. This is the PVE vs. PVP argument from PVE player I’ve started and refuse to play pvp anymore I’ve done pvp in various games since AOL. I’m tired of pvp I want a game when I can go play walk away for a few days if I want or have to. Then come back and just feed animals then play when I can. What you pvp players don’t get or even want to get is some of us actually have lives, work, families and have no interest in being “on-call”. Some of us can only do a few hours a week not 6 or more hours a day. I refuse to have a game dictate my life and for many of you, if you want that to happen, go for it. You want to do away with pve then you’ll loose the game entirely. It’s that simple. The pve players are the most consistent users of this game. But we are also the ones the most willing to leave a game entirely to find something similar to their play style. If you drop pve or combine pve few if any may follow but a majority will just leave. So even if it’s a third of the current player base no sane company can tolerate a permanent 1/3 loss of player base in a game that’s struggling to get by now. So sure advocate for dropping pve. Your just shooting yourself in the foot. For the idiot players like chickinnin or what ever his name is, I have a life and refuse to play pvp anymore because I’m tired of it. I’ll just move to valhiem for example. And you’ll loose atlas. There are a lot of people like me that will not play any game anymore pvp. If you don’t have that option then people will never even pay for it. None of you are thinking through the long term consequences “if” this game ever goes live, which is laughable at this point, if you don’t have a pve option then the game will flop. It’s that simple. Again sure drop pve you’ll end up loosing the whole game in the end. And for those that want to argue go ahead. I still stand by the first statement. This dev team cannot fix or make drastic changes in this game as it stands as a game. They don’t have the foresight or imagination to do it. I doubt highly they even have the skills. g still want a refund.
  6. Firstly, to the devs - you have made a good(ish) game - I have put 376 hours into the game already Now, i came here due to the marketing and advertising and references to the similarities of what this game is compared to EvE, and how it rivals EvE... After 376 hours, I can safely say, It is nothing like EvE, It never will be, this was false advertising/marketing at a seriously bad level... There is no economy, no market, no "Safe hubs", timers are seriously way over-timed, You don't have too much of a reason to go out and exxplore, it is forced gameplay to the point, where you literally cannot play the game how you want due to devs introducing permanent stat debuffs unless you go and do something, Age is completly screwed - In 1 month I have aged 100 years, The lack of player choice is somewhat blatantly in the face but disguised due to "The freedom to move around" - The building placements next to enemy territory, all well and good, but now I can lliterally place a cannon 8 steps away from someones building... I don't even need to think how to attack a group, I can do it solo, Just wait untill the players are asleep and then attack, 1 cannon, 50 - 100 rounds... There is no reason to group up, if you do your skill tree right you can literally have armour, cannons, etc to be able to attack ON YOUR OWN... There is no thought of consequences, 90% of the time if your not in a big group you will be grindingg 100% of the time... Fire arrows are ridiculously nerfed, 10 shots and a bow breaks with fire arrows... Its fire and cant even burn through wood without 400+ arrows being fired at it... All I see is another Ark game, falsely advertised, wrongly marketed, painted with pirates.... I am dis-appointed that I was lured here under false pretenses - The whole "Define your own character" stuff is rubbish, I age 100 years every month.... then get perma de-buff stats unless I ggo to the FOY, which I will have to do every time, just to ensure my character is not weaker than everyone else... Just to be "Normal", How can mercenaries work, when it is too easy for everyone to get the best stuff within 1 week of game time... EvE literally takes 6 - 8months to get anywhere near competitive at PvP... I am not saying the game should go full swing EvE... But it certainly HAS to turn away from ARK... This whole 18 hour rubbish to capture a ship is ridiculous... Even if everyone is dead.... There is no incentive to be a mercenary, a Pirate etc - Sure its fun going round blowing up peoples stuff, but you are building a perma grind game for all the solo players/ small groups, you are catering to the carebears of PvP world who lets face it dont have what it takes to play a game with half a brain, there is no incentives for anyone to do anything other than "Build, Build Build"... Oh apart from the forced gameplay... There is no diplomacy here, Racism is far too rife in the community, All I see is weapons getting weaker, tames getting weaker, buildings getting weaker but harder to build.... Griefingg is a serious issue, a serious issue.... But you guys don''t care... You wont divide the map to safe portions etc... you wont merge the PvP and PvE servers and just make the map 4 times bigger... You wont spread the resources proportionately.... There are currently 4 ships, and all are about the same in ease of sinking - There isn't a reason to build a galleon when it can be sunk as quick as a brig, by a brig with 30 spare planks on etc... There is rarely any PvP on the server its more PVsleeping raids.... I'm writing this, because after all the game time I have put in - I am extremely let down by the ggame, It is literally one big rip off of Ark, painted and sugar coated, and at this point, I think it might be wise if the devs / company stepped up and explained to the community exactly where they want this game going... With a solid floor plan of what is expected, and not in one months time for the next update, but for the next two years... where are you taking this ggame? what are you doing with the game? are you continously going to cater to the carebears of PvP.... I would like some sort of answer, as, as stated I was lured hear under false pretenses and marketing, The game is good, but it is not at all why I came here and has left me feeling very disappointed and mugged off, kinda like asking for a mint choc chip ice cream and given a cabbage on a stick with a bit of mud....
  7. PVE not able to own an island or claim land means some jack wagon will want to live in your front yard causing everyone to pillar the islands to keep people from encroaching on their build which means a ton of lag. Everyone is better off playing a modded server or non-dedicated and shut official down.
  8. You don't want people to spam pillars but now for pve the only option is to spam pillars to protect your build spot. What's the reasoning behind remeoving islands and claimable lawless?
  9. Ahoy Pathfinders! This week we have another Q&A with the Devs for you all as we wait for next week’s Patch! Moving forward, Pathfinders can expect a patch every other week barring any unexpected circumstances are changes in tide. Some of ye on our Discord may have noticed a new hand on Deck! Let’s get an official introduction to our new community manager! *Washes up on to shore* Hey y'all, I'm Conch. I'll be joining the crew as Captain Nami's first mate. I'll be handling most of the dialogue here in the Discord going forward and I'm look forward from hearing from you all. I'll say now I cannot make promises on where our journey may take us but I will do my best to relay your concerns and make our voyage as enjoyable as possible. You'll shortly see that my sarcasm is my sword and will be wielded often for the forces of good-natured humor (*Trolls Beware*). Other than that, I'm a BIG e-sports fan (*cough* TSM *cough*) so if it's been streamed I've probably watched some of it. Still waiting for competitive Atlas to take off *crossing fingers*. So if you find yourself in need, I'll be here. Here's to smooth sailing ahead! Cheers! It’s a new year, and we know some curious Pathfinders may be wondering how ATLAS is going to continue to shape out from here. We are still very much continuing development across all the features and mechanics we have introduced so far. The Trading System and the pieces dependent on it are still in the early stages; and there are still a line of new and unique ships to come! The claiming system rework is still in the testing stages as well. As we work on refining these systems we have put in place, we are also getting closer to defining the direction that we’d like to take ATLAS. We’re still planning it out, and once we have a more cohesive structure in place, we’ll roll out more information to the community. Teaser Ehhhh? What’s this!? We’re not seahorsin’ around! The Tameable Dolphins were only the first of the new underwater tames, which are going to be a part of a taming/breeding rework. Not to fear! This isn’t taking away from our development time in other areas. It is a smaller project that we are doing on the side to add a bit more fun and flavor out in the waters. We would also like to stress that we are not neglecting optimization and bug fixes in favor of new content. We hear your concerns and understand that there is a lot we need to continue to fix and improve. The team of engineers who work on optimization and fixes are different from the team of designers that implement new content. We are fixing elements of the game while developing new content in tandem. Oftentimes, optimization and bug fixing are a multifaceted issue and require more time and resources to address. Other times, these coding updates may be an under the hood improvement. We’re taking things step by step, and it may take multiple patches for certain fixes, and even new content, to reach the stage we want it. We thank you for your support and patience! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What is the next step in the new ship lego project? For now, we will continue to make unique ships built with a growing selection of unique modules. Further down the road we are looking into allowing players to buy / craft their own modules and build their own ships. Will the team be addressing or nerfing large walls spamming ? So we might actually be able to destroy a 50 layer wall of them or an entire island spammed with it. Yes. This is on the list. How is the progress on the claim system? Are you able to reveal more details on it now? While the focus of the game is, indeed, to get more focus on the sea, we can't ignore the land play. The "new" claiming system is an attempt to balance land play and make it more fun. In general, the team has found band-aid on top of band-aid in this department and we want to remove those layers and get to a cleaner code base and more fun gameplay. Where in Development is Mech Monkey? I'll never tell. Any plans for new servers? Modes? Yes. We have lots of things planned. We have hit upon a theme for the game that we really like and lots of other wonderful things that are really going to make this game pop in 2021. To answer your question a bit more I can tell you that we're beginning design for small, temporary worlds that you get to via maelstroms that appear on the map. They will only be available for a bit of time and will typically have something cool on them. This is really early but lots more really cool stuff is in the works. Any word on improving armored docks? Like maybe enclosing them so NPCs are safe? Also, having repairs inside armored dock would be helpful. Yes, this was always the plan, we just need a little more time to get there. Can you tell us more about the direction tames/breeding is headed? For now, we are looking at cleaning up the tame system and adding some more tames to the water. Beyond that, it's fuzzy. the more work we put into tames the more people want to stay on land, but the tame system is only a fraction of what is possible and who are we to stop that. I wish I could tell you more, but we really need more time to come up with something fun, deep, and different. When will there be a sail revert/rebalance and perhaps a buff to weight sails to make them usable? A major overhaul of the sail system is on the books. It's another example of the layering of issues that we are now stripping off to get to the fun of the game. No word yet on the timing. In the steam page, the responses from the devs, and older interviews seem to emphasize a focus on player immersion and faction building with a pirate/colonial aesthetic. The actual design seems to be more of a min/maxer grind fest with theory crafting elements. What’s the actual intended experience for the game? I hear you. Let me clear things up if possible: -Atlas isn't where we want it. The game has a long history already and I don't want to spend time there. Just know that where we are today is not where we want to be. -Vision is about destination. When we talk about vision, we're talking about where we want to be, not where we are today. -Finally, remember that the game's development is a cooperative experience. We put a bit of something out and then see how you like it and then we adjust to that. All that said, this is where we are today... We have hit on a theme for the world that is going to give it more cohesion, remove some of the more annoying limitations of the game, and open it to more possibility. If allowed, we'll be introducing this theme a bit at a time (the way a new idea would be introduced IRL) and then grow it from there. For a period of time last year we were guided to add a new strategic layer to the game to give companies new tracks to explore. The aesthetic and realism boundaries of this have expanded a bit and we're very excited for what's being planned for 2021. 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 d with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  10. First up, this is not a new idea to have a tutorial for: There's a great primer here by @Din Narcotic that's gotten a lot of attention. It's a wonderful intro to painting, and I'm going to assume that you've read that post before starting here. This post tries to explain the template creation process. Several other painting tutorials that I'm not going to list, because it goes on and on However, I think each guide on this topic is missing some crucial step, so some newer players are confused by the actual process of painting in-game, from start to finish. In this post, I'm going to attempt to give a complete tutorial on how to paint in-game. This covers the following topics: Basic understanding of files needed for painting Creating templates for different sails/signs/etc Using templates to create an interesting graphic Converting back to a game-readable format Required software: ATLASPntConverter (You can use the ARK PNT converter, but it's missing some features and ATLAS-specific colors) image editing software (I use the free program paint.net, because it has a layers feature which is VERY useful) Of course, ATLAS! Currently, you can only do this on PC - sorry Xbox players File formats/graphics intro Creating graphics to use in-game requires a little bit of file manipulation: the game uses .pnt files to store the graphics, which are unreadable by typical image editing software. You have to use the .pnt converter above (we'll explain thoroughly later) to convert the images to a .png format, which is readable and editable. The only other tricky part is knowing which pixels in the image go to which parts of the in-game item (for those that are interested, this is known as UV mapping). We'll need to make templates for each and every item you want to make a graphic for - that includes player tattoos, each animal you may want to paint, each size and type of sail (including cosmetic designs), signs, billboards, and canvases. Each will need their own template! After that, the only limit is your own creativity. Creating Templates Creating a rough outline Find something you want a template for - if you're lucky, you may be able to find a template online. If not, continue... Gather a paintbrush and a lot of dye. TIP: You can do this in singleplayer, so you can cheat in everything you need with cheat gfi colorbox 1 0 0. Left-click with a paintbrush on the animal/object you want to paint - I'm going to paint a billboard for this tutorial. Paint an outline around each part of the object/animal if possible. For animals, just painting a solid color works better than trying to find the "borders". Some tips: Shift+clicking makes it easier to make the border, since it draws a thicker line. The border doesn't have to be neat - we'll clean it up later. Some regions cannot be painted manually - these can only have a solid color using a paintbrush in-game. On a billboard, only the face of the billboard can have a graphic applied. You may want to draw a square somewhere on each part, as well - sometimes the game will stretch/squish graphics, and drawing a square will show you if that happens. Right-clicking and dragging will just move the object around, which can make it easier to get a good outline. Now click the "Save Paint" button at the top of the screen and name the painting something memorable - I'm naming mine "BillboardTemp" (Your name can only be up to 15 characters). Finding the file and converting to a .png The template is now saved on your computer, in the folder named <Steam_Folder>\SteamApps\common\ATLAS\ShooterGame\Saved\MyPaintings\. The <Steam_Folder> location depends on where you have steam installed on your computer and if you told steam to install it somewhere non-standard. Usually, it's in program files. Find this folder, and in it you should see a file with a name that resembles what you named your painting in-game but it will not match exactly. My billboard template is called BillboardTemp_Sign_Large_Wood_C_1.pnt. Don't change this filename, since everything in the name (other than the part you chose) tells the game what object/animal this painting is for. Open the ATLAS pnt converter, and click the "Open" button at the bottom right - navigate to and select the file in the previous step. You should now see 2 copies of your outline image/template at the top of the screen, like in the image on the right. Now just click save, and change "save as type" to .png. Click save, and now you have a template in an editable format! Cleaning up the template Open your template .png file in an image editing software of your choice. Images below will use paint.net, as I mentioned at the beginning. Check the square that you drew to see if the image has been stretched/squished at all. Animals will typically have lots of stretching, so your square may not even have straight edges. Other objects my scale it, so your square looks more like a rectangle. Keep this in mind while making your graphics. You can start making your graphics right now, but I like to do the following to clean up the template: Fill in each part instead of just having an outline. Add some basic text with the right stretching (based on the square) to remind you in the future how it gets stretched. Remove any extra/stray pixels - I had just 1 pixel to remove. I'm not sure how they get there, but they don't affect the painting so I remove them. Now just save it, and you can use the template to make an interesting graphic! Creating a graphic Using a template to create graphics (using layers) With the template open, save as a new file - paint.net has their own file format (.pdn) that you can use, or you can just save it as a .png. To keep things simple, keep the extra text at the end of the filename, and just change the part of the name that you chose when making the template. I'm naming mine "NyanCat_Sign_Large_Wood_C_1.png". Before making any changes, create a new layer by clicking the Layers menu at the top of the screen, and select "Add New Layer". If you have the layers panel open, you can see all of the layers on the right side of the screen - if you don't have it open, you can open it with F7. Select this new layer, and start adding in changes or pasting in images! Your changes will go on top of the template image, so you know what parts of the image you can use. I'm going to just paste in an image of the Nyan cat. Tips: If your image completely covers the template, you can double-click the "layer 2" on the layers panel, and change the opacity. This lets you see through your image to the template beneath. Just remember to set the opacity back to 255 when you're done. To clean up stray marks outside of the template: Select "layer 1" (the template layer). Then use the "magic wand" tool to select the transparent background outside of the template. Select "layer 2" again and press delete. To finish the painting, uncheck the box next to "layer 1" in the layers panel to make it go invisible. Set the opacity for "layer 2" back to 255 if you messed with that. Finally, save as a .png! It will have a warning about flattening the image - this is fine, it just gets rid of the template layer since it's invisible. Converting back to .pnt and loading into the game Everything up until this point should be in your "My painting folder", although you can do your image editing anywhere you like. Now we have to get the image back into the .pnt format, and loaded back into the game. Open the ATLAS pnt editor and open the image you just made. 2 copies of your image will appear at the top of the screen. The left copy is the actual image on your PC, and the right image is close to what it will look like in-game. SIDEBAR: ATLAS doesn't have every possible color of dye, so it will ALWAYS approximate the look of your image. You have several settings that you can choose between at this point, to change how it looks. These can be found at the bottom left of the screen: YUV/RGB: This changes how the image is interpreted. One option may be closer to the original than the other, so always check both options. Dithering: This causes the streaky, colored lines that try to mix colors together to approximate a color in-between the two options. In my case, the pink of the Nyan Cat isn't available in-game, so it tries to mix a darker pink with white. These are very apparent in gradients, but you may want to turn these off (set to 0) or enhance them (set to 1+) depending on your image. Color palette: By default, all atlas dyes can be used in the painting. If you want to limit these, you can select each color individually across the bottom of the window. But the best solution in most cases is just to press the "Reduce" button which reduces the number of dyes a few at a time without changing the image very much. NOTE: White dyes are transparent in-game. The top-right image above is the one I use for my final painting below, and you can see that the frosting has pink and brown (wood color) since the white is invisible. Once you have the settings the way you like in the pnt converter, click save, and change "save as type" to .pnt. Make sure you're saving in the "My Paintings" folder where you originally found the template file, and that the extra parts of the name are still there - if you miss either of these, you won't be able to see it in-game! Now just hit the object/animal with a paintbrush in game and click "Load paints from this type" at the top left. Select the name you saved the .pnt as, and it will preview on your screen, showing you what it will look like and what dyes you need. Go ahead and get those, and click "Load painting" at the top left. It'll start painting! Down below is my finished painting: If you found any part of this tutorial confusing, please let me know in the comments, and I'll clarify any of the steps Also, please share your templates in the comments - that's the most tedious part of painting, and I know people have some templates for others to use out there - if you have a good stash of templates in one place, let me know and I'll add a link to the top of the post!
  11. Welcome At the current state of atlas i would like to grab the attention of the devs to please fix the game or make some changes that will allow the game to grow and become good again. 1st Thing ships At the current state of the game its only one good boat to use in pvp and its such a shame when there is so much more ships avalible. the ramming gally is the only the meta atm in atlas ship pvp to use anything eles is compleat pointless there the fastes strongest and most used. the game we need the other ships to at least compeat and be to the same speed to at least make them relivent. SIMPLY speeding up all boats to small ammount can really make a diffrence. 2nd MORTORS This is simple motrots are for ship defence and should not be the nuke to stop all ground pvp at the rate they kill tames is juts silly its fine they do the damage to ships but 40& of the game love to land raid and fight on the ground but when you get one shot by a mortor it kinda defeats all inspire to raid. 3RD 3X3 SERVER THIS IS NOT WHAT WE NEED OR WANT SIMPLE I would like more input from people that play on pvp servers
  12. Ahoy Pathfinders! This week we have another Q&A with the Devs for you all as we wait for next week’s Patch! Moving forward, Pathfinders can expect a patch every other week barring any unexpected circumstances are changes in tide. Some of ye on our Discord may have noticed a new hand on Deck! Let’s get an official introduction to our new community manager! *Washes up on to shore* Hey y'all, I'm Conch. I'll be joining the crew as Captain Nami's first mate. I'll be handling most of the dialogue here in the Discord going forward and I'm look forward from hearing from you all. I'll say now I cannot make promises on where our journey may take us but I will do my best to relay your concerns and make our voyage as enjoyable as possible. You'll shortly see that my sarcasm is my sword and will be wielded often for the forces of good-natured humor (*Trolls Beware*). Other than that, I'm a BIG e-sports fan (*cough* TSM *cough*) so if it's been streamed I've probably watched some of it. Still waiting for competitive Atlas to take off *crossing fingers*. So if you find yourself in need, I'll be here. Here's to smooth sailing ahead! Cheers! It’s a new year, and we know some curious Pathfinders may be wondering how ATLAS is going to continue to shape out from here. We are still very much continuing development across all the features and mechanics we have introduced so far. The Trading System and the pieces dependent on it are still in the early stages; and there are still a line of new and unique ships to come! The claiming system rework is still in the testing stages as well. As we work on refining these systems we have put in place, we are also getting closer to defining the direction that we’d like to take ATLAS. We’re still planning it out, and once we have a more cohesive structure in place, we’ll roll out more information to the community. Teaser Ehhhh? What’s this!? We’re not seahorsin’ around! The Tameable Dolphins were only the first of the new underwater tames, which are going to be a part of a taming/breeding rework. Not to fear! This isn’t taking away from our development time in other areas. It is a smaller project that we are doing on the side to add a bit more fun and flavor out in the waters. We would also like to stress that we are not neglecting optimization and bug fixes in favor of new content. We hear your concerns and understand that there is a lot we need to continue to fix and improve. The team of engineers who work on optimization and fixes are different from the team of designers that implement new content. We are fixing elements of the game while developing new content in tandem. Oftentimes, optimization and bug fixing are a multifaceted issue and require more time and resources to address. Other times, these coding updates may be an under the hood improvement. We’re taking things step by step, and it may take multiple patches for certain fixes, and even new content, to reach the stage we want it. We thank you for your support and patience! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What is the next step in the new ship lego project? For now, we will continue to make unique ships built with a growing selection of unique modules. Further down the road we are looking into allowing players to buy / craft their own modules and build their own ships. Will the team be addressing or nerfing large walls spamming ? So we might actually be able to destroy a 50 layer wall of them or an entire island spammed with it. Yes. This is on the list. How is the progress on the claim system? Are you able to reveal more details on it now? While the focus of the game is, indeed, to get more focus on the sea, we can't ignore the land play. The "new" claiming system is an attempt to balance land play and make it more fun. In general, the team has found band-aid on top of band-aid in this department and we want to remove those layers and get to a cleaner code base and more fun gameplay. Where in Development is Mech Monkey? I'll never tell. Any plans for new servers? Modes? Yes. We have lots of things planned. We have hit upon a theme for the game that we really like and lots of other wonderful things that are really going to make this game pop in 2021. To answer your question a bit more I can tell you that we're beginning design for small, temporary worlds that you get to via maelstroms that appear on the map. They will only be available for a bit of time and will typically have something cool on them. This is really early but lots more really cool stuff is in the works. Any word on improving armored docks? Like maybe enclosing them so NPCs are safe? Also, having repairs inside armored dock would be helpful. Yes, this was always the plan, we just need a little more time to get there. Can you tell us more about the direction tames/breeding is headed? For now, we are looking at cleaning up the tame system and adding some more tames to the water. Beyond that, it's fuzzy. the more work we put into tames the more people want to stay on land, but the tame system is only a fraction of what is possible and who are we to stop that. I wish I could tell you more, but we really need more time to come up with something fun, deep, and different. When will there be a sail revert/rebalance and perhaps a buff to weight sails to make them usable? A major overhaul of the sail system is on the books. It's another example of the layering of issues that we are now stripping off to get to the fun of the game. No word yet on the timing. In the steam page, the responses from the devs, and older interviews seem to emphasize a focus on player immersion and faction building with a pirate/colonial aesthetic. The actual design seems to be more of a min/maxer grind fest with theory crafting elements. What’s the actual intended experience for the game? I hear you. Let me clear things up if possible: -Atlas isn't where we want it. The game has a long history already and I don't want to spend time there. Just know that where we are today is not where we want to be. -Vision is about destination. When we talk about vision, we're talking about where we want to be, not where we are today. -Finally, remember that the game's development is a cooperative experience. We put a bit of something out and then see how you like it and then we adjust to that. All that said, this is where we are today... We have hit on a theme for the world that is going to give it more cohesion, remove some of the more annoying limitations of the game, and open it to more possibility. If allowed, we'll be introducing this theme a bit at a time (the way a new idea would be introduced IRL) and then grow it from there. For a period of time last year we were guided to add a new strategic layer to the game to give companies new tracks to explore. The aesthetic and realism boundaries of this have expanded a bit and we're very excited for what's being planned for 2021. 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 d with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  13. I’m sorry but not sorry for wha I’m about to say. You guys are Fing up the game. I’ve been playing this game since it came to XBOX. And watched the progress. And now you’re talking about going backwards? Do not be like Ark. With no land to claim what is the point of playing. Trades would be pointless for the most part also. The maps are smaller not enough land for everyone that places in the first place. Get it together. We want more land, new ships, new tames, new reasons to play: don’t take what we like and then replace it with bs.
  14. FINAL NOTE Again, we would like to emphasize that Stryker said it all. We took our boats and left. Stryker messaged nami and redbeard, told them it wasn’t working out. We wanted to go out and get content but we were EU players on a NA server. I personally farmed at least 400 rhino horns for the company, so I felt taking my ship with me was reasonable. I had 150 dmg gunports on my ship, everything else was from vessels studies. I leveled it myself and farmed the horns myself, I also farmed the gunports that were on my boat. Neither nami nor redbeard were in comms when we left, they had already went to bed so he messaged them. End of story. Call it what you want. It is as simple as it just wasn’t what we’d hoped.
  15. It's funny to see all these people on this forum speaking about the dead of atlas, watching the peak of player on steam and everybody give his opinion and say what the dev should do for pvp or pve server and i think that's the problem. Atlas is for me too focus on official server network. Some people want to play in large group, some in smaller and other solo or just with friend. Some people want to have a nice pve game for shooting AI, some want to kill other player and other want to have a place to live and have neighbours, alliance and make some expedition together. Some people want to keep an hardcore gameplay and some want to just play sometime because they have "a life", other want difficulty but not too much. There is tons of possible gameplay as there is people. That's why i think, trying to make an unique official server (PVP or/and PVE) who can regroup everybody, with all the different desire seem's to be impossible. Solo and non dedicated server had to be done for some people who want to play like this. Official should be destinated for active and daily player. And non official server for all the different kind of gameplay wanted. This is the direction they should keep for the development of the game like any other survival game. Actually when i read, the raze of all the building after 48 hours of a new claim is a pvp system in pve server, because sometime, owned doesn't connect for days and doesn't check their claim. It's like "wtf is going on here". Actually if nobody connect during day for checking up the flag, it's just a solo player who have a claim and if he want to play just sometime, he can just join an unofficial server who have a bigger rates of gold and he put 10 k of gold in his flag and he will have enough for a week or he can play in singleplayer. And this example can work for everything, if you can't play on official, because there is too much grind on the official, just go on unofficial or non dedicated. Some server have token only for pvp or smaller combat time duration for exemple. Now about official, so many people speak about the problem of mega company, one easy solution is to limit company to 15/20 people and max ally to 3 other company. The problem we have today is because mega tribe can be more than 60 AND ally to other mega tribe, so you can get alliance of hundred of people. And today when a company have 60 members, there is like 15-20 member connected on a peak time. But if you have a company with 75 people ally with 3 other company of 75 people, you got more than 60 people on a peak time. And that's how you get wipe a massive number of player. About unofficial now, there is not enough documentation and option for helping creator and admin for making unique server. Need to search hours and hours on internet for finding some config parameters for config your server like you want. And most of them are only basic configuration like rates, stats of tame, lvl max etc... Modder who want to make ship, new stuff, gameplay mecanic need to search on ark documentation for maybe find how work their game so they can create stuff for the community. Just look at the workshop and you will see that 80% of the mod have been made during the launch of atlas (mostly by ark modder) and now they left and go back to ark so there is not many new mod since month and old mod have been abandon. Because even if some player who love atlas want to create stuff, there is no help and documentation for creating mod on atlas because there is nothing for understand how work the game. Just for an exemple, after searching days, i found where we can change the stats per level of a ship and it's look like this: Like 0.05 stamina for 5% damage per level, 0.08 Torpidity for 8% resistance per level 80 food for 80kg of weight per level ... ETC I can't imagine searching stuff about how works claimflag xD That's all i wanted to say ^^
  16. Hello everyone, I don't know that anyone will read this but anyway I will leave it here, maybe someone get inspiration: 1. Claiming/Companies: In game big as this one we know that we must build everything like economy, army, self-sustainable way of life etc. But problem is that only few can make it, these few that acquire to claim island. From one point they made it right because game allow it but it make no sense. Very few of players claim almost all island for themselves and this is good strategy thinking but problem is that is game breaking thing. This very few ppl claim lands but they left them to conquer other. So results looks like this - hundreds of empty isles, and thousands of ppl on the rafts. What we reciving because of that - ghost world full of flags, no economy, no even small village or small town to feel this game. No economy, no barter - nothing. As I wrote in other topic - If I may suggest 1 claim for player to live and thats all. For companies cancel all this nonsense and make it important for this game. Company as pack of ppl who will work for it starts, they will acquire more claiming flags with growing they company - with citizen, funds, importance, employees - whatever but making company brings benefits so it can be so easy to make and it should make ppl work for that. 2. Reason for play When we start we are half-naked person. First what we do we gather resources to survive but then what? We have our first raft and everyone, thousands of players goes for they own place, island and company. We have few hundred isles but how many? 30k of players that give us few hundred players for small isle. What I want to say - game not provide us a way of not doing that, claiming land, starting company. My suggestion is to give players some other goals, want be a pirate than be, want to escort traders - go for it, do whatever you want and you don't need to make this claim thing - leave it for few but make it hard, so hard that 1 person can't do it and instead provide players some simpler way of life. Not everyone want to be governor but they who want it they must work for it as team not as 1, 2 ppl. 3. Giving ppl reason to gather in groups Yesterday I was victim of piracy and as I feel bad about this on the other hand I feel really good - 2 ppl standing with guns wanting my goods. For now there is no reason to make ppl group. Want a boat - built it yourself, want even bigger one - again built it yourself. It's single player game style. My suggestion is that make game hard for ppl who want do it by themselves - hard not impossible. Give them benefit to stick together - want to have big ship do it with team, want bigger ship - have bigger team, want start company - have ppl to make it, want to grow you company bigger make citizens want to come to your city/company. What I mean now we have thousands of single players in multiplayer world. In that way world die very quickly because there will be no place for new players - what about players about 1 year, they will come and they will not stay because for them there will be nothing to looking for. Nothing to claim, nothing to achive. There will be no massive battles because ppl will be scatter around entire map, they will be no agreements worth for piracy because everything will be small, nothing to guard and no wars - because what we have now the biggest battle we will have is 1 ship with few ppl vs 1 ship with other few ppl, and who will have bigger ship. Ofc it's only suggestion, nothing to make, only to consider or inspire. Thanks for reading and have a good time happy sailing
  17. 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.
  18. Well, here's the kicker: I'd been playing on PvE (because I value sleep). Played on PvP and left, not because of the PvP... because I frankly never experienced actual PvP, just PvMyStuff while I'm sleeping/working/adulting. I like PvP. Real PvP. When I think of ATLAS or even ARK, I just don't think, "Wow yeah I'd really like to PvP in that game." I don't want to build a boring reinforced box to house my crap. Why give me a cool building system to suck the creativity out of it because I have to build a ridiculous looking ship to be viable in PvP combat? I think, "Dude, I want to build a badass looking base and cool ships. Because I can." If I want to slaughter (or be slaughtered) players, I'll go play PUBG or whatever. Even WoW PvP was great. RIP. Here, every "PvP" situation was: *Log in* "Why am I naked... oh this again." *Build sloop* *Go get the stuff from the hidden caches* *Find new island* The fun in PvP for me is the rush of knowing you're facing another human being in digital combat. Maybe you're evenly matched. Maybe you're not. Winning or losing almost doesn't matter because either way you gave it your best. ATLAS PvP lacks any ambition for that. Why face someone when you can just wait until they're not around and take their stuff? That never even crossed my mind to do during my time on PvP (back to societal degradation, I guess). It just seemed totally cowardly and most of all un-fun to me. If I want to break into houses, I'll go sneakthief in Skyrim. At least the NPCs don't log off. I don't really care if I lose stuff because someone actually fought me for it. I do care when my biggest threat is supposed to be flying lions. If I log into my 4 years inactive (... but still active... should probably cancel that) WoW account, my stuff is there. My main from launch is there. I wouldn't be surprised if I logged onto freaking EQ if my characters are still there, assuming I could ever remember my account info. Couple weeks gone from the PvE server and poof. Even people who log in every day are mysteriously losing ships they've physically moved within a couple of days. This is kind of a fundamental problem and people who are already fed up are throwing in the towel because it's making the game a job even for PvE players. And it's really only there on PvE because the devs can't figure out how to curb foundation/pillar spam (and maybe to save server memory). Hell, even before the wipe it was kind of fun island hopping and checking out peoples' bases and maybe coming across something abandoned and finding some loot. Even ARK is better on single player. At least there you have a fighting shot at all of the content with hoards of meticulously bred dinos. Solo players and casual groups are effectively locked out of end game content here because many of us simply don't have the hours in a day to live, breathe, think ATLAS. For us, unless something changes, there will eventually be a brick wall where you can choose to farm yourself to death or just leave and go play something that's actually fun. This is where they are failing at an MMO to the core. The content is just not there. Hopefully, this upcoming announcement parts the clouds and unicorns pooping rainbows come down from the sky (... although the way things are looking, there is a literal possibility of this) to give us a kickass game... But the realist (no pun intended) in me thinks... probably not. Fundamentally, ATLAS is not an MMO. Sure, the map is massive, the player capacity (supposedly... we don't actually know) is massive. But in reality, it's a cluster server multiplayer with fantasies of being a pirate MMORPG. It's like calling Fortnite an MMO because a crapload of people are online all the time. It checks very few of the boxes that make an MMO an MMO... It's just kind of... meh right now in almost every aspect of the game. Unfortunately, it kind of is ARK reskinned. Only problem is, they have effectively sucked all the good of ARK out of ATLAS, with the single exception being the building system. They haven't copied and improved. Hell, it's not even looking like they've considered ANY of the great mechanics of great MMOs past. Basically, ATLAS doesn't do anything for me that something else does better. If I want hardcore survival, I've got The Long Dark. If I want FPS, I'm enjoying Anthem. If I want PvP, I can go play a FPS PvP or head to Cyrodil in ESO. If I want an MMO, I could resurrect my WoW characters or play some ESO. If I want to sail non-ridiculous ships with proper sails on a cool ocean, I could go back to some Black Flag. If I want to just murder monsters and have an actual storyline, FFIV, Monster Hunter, Witcher III. If I want to build cool shit and maintain a hoard of animals: ARK. Hopefully, they can turn this ship around (pun intended).
  19. I am a solo and you are clearly in a mega company. Likely abusing several thing as megas are wont to do. Since you seem to be speaking for me, let me help you out on some details. For starters you are wrong. I can prove it very easily. Most megas are currently full roster. Meaning there is no issue inviting people currently. Certainly not to the point where you have trouble maxing out membership. When you say "Literally NEVER going invite new players able to come in and scuttle all the boats in the harbor." You are "Literally" wrong. The main #1 reason we do not want to be in a mega is because of what you are advocating for more of here. WE DO NOT WANT A FUCKING DICTATOR WHEN WE PLAY A GAME. You want to lock me out of more things after you invite me to your company? Oh YOU can say what boat I sail. YOU can say when and where I can build. You can say what doors I can and cant use. YOU CAN GO FUCK YOURSELF IS WHAT YOU CAN DO! At least with that I must own you view. Your idea would make people leave your precious mega more than it would attract anyone of use to your cause. You want the solo players to join bigger companies? Take away the threat of restricting our in game access. All doors, boxes, buildings, boats should be unlocked to every company member 110%. Basically, everything I can do as a solo I should still be able to do as a member of a company. Else why would I join people and lose content? Do I look like a slave? Do you want to be a slave? I'm not trying to be a dick. Would you join my company if I told you everything you could and couldn't do? If I had 200 people and said hey, "this is your schooner, there are many like it but this one is yours." I believe you would tell me to go fuck myself. I'm just saying, please don't be so attached to your fake shit I game that you want to oppress people to get your jollys off. Knowing full well you were all 100+ against 50s-80s, you took 200 people to fight 35? Well, I guess I hope it was a rewarding experience. Megas sure sound like a blast.
  20. Why was my previous progress deleted when logging back in after patch was installed? That is 300+ hrs GONE! NOT. HAPPY. I WANT my progress back! I'd been waiting yrs to be able to finally play this game (even in single player) and a pc that would run it only to have my progress wiped out by a patch! The cloud sync seems to be worth nothing in the time it should serve the most!
  21. Eugen

    Patch 560.3

    FINAL NOTE Again, we would like to emphasize that Stryker said it all. We took our boats and left. Stryker messaged nami and redbeard, told them it wasn’t working out. We wanted to go out and get content but we were EU players on a NA server. I personally farmed at least 400 rhino horns for the company, so I felt taking my ship with me was reasonable. I had 150 dmg gunports on my ship, everything else was from vessels studies. I leveled it myself and farmed the horns myself, I also farmed the gunports that were on my boat. Neither nami nor redbeard were in comms when we left, they had already went to bed so he messaged them. End of story. Call it what you want. It is as simple as it just wasn’t what we’d hoped.
  22. Preset Market Trades for Single Player! Ever since Markets were released, I've incorporated them into every town and city build I've made. However, in Single Player, there just sitting there, part of the background, collecting dust. I want to use them to make gold, just like they do on servers! And so, may I present: Preset Trades! Procedurally Generated Trades that automagically show up in the Market UI on any and all Single Player grids! Generated on placement, these Trades generate Resource Demands that vary depending on which biome the Market was placed! Here's an example: Step 1: Select A Resource From Current Biome to Offer a Trade, as Usual Step 2: Click Submit. There's no typing in Price Demands or anything, Trades will take 5-10 Minutes to be Automagically accepted for a Predetermined amount of Resources and Earned Gold Income. This also ties into my Other Idea: Single Player Wild Pirate Sea Fort Claiming! Not defeating Wild Pirate Ships at the Sea Fort in grids that contain Markets will cost you in Taxes! Put those Ramming Ships to good use, me mateys! - OR - Step 3: Accept a Procedurally-Generated Offer that appears in the Market UI every 15-30 Minutes, for Resources that are NOT found in your Current Biome. Amounts and Taxes are also Procedurally Generated. This option takes longer because it offers the advantage of getting non-indigenous resources without leaving the grid, so more time = balance. Note: All of these trade routes will be virtual. They will never physically appear in the world, as this is Single Player and that part is reserved specifically for Server Play, and rate of success depends on Difficulty Setting of both Server Settings and Grid Difficulty, and perhaps whether or not your grid's Sea Fort has been Claimed from Wild Pirate Ships. Wild Pirate Controlled Sea Forts generate Ships just like Islands do, with the type and amount also depending on the grid's Difficulty (3.0 will be easier then, say, 5.0), and they will spawn in a 360 degree circle around said Sea Fort, staying oh-so-close so as not to wander too far into your "Set-it-and-leave-it" Ship navigation path if crossing grids brings you close to a Sea Fort while venturing. I wanted to bring up this idea because, currently, there is no Official Server for PvE for North America, so I, like many other players, am stuck with Single Player. I enjoy having my own server, but it's not as fantastic as the HUGE map you get with Single Player, so there's more sense of adventure there (the equivalent server rental would cost way too much). Hence, this idea. Since Grapeshot announced that they are currently listening to their player base and actively working on the game, I'm back and ready for some Pirate Adventure! One can only hope that this game continues to grow, as it is entirely fun both with company, and without! Have fun out there, - BranTuna
  23. are abandoned ships destroyed by devs on request, I took over a spot on an island and now there’s 4 galleons and 3 cogs left for me to deal with, I can’t do anything with shipyards and now because of the ridiculously long decay timers on ships Iam at a standstill with game progression, after all this time why is there still no fix, these players are not coming back and even if they do there base is gone, with all the problems atlas is having with lag and ping also available beach frontage, doesn’t it make sense to allow players to delete ships after 10 days just like the players base, how does this make sense, why am I being punished by a player that no longer plays atlas, is there a reason the devs don’t want us to have the ability to dispose of these ships, it would make there job much easier or maybe technology hasn’t advanced far enough to allow this, my character can cough and poop which has no bearing on the game but I can’t enjoy my time on an island because of all the ships no longer in use, and before the trolls chime in look at the map and tell me where there’s room, also limit where houses to one per company per grid, and no player ever needs more than 5 large signs, please others players keep your stupid comments to yourself, helpful comments always welcome
  24. The flying ship appeared in the picture again, last time it appeared was May 13, 2021. I wonder what means ??? We want flying ship !!! We want flying ship !!! We want flying ship !!!
  25. It sucked to be base wiped in ARK, but as much as that sucked, most people were not emotionally attacked to their Square, ugly base. And, it wasn't really hard to have a new base. These ships are NOT square, ugly bases. They are beautiful sailing ships. The phrase, Romance with the Sea, comes to mind. So how do you fix this in a PvP game? Here are some suggestions. 1. Your ship has an amazing buff when near the shore of your home island. This should not be a guess...you should see an icon denoting that you are buffed. This buff should be such that people will not randomly blow up your ship...just because it's there. Too costly. If this is not done, Zerg Companies will just go out on patrol at night, while you are offline, and blow up ships they come across. This will not sit well with most people. Call this mechanic, "Safe Harbor." This should apply to ships being build in a shipyard also, and maybe even be buffed even more to help reduce the times you end up frustrated by your ship being destroyed before it even sails. 2. Have a point system for lawful/unlawful reputation. If you attack somebody, the meter goes toward unlawful. One raid would not make you an outlaw. The idea would be to slow this down so that it isn't constant PvP, just for the sake of PvP. Also, the meter can be affected by "lawful" actions. Too many unlawful actions in a short period of time gets your Company labeled as an Outlaw. Now, a "Royal Navy," comes after you. Reward flyers would also be posted, listing the location of the outlaw company's facilities...not ships. Destroying their claim and buildings would net a large profit. A profit large enough to entice large alliances to carry it out. So this would make Company's think before acting. Yes, you could raid. Yes, you could pirate, but not constantly. Thus, even Mega Companies would only want to raid as much as a small tribe. It creates repercussions for being bullies, just because you are big enough to do so. 3. Get rid of the decay at Freeports. We don't need an incentive to go explore. We DO need a safe harbor to anchor at, when our claim is stolen, and we temporarily have no safe place to anchor. Instead, charge a port fee. This is realistic, as this is actually done in real life. Call it a port tax. You have to pay it in advance, with no limit for how far in advance you want to pay. Allow the selling of resources to get the gold to pay. The reason for no limit is that somebody may lose their base, but be heading out on a vacation for two weeks. An arbitrary 3 day limit would screw them. It's not necessary. People WANT to create their own base. They don't need an incentive to do so. We came here for the sailing, and exploring. Not the taming, fighting lions, etc... We WANT to sail our ships. 4. Rethink the skill tree. Don't make me choose between having combat skills, and taming skills, and ship building skills, etc... I play a game to have fun, not do a job. I do not want an ATLAS job. One day, taming a wolf will sound fun to me. Another day, building a ship will. Another day, building on the base will sound fun. Etc... Every time one of those sound fun to me, and I can't, it will create frustration. We don't play games to be frustrated. We play to be challenged, and for fun...not to be restricted. By the end, you should have at a minimum, you should have 90% of all skills unlocked. Stop with the tangled web also. Make them linear. That is not boring, that is fun because we don't get angry when we have to spend points on crap we don't want, in order to get to the one skill we do want. The current tree is not interesting, it's an abomination. Unrestricting the tree will help us get back on the sea faster, when we do lose our ship. Making the game noob friendly is not achieved by slowing progression. New companies can compete better, when they can quickly get to the same level as the established Companies. 5. Insurance. Allow for an insurance system, to replace large ships that were destroyed. If a lot of the suggestions above are implemented, this would not be as necessary, but if getting back into a ship is a slow painful process, this will save the game. People want to sail ships, not repeatedly build them, over and over. It should not be super expensive, and this could also be used as an incentive not to do too much needless PvP, as it could be made such that your lawful/unlawful rating could affect how much you have to pay for insurance. 6. Offline Raid Protection. This was wildly popular on ARK unofficial servers. 7. Time to build a ship should be in line with how easy it is to lose it. If you want ships to go down fast and often, then make it such that ships can be built fast, and often. Kind of only makes sense. Ships can't go down fast and often, if they aren't being built fast and often. 8. Ships of the Damned should be a rare encounter. Very rare. They are way too OP, since they do not suffer a speed loss when going into the wind. To make them more interesting, however, drastically reduce their aggro range...very reduced, but the longer you are in sight of it, the more the aggro range increases. Thus, when you see one, you want to instantly flee in the opposite direction. So when you see one, you say, "Oh crap, let's get out of here before it spots us." 9. Give a real incentive, and mechanic, for trading. If left up to the community to do on their own, it won't happen. There must be a mechanic, and incentive for it to happen. 10. Create a much more robust permissions system. - Captain - Owner - Officer - Admin - Experienced Deckhand - Deckhand - Recruit Allow us to decide how much trust we want to put in each level. We do not want a Recruit, Deckhand or Experienced Deckhand, to be able to move the ship, for instance. Only an Officer or above should be able to name the ship. Remember the fiasco we had with the new recruit, who named the ship something offensive.
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