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Found 13,600 results

  1. Over 100 islands a quarter of the map and 400 hours or boring shit! What land thats why myself and a bunch of other EA backers are quieting this game.
  2. I want to know how to restrict an area, or an island, from having territory. The server I built Many users are in the novice area Place your own territory. Cause material not to refresh
  3. I've spend over 15+ hours building a Schooner !!!! AND NOOOW i could not even connect to the goddamn server, so i missclicked join new atlast and now EVERYTHING IS GOONE.. i mean WHY dont you use a system to save characters?!?! i want my character back or ill just refund this shit
  4. I want to know where there is a video tutorial for building servers quickly I believe everyone needs it badly.
  5. guys theres so much slating off and trash talk already with regards to atlas. yes we paid money for a product that doesnt work, yes we want it to run smoothly right from the word go. with the amount of hype this game has gathered you should expect teething problems within the first week or so. but i have faith that the devs are working hard to get us up and running as best we can in early access. dont forget you guys bought the game in an early access state. just give em some time and appreciation for what they are doing. come they are giving us a pirate mmo that is very similar to ark. whats not to love about that.
  6. Looking for a good neighbor and land (single claim would be fine, but I'd prefer two neighboring claim spots) in a tropical/temperate region (no crocs plz). I play solo and do some breeding/crafting, and I'm always available to help out with whatever progression your company is working on (I'd be willing to ally as part of the deal). I don't build as pretty as some, but I don't do ugly box bases either. I can pay in gold/materials, or possibly even a horse. PM me with screens of your proposed location, the map tile, any other info about the server, and what you'd be looking for in return. Thanks!
  7. I intend to cover the beta process in a vlog. What parts of the process do you think I should concentrate on? Thanks in advance for any feedback! I'm going to be keeping it positive. Negativity is for suckers. https://youtu.be/-_jy6KnwPQA
  8. There's a server config setting from Ark in the engine and it works just fine in Atlas. [ServerSettings] ForceAllStructureLocking=True/False If God is unable to prevent evil, then he is not all-powerful. If God is not willing to prevent evil, then he is not all-good. - Epicurus PVE shouldn't be pseudo-PVP. Not playing on official servers any more. I'll leave it to the toxic types that it attracts.
  9. NIGHTSHIFT is now recruiting! we have over 9 members and looking to expand! currently located on K5 server. Respond to this thread or DM on twitter @siegefoxxx for more details!
  10. 3 man company (Possibly 5... 2 other co-workers are on the fence... all working professionals) looking for a beachfront "Claimable" property for a small shipyard and modest housing for our PvE adventures. We would love to find a place with the 4 basics (fiber/metal/wood/thatch) anywhere on the island, or if necessary within the same zone. We can purchase any prospective claim with materials, or a materials shopping list... or simply on your goodwill with the peace of mind that your undeveloped land is being put to good use and that your beneficiaries would be extremely grateful for your benevolence! We would be considerate neighbors, willing to share... or ask ahead before setting forth if our hosts needed anything from our destination. We would even be willing to join you on your adventures if you needed an extra hand or ship. We play PST evening hours and have a good working relationship with our Lawless co-inhabitants on our current claimless plot of land. One of my co-workers just stipulated "no sex"... so I have to take that "trade option" off the table.
  11. On PvE in F12 and there is a ship (and please don't mind the language, the players ran away before I could get a screen shot), their ship is named "Literally A Boat" and the Company is: Monki and Sons Slavery Co. The 2 characters names are "T-Nigga Monkey Ape" Level 25, and the player using hacks was "Ninja Gaming32". The Ninja character was able to enter a locked boat through a wall, and then he was able to go through a different wall to exit. If I could figure out how to take a screen shot in this game and post it here, I would. They have now blocked one of our boats from leaving.
  12. I died probably because i was dehydrated and low temperature after i died magical Create New Character so i created new character because i didn't know what happened and i thought that it was something like creating some slave or something.I created new character and my old character was gone :c (official EU Pve,nick of my deleted character:Vazkux Znieknicz)
  13. FIX E11 NA PVE SPAWN. IT SPAWNS YOU IN THE MIDDLE OF THE OCEAN EVERY SINGLE TIME!!!!!
  14. After 8 hours of building a scooner a ghost ship kills it in the night. After 16 hours of gathering and building a brigantine your server crashes and we get back on to be sunk to a ghost ship with out a chance. Then it crashes again. Are you willing to offer any support to people who have lost this much time or do you not care for the time players have lost?
  15. There is a very big... lack of fish... Seeing as that is part of the vitamion thing you need... then ... PLEASE...put fish in the water so we can get FISH... PLEASE WE NEED FISH
  16. Does anyone know where I could find the Governor?
  17. Tutorial: Tattoo's, Flags, and You! Hey everyone, After seeing the great work by u/Mijeman from this thread and seeing the comment from u/BurlyusMaximus, I felt like I needed to deep dive into the mechanics of being able to upload artwork. (Not everyone is as talented as Mijeman, I mean just look at this.) I've done a lot of customized content for APB (All Points Bulletin), POTBS (Pirates of the Burning Sea), just to name a few... and I'm looking forward to bringing more creations to Atlas as we move through early access and release! Now please forgive the roughness of this guide and it's images. I really just wanted to put this together so the community had a better idea on how to bring in images to customize their characters, companies, and ships. Please let me know if anything is unclear or if there are questions. Requirements outside of Atlas: ARKpnt Editor (Version 1.23 updated June 8, 2018) can be found here and on this thread, Photoshop/GIMP/Image editing software Character template which I made can be found here: Template 1 and Template 2 Character Template: So this is a rough mockup I made today. It was a little difficult as anytime I started adding a ton of color the game would disconnect me, I would come back and lost all my progress as well as my dyes. As you can tell it's not really complete, so hopefully we can get this fully fleshed out later. Alright, let's get to it! Step 1: Create a paintbrush. You'll need the following materials: 1 Hide 20 Thatch 1 Wood Step 2: Create some dye. I recommend just doing one color initially to set up your templates, then once you get the hang of things you can go nuts with color. Dye generally requires berries and a fully filled waterskin (100 units). Be sure to have a rain barrel, open the inventory slots of the barrel, place the skin into it, and it will fill (as long as the actual barrel has water available). Each 100% waterskin will yield 5 dyes of your chosen color. Step 3: Create your base file If you're going to make a tattoo, you'll need to equip the paintbrush and right click. This will open the bodypaint/tattoo window. Be sure you click 'Tattoo' at the bottom to change over. Go ahead and drag the dye over onto the paintbrush to apply the paint. Once the bar is filled you can then select the brush and start painting on your character. (Remember you don't have to waste a ton of paint or be fancy, we're just doing this so we can save over it.) Once that is complete, choose the 'Save Paint' button at the top. The game will then prompt you to enter in a name, go ahead and do that now and jot it down. If you're going to make a flag, you'll need to equip the paintbrush and left click your claim flag. It's a similar process so just follow along. Step 4: Find your file and prepare it in ARKpnt Remember the name you jotted down? No? Guess you'll have to go back and see what you called it... do you have it now? Awesome! You'll find these files in a folder similar to this path: Steam\SteamApps\common\ATLAS\ShooterGame\Saved\MyPaintings Go ahead and fire up ARKpnt Editor and click on 'Load ARKpnt file' Load your basic .pnt file to establish the dimensions. This will be helpful when you go to re-upload the file. Step 5: Open the character template in your image editing software I apologize that it's so rough, but you can use this as your base for placement locations on your character. Be sure to take the image you want to use and overlay it where you want it to appear. Once you have your placement set, be sure to hide any other layers besides the tattoo you wish to use. Step 6: Convert the .png file to a .pnt file Go back into ARKpnt Editor and click on 'Load Image'. You'll now be using this program to open your .png file that you edited with your tattoo. Be sure to click 'Yes' when it asks you if you want it to reduce the colors (in the few tests I've ran, items just show better when this option is selected.) You should now see a large grey box and your tattoo! Let's go ahead and now click on 'Save as ARKpnt file'. You'll be using the program to SAVE OVER your base file that we quickly made in-game. Be sure you say that you're okay with saving over the file. Step 7: Get back ingame and apply your new tattoo! Go back into Atlas, use the paintbrush on yourself, and now click on the left icon to open the paint file. It should still retain the old name you gave it, but it should now allow you to apply the new design! Be careful, if you added tons of color and fancy stuff- it's going to eat up a LOT of dye. This is why I suggested starting out with something basic/easy. The game will automatically apply the new design, use up your dye, and you'll be sailing the seas in style from now on! I hope this makes sense. I'm available on here and reddit under Din_Narcotic if you have questions or if I can be of any assistance. I hope this helps people out!
  18. ATLAS

    SGE Update 11.30

    Ahoy Pathfinders! With the new season, we have an updated Server Grid Editor (SGE) available for unofficial server owners. We wanted to ensure making a map was as easy as possible to all players, so we have added the ability to export and import server layouts. Players will be able to export/import grid layouts from season 10 or another personal layout they prefer. It should be noted that this feature and update is optional! To download the latest Server Grid Editor (SGE) click the the following link: SGE download Exporting Grids 1. Open up an instance of the SGE and load a project that you want to take grid layouts from. 2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates 3. Go to the export tab and you’ll see new options with text fields above them: a. Export Server Json (this section will be covering this) b. Import Server Json (next section) 4. In the text field above ‘Export Server Json’ type in the server you want to export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively. a. NOTE: you cannot bulk choose servers, it has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work. 5. Once the server you want to export is typed in click ‘Export Server Json’ and an explorer window will open 6. Save that file wherever you will find it and leave the syntax as its default (It will be something like: ServerGrid_B2) 7. Repeat steps 3-6 with all servers you are interested in exporting/importing. 8. NOTE: The data you are exporting will include Discovery Zones, Server Data and Island Data (instances, overrides and positioning). 9. Close this editor or File -> Open the project you are importing to. Importing Grids 1. Open up an instance of the SGE and load a project that you want to take grid layouts from. 2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates. 3. Go to the export tab and you’ll see new options with text fields above them: a. Export Server Json (Previous section) b. Import Server Json (This section) 4. In the text field above ‘Import Server Json’ type in the server you want to overwrite with an export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively. a. NOTE: Same as last time, you cannot bulk choose servers. It has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work. 5. Once the server you want to overwrite is typed in, click ‘Import Server Json’ and an explorer window will open. 6. Navigate and choose the “ServerGrid_Server.json” file you want to import and hit ‘Ok” 7. It will replace the layout and information of the Grid you entered in step 4. 8. Repeat steps 3-7 for all other grids. 9. Save your project. 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
  19. =INTRODUCTION= I've recently decided to come back and take a look at ATLAS after a very lengthy hiatus from the game. Not being into the "MMO" scene, I elected to go back to Single Player and see what changes have been made - on both the "Ocean" map and the Blackwood map - which was initially designed for smaller servers/Single Player. What is disappointing to see is that Single Player - a game mode that has been included from the start - appears to have been neglected in favour of "doubling down" on the multiplayer aspect which appears to be going catastrophically wrong, given the rather passionate responses I've been reading through today. Single Player is useful to people for many reasons. 1 - It allows people to play ATLAS either alone or, though a non-dedicated server (or even a small dedicated server), with a small group of friends and experience the storyline of ATLAS. 2 - It allows people to get a feel for ATLAS without the rampant toxicity multiplayer servers typically devolve into. 3 - It allows people to experiment with and/or design ships and bases that they may decide to employ on a multiplayer server. For those reasons alone, while it may not be "the focus" of Grapeshot Studios (which to me is seems like Wildcard but by a different name), Single Player should be maintained in the same manner as Multiplayer. The following is my opinion, some suggestion and recommendations which - while I am only one person with one opinion - may spark some more creative flare from a developer or a group that can take this further than I possibly could. =CONTENT= For the most part, given my several hours of reacquainting myself with the systems and mechanics, the "new" map that came with the Trade Winds update so far appears to be a significant improvement over the previous iteration. However there are still areas that require addressing. 1 - Ships of the Damned. This was one of the major reasons I stopped playing (from a Single Player perspective) ATLAS the first time around. SotD seem to ignore any damage resistance/modifier changes. They also still spawn in the *STARTER* zone. While a fully crewed sloop in multiplayer can probably outrun them (assuming good wind - which, granted I did not have in SP at the time of my encounter), my partially crewed Single Player sloop was sunk in 4 volleys by a Level 28 Brigantine. After searching high and low for a command line or mod to assist with SotD, I ended up disappointed. I understand that SotD and AotD are embedded into the storyline and the end-game resources so they cannot be removed entirely - however their number and power should be able to be managed by command line/in-game slider. There should be a map guide (or even a revision of the mechanics surrounding SotD) explaining the likelihood of SotD encounters and their relative power in the zones/regions - similar to what occurs for Wild Pirates - so players can make informed decisions. My recommendation for handling Ships of the Damned for Single Player and small Multiplayer servers is to either implement a slider (or command lines) that reduces the level, damage and group size of SotDs that spawn in and disable their spawning in the STARTER zone (at least), if not the zones immediately surrounding the STARTER zone, ENTIRELY. This gives the player(s) a bit of breathing room to get themselves established - so that when the player reaches the open ocean in either an AI-crewed (or player-crewed) Brig or Schooner (or something larger, provided they can acquire the resources from the starter zone/immediate zones) they at least have a chance to defend themselves if they're unable to avoid the ship. I would also recommend, especially for Single Player - but could also work very well in both an Official and Unofficial setting, that SotD only spawn in the regions containing, and immediately surrounding, the Stones of Power locales. 2 - Wild Pirates. This is not a negative, this is actually a commendation. I actually very much applaud of the addition of these AI pirates from not only a Single Player perspective but also from a PvE and PvP perspective. It gives PvE something to fight against on the sea (aside from SotD) and gives the PvPers something to practice against. From a Single Player perspective it implies that the player is trying to establish their own pirate empire. The map also advises the player on just how powerful the Wild Pirates are in the zones/regions before you enter them - so the player can make an informed decision about entering the zone. 3 - Stupidly high temperatures An island with an ambient temperature of 63 degrees. That's hotter than Dubai on a hot day. In fact, that's 7 degrees hotter than the highest recorded temperature. And these temperatures kill players trying to level. Not even swimming in the ocean works at these temperatures. Either a global temperature adjustment, or a command line/slider to manage how high (and also low) temperatures get. 4 - Blackwood This map was intended to be the ideal answer for small multiplayer servers and Single Player. After exploring the map and reading comments regarding Blackwood on Steam (I've not read the comments here) it is apparent that the upkeep of the map has been abandoned. Certain trees are missing textures, it's missing certain resources and certain spawns are tricky to find. At the very least, I would encourage an update to Blackwood to ensure that those who play on the map have access to the same content as the multiplayer game in a much more condensed size. This would also suit smaller multiplayer servers. However I do have an alternate suggestion: 5 - New Map: The New World A map with the same overall size as Blackwood, but modelled after the real world - much like what the multiplayer ATLAS is doing, but on a more compressed scale. Players start in the Caribbean freeport and the Americas on the western side of the map - with the expansive "Atlantic Ocean" (containing the Kraken's Maw - and 'Atlantis' in the depths) between them and Europe, Africa (and perhaps even a representation of Asia and Australia, if it would fit) on the eastern side with the polar caps hosting icy zones representing the Arctic and Antarctic regions at the top and bottom of the map. Where possible animals would be assigned to spawn on their respective land masses/biomes (i.e. Lions, Elephants and Giraffes in Africa, Wolves in the Americas and Europe, etc.). The Stones of Power can be spread throughout the world (such as ruins in South America and Africa, hidden away in ruined castles in Europe, etc) which encourages the player (or players) to sail and explore - to tame specific creatures they would need to head to specific biomes (which, with the ability to utilise the new 'tame transporter' ship, can be great to showcase what is possible in ATLAS). It would also give players several distinct choices on where to live (the Americas, Caribbean, Europe, the Mediterranean or Africa - or the north/south pole as they choose). This map would also include the necessary resources and requirements for end-game content (such as Atlantean ruins), and need to be able to be expanded upon (in terms of catering to future content). As referenced above regarding SotD, SotD would only spawn in certain regions, though especially in the oceans adjacent to Stones of Power and surrounding the Kraken's Maw - meaning a player or players can go 'hunting' for them with only a very minor chance of them appearing elsewhere - and certainly not as soon as you exit the starter zone. 6 - Gold This is more specific to Single Player, but more ways to find/earn gold would be a great addition. As Single Players *need* gold to manage the larger, more capable ships - even to use a Sloop to get off the starter island - one could find themselves essentially bottlenecked trying to find enough gold to afford a crew. I have no issue with the cost of AI crew, or their cost of retention, but coming up with the gold to pay for them to begin with was quite challenging. In my playthrough, very few bits of flotsam spawned in the starter area and I found myself having to use a raft (after already buying and prepping the ill-fated Sloop) to head out into the adjacent, more dangerous zone, to look for flotsam - to then head back to the starter area in order to get myself a crew. In SP, I suppose I am not penalised for staying on the starter island (with the exception of not having access to metal) so this might not be seen as much of an issue, but in a multiplayer setting - you don't necessarily want your players to base out of the starter island: you want them to leave and explore the larger ATLAS world (hence why there is now no metal on the starter islands). Even if, in SP specifically, one of the vendors in the freeport bought a stack of wood, thatch or stone for 1 gold. It's a lot of work (rates notwithstanding) for little gain but if a player is struggling and they're prepared to put in the effort, they can afford to get off the island with a crewed Sloop, leaving the starter zone behind them (though I would still return myself, especially if I was hosting a non-dedicated session with a friend - or if it was a private server). =CONCLUSION= Overall, I did find that ATLAS had fewer, less obvious bugs than when I last played - so it has clearly had some TLC applied. During my 5 or so hours getting reacquainted, I had no trouble with the way leveling now works, or the introduction to progression. I can not, obviously, speak to the balance of the wider multiplayer game as I personally would not seek to play ATLAS on such a scale - as I play with a small, close group of friends. From what I've been able to observe and achieve in my time, there is no issue with how things progress (with the exception of SotD and extremely high temps). If the 6 main points above were to be addressed and/or achieved this would put ATLAS in good stead when it comes out of Early Access. If "v1.0" does not contain methods to address or fix the issues listed above, the game cannot be considered "out of Early Access" when features it has had since EA launch do not function as intended across all game modes. Thank you for reading.
  20. EDIT: Floatsam / Flotsam. Floatsam is the archaic variant of Flotsam according to Merriam-Webster. Be careful with the ini and settings below, because both Flotsam and Floatsam are used in different places within Atlas, and using float instead of flot (or vice versa) in the wrong place will cause errors I searched a good bit but was never able to find a solid answer. So I played around with the ini config we use in Ark. Searched through many uasset files in the primalearth content folder. And was finally able to figure it out after a lot of test and fail. It's pretty much the exact same as Ark, but I had to figure out the exact itemstring for flotsam. I'll break down the code and explain each part for those who never did this on Ark. At the end I'll post the complete code I use for my play server First: You have to tell it which loot table you're overriding. This will completely override it, so anything that normally spawns in that piece will no longer. SupplyCrateClassString is the item that you're overriding the loot table for. It can be anything from animal loot drop, boss drop, flotsam, sunken treasure, etc etc. Anything that can drop loot. For this, we're using PrimalInventoryBP_SupplyCrate_Floatsam_C, the loot inventory for flotsam. Later, we're going to add in itemsets. Sets are like categories. If you want to keep it simple and easy, you can put only 1 itemset and include everything in that set. Then the loot table will randomly choose X amount of items from that set. That could be a problem if you wanted, let's say, to always have an amount of gold in the loot, but also have a chance to give a piece of armor, weapon or tool. In that case, you would end up making 2 itemsets to be included in this single suuplycrateclassstring. But we'll go over adding item sets later. For now, let's continue to look through this one line. MinItemSets and MaxItemSets are exactly what they sound like. When we list out itemsets later, this is the part that determines how many different sets will be included in the loot. This one currently shows a MinItemSet of 2 and a MaxItemSet of 2. That's because in this example, I only have 2 itemsets that will be shown later. And I want to make sure each set will always be in the loot. Why I want that will be explained later when we talk about adding itemsets. NumItemSetsPower is the power of the items. It's ideal to leave this as 1, because it can be multiplied using a different ini config setting: SupplyCrateLootQualityMultiplier bSetsRandomWithoutReplacement=true means that each set can only appear once per loot. As we know, we'll be adding 2 itemsets later. And because our MinItemSet and MaxItemSet are 2, if this was false, there's a chance the 1st set would appear twice, meaning the 2nd set wouldn't be in that loot drop. We don't want that. So setting this to true, each set can only appear once in that loot, ItemSets= is where we list our item sets. For this example, the 1st itemset is a single item. Gold. And the 2nd itemset is full of each type of armor, weapon and tool. The reason for this is that you saw above, each itemset will be in the loot. And since the 1st is only gold and nothing else, it can't randomly select anything from that list except for gold, and so gold will always be in the loot. And the 2nd itemset being armor, weapons and tools. It will randomly pick X amount of items from that list (Which we'll go over how to set that amount later). And include those in the loot in addition to the gold. Now for the ItemSets= You'll notice some similarities to the part above. MinNumItems and MaxNumItems are for this single itemset. This is the 1st one, which will only have gold in it. So there only needs to be 1 for both min and max. NumItemsPower is the same as above, ideal to leave it at one. But if you want to really customize this particular set instead of all loot across the board, raising this would increase the quality of all items in this list. SetWeight in this example is pretty useless because both sets will always be included in the loot. But lets say you end up having 5 different sets of items, and you want the loot to only include 2 random sets. The weight is the chance this set would be included. The higher the value, the more likely it is to be included in the loot. You could also keep it simple and use percentage. 1.0 would be 100% chance this is included of the other sets. Or 0.5 would be there's a 50% chance it'll be selected over the other sets. The value in this example doesn't matter since both sets will be included regardless. bItemsRandomWithoutReplacement=true is the same as above. It means that if we had a bunch of items listed in this set. But only allowed the loot to pick 3 of them. It will make sure the same item couldn't be picked more than once. Or setting it to false means there's a chance the same item can be randomly picked multiple times. ItemEntries= is where we'll list our items to be picked. Ok, this is where EntryWeight will become important. This 1st set only has gold, so it doesn't matter here. But the next set has a bunch of items listed. And EntryWeight will allow us to give certain items a higher chance of being included. ItemClassStrings= is the item we want to include. For this line, we're including gold, PrimalItemResource_GoldCoin_C. I'm not entirely sure the different in entryweight and itemweight, since every item listed will have both. So in lists that have multiple items, I keep the entryweight and itemweight the same. Perhaps someone more knowledgeable on that could explain the difference. MinQuantity and MaxQuantity are what they sound like. How much you want it to randomly include. For gold, I have it set to randomly have between 10 and 50 per flotsam. But you can set that to your liking. If you were listing an item such as armor or a tool. You would want both those to be 1. You don't want to open a loot and see 50 hatchets lol MinQuality and MaxQuality are also how they sound. The quality of the item. Gold doesn't have a quality, so it's set to 0. But the higher you increase it, the higher quality the item will be (Fine, Mastercraft, Legendary, Mythical, etc). bForceBlueprint=false is whether or not you want this to always be a blueprint. Gold has no blueprint, so false here. But let's say you want loot that only gives blueprints, this would be set to true for each item listed. Even though it's false, you can still have it randomly choose to make it a blueprint or the actual item with the next setting. ChanceToBeBlueprintOverride=0 If bForceBlueprint is set to false, you can change this value to a percentage. If we change it to 0.5, then there's a 50% chance the item will be a blueprint in the flotsam and 50% chance it'll be the already crafted version of that item. And that includes that itemset. The ))), at the end is how you know that set is done and the next set is about to be listed. Here is the next set: And you were suddenly critically hit by walloftext. But don't be intimidated. It's actually pretty simple. There's alot in that section because it has all the loot that COULD be in the flotsam. This is just multiple copies of the same line. So this is the 2nd set. You can look over it line by line and see everything that was explained in the 1st set. In this one, you'll notice that we have MinNumItems=1,MaxNumItems=3. Which means that of everything listed here, there's a chance that 1-3 of them will be included in the flotsam. All the entryweight/itemweights are the same, so every item has an equal chance of being picked for those 1 to 3 items. All of the quotes above are for reference and explanation. You don't want to try and copy and paste to piece it all together. Because a single space, comma or parenthesis out of place will cause errors on server boot. So here is the entire line to add to your config.ini The entire code to copy/paste into your game.ini file. You must include it in the game.ini for every region of your server if you're running a grid ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="PrimalInventoryBP_SupplyCrate_Floatsam_C",MinItemSets=2,MaxItemSets=2,NumItemSetsPower=1,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=100.0,ItemClassStrings=("PrimalItemResource_GoldCoin_C"),ItemsWeights=(1.0),MinQuantity=50,MaxQuantity=500,MinQuality=0,MaxQuality=0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0))),(MinNumItems=1,MaxNumItems=3,NumItemsPower=1,SetWeight=100,bItemsRandomWithoutReplacement=false,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_ClothShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_FurPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HidePants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HideShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyShirt_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyPants_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyHelmet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyGloves_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_HeavyBoots_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponPistol_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSniperRifle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBlunderbuss_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponCrossbow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalHatchet_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponBow_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponMetalPick_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSickle_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4),(EntryWeight=1.0,ItemClassStrings=("PrimalItem_WeaponSword_C"),ItemsWeights=(1.0),MinQuantity=1,MaxQuantity=1,MinQuality=1,MaxQuality=4,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.4))))) As I said at the start, this will completely override the loot. I currently don't have music included in the itemsets (Because I plan to add a 3rd item set for music later). But for now, if you do an exact copy/paste, you will no longer get music sheets from the flotsam loot
  21. Let me begin by saying, I've not put more than 3 days into single player on the Xbox preview. I totally understand this is a working progress and I totally understand these guys have a lot on their plate between ARK and this project. But by far when all the bugs and glitches get fixed, this will be my all time favorite game no doubt. There's so much to it and pirate games like these are what I live for. Now to the topic. Really the only major change I could ask for would be the map system for finding treasure. I feel like there is zero challenge and I can just become rich instantly even on the hardest difficulty. I don't want to just see a big smudged X on barley half of an island, then have it tell me exactly what part of the grid it's in because honestly the grids are quite small with a freighter that goes 20knots with 40% weight. I played a bit of sot a while back and I rly like being able to find parts of maps at different islands or finding secret places like vaults that have gold and treasure. I want some real challenge in actually searching the seas for treasure. Trust me guys I have a blast taking over islands and fighting npc pirates and ships, I'm so glad they've added regular old npc pirate ships . But seriously, when I come up to the island and see a big red marker in the sky screaming, "IM OVER HERE!" then I get there and some pirate homies jump out of the ground and I stomp them like they're ants and take a crap load of blueprints and gold. I feel like it's just way too easy, it's almost boring looking for treasure even though it's rewarding. I want clues, detailed maps, dungeons with treasure. I want that good stuff! Anyways that's really all I have to say. I hope the Xbox version gets some good bug fixes soon!
  22. Disclaimer - This is in the PVE board for a reason. However, many of the concepts would survive in PVP as well. However, the NEED for them is more present on PVE So I've been giving it some thought to the complaints about the claim system, and as usual it doesn't just boil down to simple player greed, and frankly the solution isn't as simple as just limiting players to a number of claims. Most of the solutions proposed so far still rely on the basic assumption that players should NEED to have a significant permanent land presence, and that really doesn't translate well to a player versus environment context. Territory, and territory control, are pretty inherently PVP concepts. If land is owned by a player, then even on PVE, the architecture of taking land from another player is a PVP oriented action (in order for player a to gain, player b MUST lose something), and adding perfect protection doesn't really make that suddenly work (which is the current system, you really only gain land when another player exits the game or abandons it). The solutions aren't to just limit out the ability for people to control territory, although there probably is some reasonable limit that should probably go in. However, no matter what the limit, what we really need is more environment. I'd like to propose the following as additions that wouldn't upset the game greatly, but should drastically reduce the over-focus on the Claim system. The claim system (and lawless zones as they are now, but not how Grapeshot wants them) are so focusd on because they are everything. If there was alternative, non-land control environment, then players wouldn't feel the NEED to have claimed land, wouldn't need to horde it even if they aren't using it, and would be able to play the game without opting into that system. Basically, turn being a landowner into a thing you do because you want to, not because you have to. P.S. As far as weight sinking that was recently rampant, it's important to remember that much of it wasn't true Griefing. Griefing requires the act to be motivated with the goal of causing frustration or irritation to the victim, and while there were plenty of people doing it just to annoy anothers (the ones who were streaming about it etc.) a large swath of the companies that were strip mining ships were doing it for the goal of gathering resources. This is another sign that there was no non-PVP way for them to use some game mechanisms (see below and you'll know more about what I'm thinking). 1) Ships of the Damned should give more loot of a mundane and non-exclusive nature Right now, SOTD give NPC crew and ship recipes, and some coins. That's great, but they really need to give mundane resources. Some amount of Wood, Thatch, Fiber, and Metal, and maybe an exotic material (oil/sap) per kill would provide an alternative source of resources, and motivate stronger players to keep the waters safer for weaker players / players not as far along progression. Let people play hunters of the mystical. 2) There should be NPC ships other than ships of the damned for us to fight Just as with the SOTD, there should be merchant and trade vessels for us to fight and ultimately sink. It's another resource in, and provides a purpose to the salvaging tree. In fact, in PVE, the ultimate pirate ability could be retooled from allowing claiming of ships (NOT a PVE concept...) to increasing the merchant loot from Merchant ships. Let people play pirates. 3) There should be spawned shipwrecks Right now, the salvage skills are only really useful for people who intend to sink ships through griefing. I'm willing to say that 99% of the ships that sank on PVE were through exploits rather than legit mechanisms. This was often done to salve the ships. Salvaging should be a viable play style in a game like this, but the system needs to spawn things in. Let people play salvagers. 4) There should be less requirement to have a land base - it should be an option I'm going to break this one down into 4 sub-parts, but right now there are three main reasons to build a base that are REQUIRED for progression. This doesn't include "I build a base because I want to" which I'm all for, but I'm trying to highlight why right now, the "want to build a base" players are rubbing up against people only doing it to support the rest of their play. Also, much of the foundation spam is from people reserving land "in case" they need it (ok, and to be arseholes but at least some of them are doing it non maliciously and we should give them an option). 4a) allow purchase of farmed items at reasonable rates/ re-enable farming on boats Farming is disabled on ships. Either re-enable it, or let us get farmed items from NPC's at reasonable rates. As it stands right now, I see a lot of farms in lawless. Farmed goods are required to get good tames and good food for the vitamin system. This forces people to build land bases to farm to progress Now yes, You CAN farm on a boat through rain, but it's risky. Letting us put pipes on ships would let us have the buffer of a reservoir. 4b) allow kenneling of tames One of the major reasons to build a base is that you need a place to store your tames. In a PVE context, tames inside my base should be "invincible" because there's not supposed to be a non-exploit way to hurt them. So why even bother with the base at all? Why not have NPC kennels throughout the land where we can store our tames when we aren't using them. Added bonus, we don't consume server resources with bases and parked tames. 4c) allow use of rented shipyards Right now, you HAVE to have a land base for is to build your ship. It's a huge problem and the shipyard spam around islands is totally real. Instead, why not add a system where I can rent a shipyard for 2 hours? I'd build the materials ahead of time, lay down the skeleton, plop on the panels, and set sail. Right now, people plug up space for FOUR DAYS to build their ships. If lawless really is supposed to be more about people getting ready and moving on, put the NPC shipyards there. Have each island have 6 shipyards that people can rent for short bursts to build their ships, and get out. 4d) add NPC storage The final reason you have to build a base is that storage on ships is limited, and vulnerable. Again, just like with kenneling tames, ON A PVE SERVER my resources in my base should be safe, and the only way for players to get them are exploits, so again, why not just take the base out of the equation? Let us deposit resources into an NPC bank, and while near the NPC bank, we get a "loading crane" buff that gives us crazy carry weight (5000 or so) to move stuff to or from our ship storage easily.
  23. I understand your frustration with game development issues. It can be really frustrating when it seems like the devs aren't addressing important balance problems. Hopefully, they'll listen to the community and make the necessary improvements. If you want to get any feature earlier, I'm pretty sure you can find it at CS2. Keep the faith and fingers crossed for better updates!
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