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  1. Wow this is the first time the Dev Team ask about feedback in this forum in more than 2 years i follow this game. This is amazing and very positive. Unfortunately there will not be much feedback anymore because most players left this forum because they felt like it's useless to participate here. I myself refuse to participate in the Discord Spam channels because that is complete unorganized feedback - spam - trolling etc. My opinion is no - because i would expect to have very laggy connections on both sides. I heard about Players in Season 5 joining the NA from Europe and it was quite ok. But with the lags the game has even without the connection lag... Depends on where the servers will be located, or if the Devs can manage to improve the connection for both sides. For the amount of Players left it will be good though to migrate the servers. But this is fighting the symptom instead of the real illness. Does this question bring me back to Atlas? Most likely not. Even with new Corona lock downs i will most likely not reinstall this game duing this winter. The new updates don't look promissing for me. Yeah it's great to get new stuff(corrugated meat that can be eaten)... but my feedback of the past year here was to improve the added stuff, fix bugs(of this new stuff) and make balance changes in the first place. A new map with portals - well no idea about this, i don't know ark... but so far players loosing tames and ships in the portals... map gets smaller in total. It's still all the same islands just placed another way again. What about reducing the mountain heigths of those islands to avoid abuses and silly mechanics like building restrictions for defenses and glider nerf(which i think is a good mechanic). Players need islands with natural bays that can be a good basis for a protected harbor without massive structure spam. What about BP changes to avoid balance issues with level 60 ships and cannons with 350% damage, useless mid tier BPs(grey or mystical only) etc. (drop rate/reduced crafts)... land defenses are pretty useless against ships. What about changing the repair kit costs and the stupid usage mechanic of those. If you play a brig you only need to repair the upper planks, in the new ships you have to run through this small decks and search the damaged planks... risking to sink in 1 minute when 2-3 on different decks are leaking or destroyed. What about barrels on ships? Made so many Players quit the game and no fun to fight on the sea. What about Player customization of the new ships - structur limits everywhere, not allowed to place cannons on front or rear etc.? What about the nerfed farmhouse every player(group) now needs 4-5 diverse farms for less output(Most likely PVE issue only, PvP it would be better QoL so). Gold costs for ships, especially the Shooner still no like from my side. Lot's of bugs around trades(routes unfinished), farmhouse, warehouse etc. Can you now cancel a trade and reactivate later without the need of destoying the market? Building restirction radius instead of working on the basis of an overall island counter. There are so many issues around this game and all the new stuff added from Season 4 starting like Claim Towers that still offer no protection in lawless but allow others to steal your base etc. The trade islands and the buff structures that caused massive issues and got removed because of all those bugs again. This list could go on for a while but i think i have written about all this here already. So please Devs. If you want to make this game a Success aiming for a realease in maybe 2023 you should keep up with asking the community for feedback and checking this forums for lot of great ideas or even small but good suggestions. Edit: Quite funny to have a look into the steam forum too. There are still many new Players and all they ask there is questions about bugs and issues with the game that exist since beginning, got never adressed and cause very much players to leave because they can't play. Still selling the game with tag Single Player and unfinished Blackwood DLC.
  2. TLDR: Do not include structure claim.Though I do agree with the Original land claim system which blocks building nearby (For Lawless), The "Structure claim" tied along side of it is basically a death sentence for small companies/solo.All the large companies would just need to do is strip the defenses, and simply wait for a flag timer to finish and they would get everything without the need to blow through doors and gates anymore. Wiping entire compounds by just demolishing. Negating Internal Defenses.45 mins is nothing when the window time for lawless is a full 24 hours with large companies having constantly people on due to large numbers. This should be play tested before release with the assumption of mega-tribe -exploitation-.Mega-Tribes already have monopoly of the island systems, This lawless claim system needs to be released with an amendment/adjustment to island claims along side it. As this is just another exploitable means for mega-tribes to have total control which now includes the lawless regions.Is there a limiter for number of claim flags? And how long does it take to de-claim. This information needs to be released prior to implementation.Some would argue to just swear fealty to these mega-tribes MAX TAX islands and play the game. But that is merely further -empowering- mega tribe toxicity. There is no power sink or tax for large numbers of people.What we need is some form of Pirate Law that will -though heavy handed- should just pit mega tribe vs mega tribe. Like a protection mechanism to stop large companies from damaging (to a degree) small companies by company count (Potential ex. Bonus damage for small companies vs large). What I said is extremely rough, but that's a ballpark shot towards a direction.
  3. This Q&A turns out to be the first one that could be some kind of a new roadmap looking in the future with things that will happen. no factions are planned at all. Players have to organize this themselves in a MMO sandbox(kind of difficult) but maybe a good decission.(for PvP) Claiming remains difficult if the solution has to be working on PVE and PvP. Maybe there should be different solutions? Let's see what the Devs will come up with. On PVE there shouldn't be claimable islands as most players are split up in very small companys. Hopefully the Devs find some balance between offline protection, claimable area and depending on this structure limits that are necessary right now for protection of ships and bases. Resource Box interaction improved - Hell Yes!! Looking forward to the new ships and 1 year of balancing. Maybe you show the construction points before you stand on the ship with some parts/sails in your hands? Ship building in the shipyard should show the construction and sail points. Sails should show the required space too. So far ramming sloop is useless and the Kraken well... it has a nice Kraken cosmetic. I wonder how you can customize with prebuild sections? Make the lower hull one part? Only make the gun port places adjustable? Would reduce the structure amount. Gold, farmhouse, warehouse, resources. Why not allow 1 per company per island and have one farmhouse covering the hole island collecting all resourses there. We don't need all that prefab buildings. We need simple access also for solos to the trade system = more warehouse per island in total. Give the farmhouse an interface to set production priorities or even stopp collecting specific resources. Let it only connect to the warehouse of the same tribe. Gold sink in Season 3 was insane... my tribe was 2/3 of 7 days a week busy to collect gold to keep the islands and the NPCs(PvP). You spend a hole weekend day whale hunting with a Brig as a shooner could not carry the weight of 20k gold. Now on PvP megas raid with 5 Dragons while small companys barely get a shooner. I just tested the new weight of resources and it feels weird... carry the same amount of gem and crystal like fibre? *Warehouse loot drop should be fixed to drop all because Mega Tribes need to loot Lawless Warehouses of course* (ironie of) Loot improvements are necessary and a long term bug that should be fixed soon. May consider to reduce the power a little while making it less costing to get them? Well at least we now know that we will play an unblanced game in alpha testing status the next year. Everything can and will change. We will have bugs and exploits a lot... release maybe 2023? At least they have working a very small team on it. Besides holiday cosmetics which most don't care about just work on the game please. Improve and fix. Let us know something about you, the devs. Don't be quiet all the time and let us fish in the dark.
  4. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. Ship bottle duplication enabled on PvP servers. Increased cost to duplicate bottled ships. Tames/crew can be stored inside bottled ships. 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
  5. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. 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
  6. I think the basic idea of having a version for small/midsize companies was a good idea. But unfortunately the end-result favors the big companies. Like ragnar said: the 50 cap limits for a company does not bother a single mega company. They ally up and get more Island points like that. If the devs really are intrested in making this version for REAL small/middlesize companies they need to tweek the numbers hard! - Limit company-member to 10 or so (not sure about the sweet spot there) and limit the alliances like originaly planed. Keep the big picture in mind: company 10 member + 4 allys w 10 = a total of 50 ppl. Which I allready consider more than just a middlesize companie! - 9 hours of war-time is simply to long for REAL small/middlesize companies. We talk here about ppl that have 3 - 10 people in the company. People that have jobs and families but still enjoy PvP. It's completly unrealistic to expect this small amount of people to cover 9 hours of war-time every day. When exactly should people choose to have the war-time? - Not sure the war-tooken should be a thing for small/midsize companies btw: we are a small company allied with a top5 mega and owning our own Island One addition to people that claim it won't affect the megas if you limit the tribe/alliance numbers - this is simply not true. People seem to forget about how much NPCs do in battles. Sure you can go and have huge fight and half of your mega companie is not allied - but that means they will be targeted by your NPCs as well and so on.
  7. @Ranger1k If you play PvP and you are in a ship fight you are happy to have so much parts for repairing when you are playing the repair man. Also a good captain can avoid combat for some seconds to give his repair man the time to repair. Of course in a "fleet fight" you are doomed if you are the one that gets grappled. THis is because of the lag of tactics and naval knowledge of the players. If you consider the fil "Master & Commander" those two ships hunted each other over month... or if they face each other they need hours to get in attack range if one does not want to start fight with an disadvantage. If you look at large sea battles in the 18th/19th century for example in the Napoleonic wars Britains vs Nether Lands you can see line tactics the british introduced and the nether lands improved with ship signal flags to turn aginst the british. But we don't want to play a game like the real life battles happened. So i think we all are happy with out survival and farm game which gives us also the content of ship battles. I like the 3 class system so far. A fast agile small ship, a medium agile and fast ship and a heavy fortress with worse turning. As explained on PvP only noobs start with this youtube best ship builds but expirienced players just lough about those and drive fast - mostly with handling sails. Is there an exploit in the current ships? Maybe one. You can reduce weight by don't carry repair material. You carry diving attachments and spare planks. If you run out of metal you add and remove the diving attachment. If you run out of wood, fibre and thatch you delete one lower deck full life plank and place a new one. You may safe 1000-1500 kg by this knowledge. What happens with the new ships? you have less lags because of less structures, ok i may agree. But regarding repairs you have the kit with close to no weight -> hugh exploit? You don't need that much repair hammers(only a few kg). Some think the NPCs cause more lag than structures. I think it's more than a year ago when there was an anouncement that stated the old 3 ship types used to take about 1 year of modelling as every plank along the ship has different geometry. This is an issue that may can be solved by less modules but it is a big change in the game mechanis of a sea fight. The balancing will be difficult. I think in about 1 year shooner, Brig and Galleon will be removed from game. Until than we have to deal with both ship types... alpha testing the new once and playing with the old. I hope we still have the option to build ships without gunports for transport but why do that if you get all resources by trading. I also liked the option to make special purpose ships like whale hunters, harbor run shooner with turtle roof for sneaky attacks, graple gallys with low weight speed build, combat gallys with small cannons for cutting sails, combat/attack gallys with large cannon, harbor run gally with turtle design to brake into harbors, special torpedo brig/gally, transport brig/gally for weight and tames, brigs with large cannon for long range heavy damage, brigs with only 3-4 cannons boradside for speed,... Everybody who says there is no diversity is completely wrong. Best sample was Season 4 start when american mega joined the EU PvP with their meta speed sails large cannon gally builds and speed sails stern cannon brigs learning that they can only run on EU Server with handling sails and small cannon bar shot design. PvP players remove all rear cannons on EU once the ship is max level. Also i had arguments against the increased ship level but it's now more fair. The gab between lvl 52 common and lvl 62 max ships is less than before. You are not forced to hunt those rare shipyard blueprints anymore. What the game is missing is fair battles regarding the amount of ships facing each other. But this is up to the players. You can ask others for a 1:1 or 2:2 fight and they may accept.... but of course they can send also 10 vs you or deny the battle at all.
  8. Hey Everyone, As the title says I'm a fairly new player to PC Atlas. I' played this game a couple years ago on Xbox and wasn't my cup of tea as performance was struggling back then. I have sunk quite a bit of hours in, I have since upgraded to PC and am really enjoying this game again. Currently we just started a small company with a few friends, and we are loving the multicrew aspect of the game. I just wanted to highlight the positives of this game which can be hard sometimes as most of these discussions are pretty negative wanted to shine some light in a discussion for us all to talk about and share with each other. Just some questions I wanted to see what you guys think. What features are you looking forward to? What are your current favorite features of the game? Best experience or fondest memories in game?
  9. I just wanna sum my last couple of days playing. I was back to atlas to test this Majestic Kraken ship, because I really wanna all battles in Atlas go to this real boardside fight state (no shotguns, no kiting etc), and both Ramming Galley and Majestic Kraken - good step to that (even tho Ramming Galley still useless in PVE). Unfortunately those 75 squid tentacles for this ship was some kind of "brickwall" preventing me from buying one. So I just wanna ask devs. 1) - Is this new Majestic Kraken - not for Solo players and small companies? 2) - If you wanna solo/smalls obtain one - HOW DO YOU SEE THEY DO IT? How do I obtain those squid tentacles playing solo? Lets check some numbers. Buying 75 tentacles from players. - Current PVE Official price for those 75 tentacles is 50 000 gold. My market with 8 active routes since Jan-16 produced me 21 000 gold. So... should I stay inland for 3.5 months, and wait until my market generate enough gold? Or you said you wanna us to go to the ocean? (and don't forget that most of player don't set their trading routes due to huge warehouse limit radius). - Average purple bottle brings 1000 golds (most of them are lvl-8-10 or so, it's 700-800 golds and some can be up to lvl-20 but these are rare, I've got lvl20 twice this season) so you wanna us to ride a Schooner for couple of months and do all that digging, for more than 70 high level bottles??? (it's more because 20% of those maps leads to inaccessible spawn points). Trying to hunt squids solo with NO submarine. So... there are some ways I guess, but again. Let me get straight. Squids are in trenches. So we need to dive there. Squids are REALLY RARE!!! I spent 2 days diving in different trenches. 2 times in G7, three times in G5 and once in I3. And in those couple of days I met just 3 squids and around 20 ppl who do their hunt for them as well. Some say - squids are hiding between trench and ocean depths, and all you need to do is to dive and when trench lights up, watch up. But I didn't meet a single squid there. And even more. They are invisible with no healthbar outside the trench. - Diving as is with spear gun is pointless. You soon be facing eels. They'll kill you and you'll spend next 15 minutes trying to kite eels from your corpse, in order to bring your stuff back. There is a huge chance you wont and sail back to base naked. - Diving suit is useless too, due to small radius from ship. You need to explore whole trench, not just small area around the boat. - Tortugar is useless due to lack of stamina that not regains in swimming state. - The only option you have left is dolphin (and possible seahorse). Dolphin. - They are actually really easy to capture. You need skill in beastmastery for underwater taming. You need all in oxygen skill and all in swimming speed. Also you need a spear gun. You dive, watching shark come to you. Kill it with spear gun. Gather primal fish meat. Then you dive to where it turns dark and search dolphin there. While in surface dolphins are swimming from you, in dark depths they will swim close to you and try to stay this way. Just hold still, watch your oxygen and tame. - Trenches are cool. Trenches are beautiful. You'll get a lot of discoveries swimming near bottom and around trench structures. There are cold down there (from -5 to -20) so you'll need to swim to the surface to regain health. I have 50 fortitude, rejuvenation lvl-2, equilibrium buff and 1 skill in water temperature resistance. This is not enough to not experience freezing. You drive dolphin with "shift" watch your oxygen and health and have some fun. - And yeah, when you riding a dolphin - you not attacked by most of underwater creatures, unless you swim too close to them. Dolphin dramatically reduces aggro radius. Unfortunately dolphins are NOT for squids killing. Lvl-1 dolphin do 15 damage per hit. Lvl-15 do like 23 damage. Lvl-15 Squid has 1 000 hp, and kills your dolphin fast. Common Spear Gun has 138 damage. I couldn't shoot from dolphin back, because this way spear gun damage a dolphin. I had to jump of dolphin and shoot. Squids are really fast. The best I could is to hit squid 3 times before he get melee. In melee squid grabs you and kills you in 2 hits. So... I guess if you lucky enough to get good 150%+ damage spear launcher and meet a single lvl-1 squid, you'll be success. Otherwise - you dead, and squid won't allow you to gather your stuff back. Oh, and don't forget - there are a lot of ppl do their hunt. So. If you spot squid and didn't kill it the very moment you spotted one - then some1 else will do that. And after you done - release dolphin to the wild. He won't follow your boat anyway. Seahorse. I didn't try this one. If I can tame one with sea grapes or seaweed, I'll probably give it a try. But I doubt it will be able to land 1 000 damage to squid and don't die in melee combat. Submarine. So far the best way to search and fight squids is submarine. So... cool question here is - how do I complete "Voyage of power" solo? Is there a way? Using exploits maybe? That's what devs are wanna from us? Anyway. I saw guy easily killed 2 squids at once with a single submarine. And... grinding. In 2 days I've met just 3 squids. They are really rare and each trenches I explored, I met from 3 to 5 guys at once, do the same. Do their diving around and searching squids. Guys said each squid gives you 5-8 tentacles, so you need 10-15 to be killed. It's around couple of weeks exploring depths of trenches with submarine. - You just spending hours and weeks diving around and do nothing. - Or few months riding a dolphins, and searching for lvl-1 squids. - Or you spend a month sailing through empty ocean, farming bottles. - Or you spend 3.5 month in your base, waiting for trading route generate enough gold. All ways are so long and boring!!! You, Grape Guys, really meant that??? I only wanna say to DEVS - this Majestic Kraken should be really cool. And I mean it. REALLY COOL and WORTH all efforts you made players to put in to obtaining one. Because if it is same useless, glitchy as Ramming Galley, then... it wont be just mockery of players. It will be a bullying of players. Evil taunting the players. The best way to make players sad and unhappy I've ever seen. p.s. - You try to check some statistic numbers, related to Ramming Galley and Majestic Kraken. You'll notice that there are so few ppl bought those (it's possible that there is actually NO ONE bought Kraken yet. Or it less than 10 ppl whole officials. You don't wanna release some stuff you put so many efforts in to, for just 10 players, don't you?
  10. HYDRALANDS.COM (3x3) PVP X25 - MODS - REWARDBOX Opening of the Hydralands pvp server modded Hydralands is a server focused on pvp, the server was thought for solo players or small tribe and be able to have fun while being able to do all the contents. The server currently has 9 grids (3x3). > Rates currently on the server : - Gathering: 25x - Taming: x25 - Experience: x10 - Egg Hatch/Gestation: x25 - Maturation: x25 > Server Settings : - FULL PVP 3X3 - Height restriction removed (you can build on the heights, without restriction for cannons, swivels, puckle...) - The damned on the treasure cards are sensitive to all damage (all damage is multiplied by 4x) - Max Player Level: 130 - Max Wild Animal Level: 120 - Max Ship Level: 100 - 4 Hour Combat Timer - Custom Loot from Floatosm - Custom Loot from Sunken - Custom Loot from Sotd > Server Plugins : - Company Log via Discord - Cross Chat - Kit and Shop - RewardBoxes - Votes Rewards > More information : - The server will be full wipe every month Mods list: - AOD Damage Changes - ATLAS Architect - ATLAS Overseer - ATLAS Shipwright - Atlas Transfer\\Pickup Gun - Custom Shipyards - Item Grinder - LEGACY2019: Custom Item Stacks - Marvelous Spyglass - More Crops - NM Harbor Structure - Reusable Tools - Ship Repair Crew - Editable Server UI - TCs Auto Rewards Map Ressources: https://hydralands.com/ Discord: https://discord.gg/6Rqb3UncbQ We are waiting for you !
  11. Yeah. That's true. As SotD Hunter who took down hundreds of them I must say, most of time I do ignore most of week damned fleet. Those small one even lvl-50+ are totally waste of cannonballs, due to little XP reward and poor loot. Middle size... well... most of them are also trash and waste of resources. When I'm in to hunting, most of time I travel though Goldens searching huge damned Galleys lvl30++ only those are worth killing. And this is bad, because I don't do cleaning work in my grid, and even sailing my warbird, I also avoid damned ships, as if I sail some non battle schooner... This fleet Idea also perfect. Something like that was in old Russian game Corsairs. Depending on ship you had, you could search for small trade guy with small escort to rob, and after you've got huge floating fortress, you could try trade expedition fleet.
  12. So I spent hours searching and trying to figure out how to override crafting costs so that my small group of friends and I could play and build ships without having to spend days trying to get all the materials together. I put together a really quick reply on someone else's post about how to do it once I figured it out, so I thought I'd leave it in its own topic to help other people out. This goes in: (YourServerLocation)\ShooterGame\Saved\(ServerName)\Config\WindowsServer(or LinuxServer)\Game.ini It should look something like this: [/script/shootergame.shootergamemode] (Other Game.ini Settings) ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemShip_Plank_Wood_Medium_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Fibers_BASE_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Metal_BASE_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Thatch_BASE_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Wood_BASE_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false))) The above example would make the Medium Planks cost 1 Fiber, 1 Metal, 1 Thatch, 1 Wood. You can find the ItemIDs here: https://atlas.gamepedia.com/Item_IDs You MUST append the _C at the end of the ItemID for both the Crafted item and the resources. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quick breakdown of the above information and how to customize (Values are default except for ones that are in bold and ALL resources required for a craft HAVE to have a line included, even if you leave the value as default) Change the ItemClassString="PrimalItemShip_Plank_Wood_Medium_C" to the item you want to set custom crafting requirements for. To change the Small Plank costs instead of the Medium Plank costs, you would replace the ItemID after ItemClassString=. You would also need to remove the Metal requirement because the Small Plank doesn't use metal. Example: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemShip_Plank_Wood_Small_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Fibers_BASE_C",BaseResourceRequirement=50.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Thatch_BASE_C",BaseResourceRequirement=60.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Wood_BASE_C",BaseResourceRequirement=65.0,bCraftingRequireExactResourceType=false))) If you wanted to change the Thatch cost for the Medium Plank, you would change the *.0 to a number of your choice. Example: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemShip_Plank_Wood_Medium_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Fibers_BASE_C",BaseResourceRequirement=408.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Metal_BASE_C",BaseResourceRequirement=6.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Thatch_BASE_C",BaseResourceRequirement=280.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Wood_BASE_C",BaseResourceRequirement=432.0,bCraftingRequireExactResourceType=false))) If you wanted to change Thatch to requiring the Root type of Thatch only, you would change the BASE to Root as displayed in ItemIDs AND you would change the boolean value to true. Example: ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemShip_Plank_Wood_Medium_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Fibers_BASE_C",BaseResourceRequirement=408.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Metal_BASE_C",BaseResourceRequirement=6.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Thatch_Root_C",BaseResourceRequirement=360.0,bCraftingRequireExactResourceType=true),(ResourceItemTypeString="PrimalItemResource_Wood_BASE_C",BaseResourceRequirement=432.0,bCraftingRequireExactResourceType=false))) Enjoy custom crafting costs! Be safe on your voyage!!
  13. Ahoy Pathfinders! Welcome to the new season of Atlas: “Sea of Wonders”. We are happy to announce several new additions to Atlas this season, some of which you may consider “Monumental.” With this patch, we are introducing a new early game experience, new endgame gameplay loop, new map with distinct regions, new ships, gear and weapons, and a long awaited fan request… Let’s take a look at what we have for you! Note: The update will be accompanied by a full server wipe to accommodate for these map and gameplay changes. New Content New player experience Freeports We have updated the freeport areas to be more visually appealing. Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game. Skill Tree We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill. New Max Level Cap: 110 New Base Max Level (before discoveries): 77 All skill disciplines have been reworked Removed the song and dance skill discipline Changed firearms discipline to ranged combat Map Changes Atlas has expanded! Visit new areas based on geographical locations Regions Available Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead! Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge? South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power? Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home. Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here. North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference. Atlas Menu Map The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at. Overworld - The first map drafted by early cartographers. A general outline of the world is available. Rookie Cove - The home to the starting, self-titled region Central Ocean - You will find the map to the Central Waters region here Mediterranean Sea - The blazing hot desert islands of Africa region is here Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here South Atlantic Ocean - Tropical Oasis of the South America Region are found here Arctic Ocean - The extreme colds of the North Pole Region are located here Southern Ocean - The freezing depths of the Antarctica Region are here Portals Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous. Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions! Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore! Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever! Cost: Magic Marrow: 50 Gold Coin: 250 Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side? Power Node System Transient Nodes Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location. Movement Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions. Resource Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates. Harvesting structure A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure. Static Nodes Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures. Army of the Damned Static Node Damned Altar Cursed Altar Resources The first resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates. Structures Buildable at Static Nodes Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time. Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual. Unnatural Fog - Causes the island to be covered by a thick fog. Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten. Buildable at the Damned Smithy. Cost: Stone: 100 Cursed Bone Chips: 50 Cursed Wood: 100 Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy. Cost: Cursed Bone Chips: 50 Stone: 200 Monuments Monuments Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on. Monument Study Rooms Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default. Cursed Totem Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem. Once built allows members of the owning company to consume raw and rotten meat without any negative effects. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Burial Mound Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound. Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Cursed Temple Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple. Stage 1- Foundation Cost: Stone: 4000 Wood: 2000 Crystal: 500 Cursed Wood: 1500 Cruse Bone Chips: 1500 Stage 2- Completion Cost: Stone: 10000 Wood: 5000 Cursed Wood: 10000 Cursed Bone Chips: 15000 Crystal: 2000 Monument Study Rooms Vessel Studies Allows for Ship related structures to be built with a chance to be up to Masterwork quality. Cost: Wood: 500 Hide: 235 Fibers: 120 Structure Studies Allows for Land Structures to be built with a chance to be up to Masterwork quality. Cost: Stone: 750 Wood: 250 Flint: 200 Equipable Studies Allows for all armor and weapons to be built with a chance to be up to Masterwork quality. Cost: Stone: 300 Wood: 400 Hide: 125 Flint: 250 Metal: 600 Culinary Studies Allows all food recipes to be crafted with a chance to be up to Masterwork quality. Cost: Stone: 500 Wood: 800 Flint: 200 Metal: 400 Astronomy Studies Grants the Sextant buff to all company members. Cost: Stone: 200 Wood: 400 New Gear Macuahuitl A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree. Cost: Wood: 50 Crystal: 25 Transient Tracker A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree. Cost: Coin: 20 Crystal: 10 Cursed Armor A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build. Cost: Metal: 30 Cursed Bone Chips: 30 New Modular Ship/Dock Variants Ship changes All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter. Ship costs have been tuned to require more resources and less gold Legacy system ships will be moved to a skill branch called Merchant Ships in a future update Basic Shipyard Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint. Cost: Wood: 2000 Thatch: 1000 Fiber: 500 Stone: 250 Cog The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career. Base Cost: Wood: 500 Thatch: 400 Fiber: 400 Metal: 3 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail points: 2 Carrack The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade. Base Cost: Wood: 2250 Thatch: 1800 Fiber: 1800 Metal: 18 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail Points: 8 Harrier The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle. Cost: Wood: 1500 Thatch: 1200 Fiber: 1200 Metal: 18 Gunpowder: 50 Weapons: Mortar on Front Castle Max Level: 50 Sail Points: 5 Advanced Shipyard The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard. Bug Fixes Fixed instances in which alcohol buffs were working incorrectly Fixed instances in which shipyards could be placed in unintended ways Fixed instances where rowing modules health values were displayed incorrectly Misc Fixed instances of terrains on islands in custom server maps were not loading correctly Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same Gold obtained from all sources has been increased Loading Screens have been added while transitioning to a new grid Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures Known Issues Sound inconsistencies with portals Quest Markers are in incorrect places/missing Camera jittering on NPC portal Cursed Armor can be displayed incorrectly if character height is too tall on female characters 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
  14. I fell yer pain man. I played with the top groups in Eve for years and ya know what sometimes it's just nice to play with YOUR friends and not have to deal with politics and pressure that is the large group. Now on saying that paying to rent space is great but it's not as easy as these forum warriors are making it out to be. I have been through so many zones asking for a place to rent and getting told outright to get bent or to leave or die etc. A12 for example, Black Butterfly owned. Largest island in the game the only other one of it's type is A4. Island has every resource you could want but salt and in such huge quantities you could fit 100 companies there without ever touching dicks in the night. We asked politely to live there and pay upwards of 30% tax and were told no the island was too saturated and we had 24 hours to leave. There are literally 3-5 bases on an island that could fit 300 bases and never once step on the toes of the guys beside you. Never saw the server pop rise above 25 people and that was with our 8 guys on and through Chinese prime time. We have had the same interaction with Destiny, HSBB, Dynasty, OOF, OWO. Some of the largest companies in game and they are like nah no room 5 people live here but no room you leave now. We lived lawless but the radius around structures is so small you get single foundation cannon wiped nightly while you sleep. NPC protections sure...except the cannon guys kill them with carbine or set up at the right angle to not get hit back. Build a ship wall it in. Wall gets shot down and ships sunk nightly. Never get enough of a chance to farm gold for NPC defenses because our ships never last a day. 95% of them have all been offline sunk. We have lost one brig and one schooner in actual combat I think. Our Galleon glitched out zoning and devs won't give us a new one so that's gone as well lol. Just dropped that galleon, took it to freeport to crew it zoned out poof, glitched and never got to use it again. People in this forum spouting the same tired rhetoric they have been spouting in every full loot game since they came into existence. Offline raiding is the most efficient so that is why its done. Go back to PVE whiner. It's an MMO why should anyone protect yer stuff when yer offline. Guess where all those other full loot games are now...GONE or with such a small niche community of like minded toxic retards> The only one left is Rust and why because they have private servers with RULES. Solo, DUO,Trips,Quad only servers. Also even on the big servers it's so easy to build up because they too realized it shouldn't be farm fest and allow you to get yer shit up and running in an afternoon so you can then play the PVP game. Many large groups In Eve learned that wiping a mom and pop wormhole company chases potential fights and ganks away permanently. they stopped wiping them so more would come and provide content. All these mega corps have small niche groups of douches running around at 4am offlining everyone. All it takes is the leadership to stand up and say nope no more fuckery boys were here for good fights and if all the mom and pop groups are dead and gone they won't sail for supplies or give any fights. We were alphas on Ark and had the same rules, let the small prosper so open world pvp for drops and other stuff could happen. Be sportsman and don't kill passive tames or offline raid. We would wipe anyone who did it so long as proof was provided to us by smaller tribes. Now if smaller tribes are being douches then that's different. Not hard at all for Grapeshot to implement a timer after a ship has anchored that it goes invulnerable. Maybe even the stipulation that ships only go invulnerable after all company members log. They had it set up in ARK not hard to do it here and not unfair. Ships/bases go invulnerable after a timer so if being raided they lose all their shit if they try and log. Small mom and pop companies are safe because well small and life and work etc. Large corps always have peeps online so the hardcore peeps can take their own advice and join a large company... Just because you can offline doesn't mean you should. And if more peeps started frowning on sportless action like that then the gaming community as a whole would be much better off. Kinda like it used to be, full of sportsman nerds who weren't scared to lose it all in open battle. Nerds of 20 years ago were made fun of by everyone practically but they had a helluva lot more balls and integrity then 98% of todays gamers.
  15. Gold cost on ships is ruining the fun. The fights have been trash all season since nobody wants to lose 18k-to now 100k. I am in a company and yes we can afford it but realize there are many that can’t. We sail for a fleet fight and then everyone just dips out and runs away. We end up chasing for a few hours and all go home. This is getting incredibly boring and while I liked the idea of a cost on ships it is actually taking away the fun more than anything else. i do love the cost aspect but for the health of the game it needs to be changed. My suggestion is put a operational cost to shipyards themselves. For example small shipyard-500g a day, large shipyards 1000g a day. And tier it up by shipyard quality. this would solve the issue of shipyard spam as well as getting players on the ocean including small companies which shouldn’t be deterred from ship content. land ownership does cater to the bigger companies and it should since we tend to have more boats and require more space. A small company easily attaining land would just lose it anyways.
  16. Solved with a small object that can be interacted with and an option to start v1 or v2 on a 5 minute delay. Gives you the ability to choose and allows you to get positioned before it starts. Like a small small island with a power stone slot on it.
  17. Just a few ideas I've had so far Ships: -Caravel: basically the merchant ship model, but buildable by players in the small shipyard with sails and without the paddlewheels or the rest of the clutter on deck; forecastle and stern castle decks needed; a good intermediate ship for the gap between the schooner and the brigantine; schooner sail capacity and brigantine weight and gun capacity, so a slowish trader with a punch -Carrack: about 12-13 gunports per side, so twice the brigantine and half the galleon, providing a nice intermediate step in what is a large empty space; having a single-level forecastle like the galleon, but only a single level on the stern castle, unlike the galleon; roughly a brigantine and a half in length, and, say, 6-ceilings-and-change wide, to the brigantine's 4-and-change; 8-9 gunports per side on the gundeck, 1-2 on the forecastle and 2-3 on the stern castle; minimum of 2 stern-chaser gunports; gap in between forecastle and stern castle far closer to amidships than on galleon, where it is ridiculously forward -Xebec: a quintessentially piratey vessel: a little longer than the schooner but no wider or higher; having as many gunports and sail points as the brig, but limited by the schooner's weight and crew capacity; for its piratey nature, it should be buildable in the small shipyard; also good for anyone who likes speed -First-Rate: unsurprisingly I've already seen this suggested here; a capital ship with at least 100 broadside gunports and at least two but preferably four stern-chaser gunports; not necessarily longer than the existing galleon, but certainly a fair bit wider (the galleon is too narrow); three-and-a-half gundecks with no discernible stern castle, as typical of the late age of sail -Seventy-Four: a third-rate ship of the line with 74 broadside gunports and at least two stern-chaser gunports; slightly shorter and wider than the galleon; two-and-a-half gundecks with no discernible stern castle, as typical of the late age of sail Makeshift Raft: this one would be unusual in that it would be made in the smithy and look like a large makeshift crate with planks and beams poking out of it, and a thick rope net holding it down; when placed on a ship, it would "launch" the makeshift raft upon the ship sinking Ship parts: -Swivel ports: for those of us who don't need to be armed to the teeth, but don't want to be defenceless either, and reeeeeeally care about symmetry; should be an alternative to those planks that can be replaced with gunports, but should also be able to be put on the stern of even the smallest vessels (ie sloop and schooner), and on the bow of larger ones; less elevation, depression and traverse than existing swivel mounts (which should have more than they do); when mounted by the player, a swivel on such a port should give a useful view from outside the planks -Colossal masts: real warships in the age of sail never had more than three masts (with perhaps the exception of a tiny second lateen mizzen on some early men-o-war); given how the sail point system works, and given how small and silly the existing large masts look on the galleon, a fourth, even larger sail tier is in order; say, six sail points per mast (both lineships mentioned above should be able to fit three of these masts); the weight variety should have a gaff sail on the lowest level and a square sail or two above -Paddlewheels: steampunk tier; not very fast but helpful when sailing upwind and when the wind dies out; balanced by the fact that they would take up two or three gunports on each side... and possibly some sail points too (having multiple pairs should give decent speed) -Large cannon, but with swivelling and wheeled gun-mount (like the one on the existing medium cannon): not able to be put on ships apart from the gunport snap points on the two lineships mentioned above (and maybe elephant-drawn carts hehe); otherwise identical to the existing large cannon in terms of ammunition and other parameters -Lateen sail: just what it says on the tin; either an additional sail type (crew capacity boost and upwind sailing, compared to the handling speed and upwind sailing of the handling sail...?) or a replacement appearance for handling sails, since the Bermuda rig is far too modern (a single pane of sailcloth from the period of the age of sail would not be able to cope with the strains at that size - only modern fabrics can); smaller in height than other sail types of the same tier -Diving Chamber: steampunk-tier alternative to the easily destroyed diving platform (though that is fairly steampunky already), composed of an airlock chamber snappable to some of the planks on the lowest level of the larger ships (brigantine and up) -Copper-Plated Planks: steampunk-tier improvement on the already heralded reinforced planks - would provide both toughness and a speed boost, but at the cost of a bit of weight, and of having to source copper specifically; far less prone to natural decay both anchored and at sea -Repair Station: another thing I've already seen suggested; a placeable item to which a crewmember can be assigned, to repair planks by default or everything by setting, slowly underway and faster while anchored, so the repair crew are safe from J and floataway glitches; possibly leveraging some repair power from sail crew and gunners when anchored; maybe this doen't need its own object: could work by assigning a crew member to the resource box (or two, one on each side of the box, for symmetry and additional repairing speed, at the cost of another crew slot); potential ability to put planks/gunports and buckets in specific slots in the resource box, for the addition of bailing and plank replacement capabilities when manned... and maybe a repair hammer slot too, with better-quality hammers boosting repair speed Changes to existing ships: -Rear-facing gunports: stern chasers are a great necessity in larger vessels, and greatly realistic -Windows on the stern of larger ships: the place for them is already there on the galleon and the brigantine, but they're boarded up for some reason; possibly a plank variant requiring crystal - flimsier but prettier -Upper aft deck for the brigantine: I know that I am not alone in this desire, as I've seen it suggested already -Snapping points for medium cannon on the upper decks: at least when the plank below is a gunport; potential visible valleys in the gunwales necessary -Greater speed and maneuverability and reduced stamina drain for the dinghy, and ability to deploy a small lateen or gaff sail for faster and longer journeys, and upwind sailing; the dinghy can't carry much or be upgraded or built upon, so this wouldn't make it unbalanced, just not as worthless (especially as a means of escaping a sinking ship); furthermore, a dinghy attached to a ship should automatically deploy when that ship sinks Changes to existing ship parts: -addition of a small funtional speed sail to the existing yard on some bowsprits; there is only one bowsprit snap point on a ship, so this can be balanced outside of the sail point system; addition of bowsprits to flotsam as a very rare drop, so it's not speed for money; ultimately bowsprits and figureheads should be separate things, which they were historically (this would permit bowsprits to be craftable along with other mast types; the figurehead would change the appearance of the bowsprit (making it a bowsprit skin... and opening the door to mast skins), so as not to break existing and upcoming "figureheads") -upper sections of speed and weight masts should attach to lower sections forward, not abaft; this is supremely annoying to me; also the panes on medium and large speed masts (ie masts with several sails) should deploy from lower to higher, and lower from higher to lower; and I'm not even going to talk about the main anchor deploying from the stern -existing weight and handling sails turn the wrong way to face the wind: the manner in which fore-and-aft sails actually work is perhaps too complex to be worth putting into the game (unless they feel like letting us reverse faster), but they could at least laterally reverse the animation so these sails are not turning INTO the wind, which is something that annoys me even more than the previous point -Changing the handling sail appearance to that of a junk sail would fix the size and Bermuda issue mentioned in the lateen sail point above, but for realism the junk sail should then become the weight sail, and the gaff sail model which is currently the weight sail would become the handling sail (because junk sails are not terribly good for sailing upwind, and gaff sails are better at that; whereas the junk would be a very fitting look for a trade/transport ship) -Swivels need to be able to depress more - and their mounts might need to lean forward instead of going straight up to allow for this realism (historically, swivels were close-quarters anti-personnel weapons, and vertical mounts as currently seen in-game were only used on very small (and thus low) vessels (who here hasn't struggled to hit a crocodile or wolf with the swivel mounted on the gunwale of a brigantine, because it just won't depress?)) :
  18. Hello, i quite the game in the Megaupdate 2 Phase now i saw the Dev stream and know my intresse is up again. I know the Devs have an roadmap but maybe a Developer read this thread and things [Hey this is an good idea ] and i can see some of my Ideas in a form in the game. First of all Polishing and Balance the actuall game contend Player: -Level Cap to 60 -XP ´gain lowered but u can gain XP for all stuff you want to do (Combat/Farming/Building/Exploring/Sailing) (This needs an Redesign of the Skilltrees/Points to the New Max level) -New Quest at Max Level to increase the Level Cap by (5?) -> Boss Encounters, Exploring archievments to an Max Level of (70?) (New Max Levels by new Updates/DLC/Quests) -Balanced Stats to the new Max Level/PVP Gameflow Design Early game: Primitive Tools, Thath/wood base, first try to build up a smale base with a small harbor and low deffence Mid game Metal Tools, Stone Base, Better Crafting Stations, Store option for the tames/ships in a Harbor, Medium Deffence Starting build up a Fleet and NPC Guarding Bases End Game Big Base, Big Harbor for Storing Tames/Ships Strong Deffence Better Stonebase (A New Tier for Stoneparts "enhanced Stoneparts with more Metall Plates" Lots NPC Guarding Only 1 active Tame allowed per Player Only 1 active Ship allowed per Player Basebuilding: Some new Structures Playercamp: Players can craft a Playercamp (Fresh Player Respawnpoint) with an small bed and an Campfire player can place 1 Camp at a Time but dont need an foundation . (the glowing Campfire prefent a abuse for a stealth respawn on attack and adds a Timer if a player died in PVP for respawn and reduce the Bedspam on Attack ) This is the Basic Respawn for a new Player. And a small source of heat. -Base quarters : Second Respawn point for the Base: Needs an Foundation and the Claimed Area -Ship quarters : Respawn point in the Ship: Needs an own Ship -Wood Watchtower (Tier 1): 1 NPC with a Bow on Top (Tier 2):1 NPC with a Bow/Crossbow and one down with an Meele weapon (Tier 3): 2 NPC With Rangeweapon and 1 Meele on Entrance -Stone Watchtower (more Health) (Tier 1): 1 NPC with a Bow on Top (Tier 2):1 NPC with a Bow/Crossbow and one down with an Meele weapon (Tier 3): 2 NPC With Rangeweapon and 1 Meele on Entrance -Stone Deffence Tower (Tier 1): 1 Gun Snappoint (Tier 2):1 Gun Snappoint and a Guard on Entrance (Tier 3): 2 Gun Snappoint and 2 Guards on Entrance -Stalls (Tier 1): Store 5 Animals (Tier 2): Store 10 Animals (Tier 3): Store 25 Animals -Stonemason Needs a Worker and Gold (New NPC and can only use for the collector Buildings) Workers needs to rescued from the Pirat Fortress and shipped home to the Base (Tier 1): Collects Stone (xxx stone/hour) only once allowed in Claimed Area and only the ressources you can find on the Island (Tier 2): Collects Stone,Flint (xxx stone/flint per hour) only once allowed in Claimed Area and only the ressources you can find on the Island (Tier 3):Collects Stone,Flint,Metal,coal... (xxx stone/Metal /Flint per hour) only once allowed in Claimed Area and only the ressources you can find on the Island -Lumberjack Same like the Stonemason but for Wood/Tatch -Farm Same like the Stonemason but only for Fiber and u can place "Farm animals for collect some other ressources (Cow,Sheep,Pig...) -Blacksmith Players they spent points in Blacksmith skills, can build a Blacksmith and craft Gear/Weapons from Blueprints -Stone Gate (Castle Like Gates with an Metal Gate for Closing and Opening ) -Tavern: Can Store some NPC´s -Harbor /Small / Medium / Big Harbor (With a Docking pole for ships (offline Storeage) -Wood palisade -Playershop : grant access the the Market where u cann sell/Buy Ressources from other players. The Playershop sends a Trading ship to your base and brings the ressources or take the ressources (Real Sailing time and other players can see /attack the ship) The Playershop can only used every (6) hours. Looting: Looting from PVE(Ghostships, Treasuremaps...) are Physical loot. Blueprints can only found super Rare on Endgame NPC Envoirment Tamed Creatures: Your can only controll 1 Tame at a Time. If u want another Tame your must store your actual Tame in the Stalls and choose the new one. Tames are mostly for Movmentspeed now and some PVE. Farming Animals are now the new "Collector Buildings" where u can hire npcs for collection some ressources Ships: Need Ship Fregatte! The Fregatte close the hole between Brigantine and Galleon. Fregatts needs Larg wood Planks have 4 Big Mast slots and 16 Gunport´s slot per side 8 in a row and on 2 Decks. Costs 2,5x of a Brig UI: -Removed the Textoverflow -Some Text are only show with specific Tools in Hand (Structure health only shown up with an repair hammer) -Quickslot change .... you have now 3 Main slots (1 , 2, 3 ) for weapons, and the other for tools/food/drinks -The Blue Pinweel are only shown up interactions between players (Trading,invites) and colored in Black like the Atlas Window black -Crewsystem (Groupsystem) -You can invite 5 People into a crew.you can see their position on the Map u can allow build in your Claim area or keep Controll/spawn on your ship Combat: -Meelecombat more fluid -> quick swingtime for a hit, but needs a small cooldown for the next swing (prefents left click spamming) -Remove knockback mechanic -Simplyfied the Combat system to left and right mousboutton (and ctrl for block) (Different skills have to unlock ins the skilltree and activated for that boutton) So know i am tiered for more writing Greedings
  19. Yeah, they will continue to optimize. That is still a very important issue, however slightly off topic. What I'm trying to talk about however is, by the games design, small companies have no place in the game which leads to an extremely simple process. Your trying to say alliances is the way in which small companies can exists. Unfortunately however the devs made the alliance limit. 4 companies. A company limit. If they made it a player limit, sure small companies could ally and have a place to stay. This 4 company alliance limit, means that unless your at max company limit, then you shouldn't be allied with as long as there is a bigger company than yours willing to ally, youd be stronger allying with the bigger company. Which if that meta doesnt change in some way Bigger=better and easier to keep ships floating. Then the entire pvp system is doomed. Eventually everyone will be one company or allied in some way, and at that point pvp has become pve, and has failed. Make some of the changes I stated above, and you can log out, plus most small companies would be not worth attacking and essentially under the radar of large companies. Plus with those changes to war. If a company much bigger than yours puts the flag on your island, you could choose to not fight, and move everything you care about off the island. Then the big company would take the island easily, and there wouldn't be much of a war, but it cost the large company 25k gold for the token, so they arent likely to harass small companies. However if a flag is dropped on your island and you think you can win. Then you get your island ready, stay and fight for it. This leads to more, war by choice and less, ohh no someones attacking us today, which faces you with bad choices of, drop what I'm doing right this minute to try and save face, ignore it and probably have your company disband, or ignore it and quit the game. I'm trying to help the devs avoid players having to make that choice, because it's exactly that choice that has killed the game currently. Instead you should try and have online battles that both parties are ready for, and anything out on the sea should be fair game for pvp.
  20. Ahoy Pathfinders! Welcome to the new season of Atlas: “Sea of Wonders”. We are happy to announce several new additions to Atlas this season, some of which you may consider “Monumental.” With this patch, we are introducing a new early game experience, new endgame gameplay loop, new map with distinct regions, new ships, gear and weapons, and a long awaited fan request… Let’s take a look at what we have for you! Note: The update will be accompanied by a full server wipe to accommodate for these map and gameplay changes. New Content New player experience Freeports We have updated the freeport areas to be more visually appealing. Some of the pirate edwin introductory lines have been removed to improve clarity while starting the game. Skill Tree We would like players to have to diversify their crew member's skills to have a well maintained and working company. We have reworked the skill tree where you can unlock every skill discipline from the survival tree. Think about the skills you want to have as pathfinders will no longer be able to unlock every skill. New Max Level Cap: 110 New Base Max Level (before discoveries): 77 All skill disciplines have been reworked Removed the song and dance skill discipline Changed firearms discipline to ranged combat Map Changes Atlas has expanded! Visit new areas based on geographical locations Regions Available Rookie Cove - An area for all pathfinders to cruise the seas in peace. A cove for all to gather their bearings and test their newfound abilities until they are comfortable to progress full sail ahead! Central Waters - The largest area in the game and host to a healthy mix of tropical/temperate islands, but also an ancient evil told in Atlantean myths. Can you find all the power stones and defeat the greatest challenge? South America - A region home to tropical/equatorial areas. However, there seems to be faint chanting amongst this region. Will you be able to find the source of this hidden power? Africa - A region home to the hottest desert Islands around. Crocodiles, venomous snakes and lots and lots of sand call this region home. Antarctica - The harshest sub-zero climates, icebergs, penguins, and illusive yeti's populate the islands around here. North Pole - The north pole is similar to Antarctica, but to the north. Same freezing weather but perhaps the treasures here are the defining difference. Atlas Menu Map The Atlas Menu has been modified to fit the new regions available. The following tabs are available for you to look at. Overworld - The first map drafted by early cartographers. A general outline of the world is available. Rookie Cove - The home to the starting, self-titled region Central Ocean - You will find the map to the Central Waters region here Mediterranean Sea - The blazing hot desert islands of Africa region is here Central Maw - Uncharted waters, but rumor has it that the Kraken's lair is here South Atlantic Ocean - Tropical Oasis of the South America Region are found here Arctic Ocean - The extreme colds of the North Pole Region are located here Southern Ocean - The freezing depths of the Antarctica Region are here Portals Atlantean technology has arisen from the dark depths of abysses unknown. With it however, it looks like traveling from region to region has become a whole lot quicker, but perhaps even more dangerous. Pathfinder Portals - The privateers before you have taken it upon themselves to start studying the portals as well as providing safe passage through these portals. Located within Rookie Cove and Central Waters, these portals will transport you between these regions! Perpetual Portals - It seems the Atlanteans created a sort of oceanic highway. A free, reliable way of travel between regions. They have arisen from the depths and are available for all to travel through and explore! Damaged Portals - In the thousands of years Atlanteans have gone missing, not all of the portals have been kept in functional shape or have been left unfinished. These portals need some extra gem power to travel through. Be warned these do not stay open forever! Cost: Magic Marrow: 50 Gold Coin: 250 Central Portal - Seemingly, this seems to be the first type of portal ever created! However, it seems to have been keeping something away rather than allowing others in. Located in the Central Waters Region only, it seems to need power stones to open. Will you be the first to see what's on the other side? Power Node System Transient Nodes Transient Nodes are special locations on islands that allow for unique resource harvesting. They have a time limit of one week before they deplete, despawn, and respawn at a different location. Movement Transient Nodes will move from one location on an island to another within the same server. They can move anywhere on the same island, there are no height restrictions. Resource Current new resource that is able to be gathered is "Cursed Bone Chips". There will be additional resources in later updates. Harvesting structure A new autofarm harvesting structure has been added. The "Grave Digger". It is craftable at the Smithy. Players must first learn the skill Knowledge of the Old Ones, in the Piracy skill tree, to learn how to build this structure. Static Nodes Static Nodes are permanent structures found on several islands in the Central Ocean. They provide new resources and the ability to create a unique themed crafting structure. At this crafting structure, you will be able to craft several new structures. Army of the Damned Static Node Damned Altar Cursed Altar Resources The first resource that is able to be gathered is "Cursed Wood". There will be additional resources in later updates. Structures Buildable at Static Nodes Damned Smithy - The Damned Smithy is similar to the regular Smithy, except that it only allows you to craft Army of the Damned themed structures and gear. Buildable at an Army of the Damned Altar Ritual Pedestal - The Ritual Pedestal allows players to perform powerful island wide spells / buffs called Rituals. There are three available to players at this time. Sacrifice Collection - Causes all creatures and players to drop their hearts when they are killed. Collect these hearts and bring them back to the Ritual Pedestal for use in the Raise the Dead Ritual. Unnatural Fog - Causes the island to be covered by a thick fog. Raise the Dead - Using the hearts gathered in the Sacrifice Collection Ritual, players are rewarded with Army of the Damned Warriors as tamed creatures. The warriors will spawn at the same level as the player who initiated the ritual, and you will be granted one warrior per player who participates in the ritual, up to a maximum of ten. Buildable at the Damned Smithy. Cost: Stone: 100 Cursed Bone Chips: 50 Cursed Wood: 100 Song Stone - The Song Stone gives a new item to players called the Verse Book. This book contains powerful new songs that can only be learned at Song Stones. Each company is limited to one Verse Book, so guard yours well. If it is stolen, or lost, you must wait one month to be able to craft a new one. Buildable at the Damned Smithy. Cost: Cursed Bone Chips: 50 Stone: 200 Monuments Monuments Monuments are new massive structures that grant powerful buffs to the owning company or to the island that they are built on. Monument Study Rooms Monument Study Rooms are special rooms that can be built at the Damned Smithy and are placed in the Cursed Temple Monument. They grant more power versions of buffs, and offer the ability to craft high quality versions of blueprints by default. Cursed Totem Built in three stages. Players must first place a foundation, then framework, and then can finally build the completed Totem. Once built allows members of the owning company to consume raw and rotten meat without any negative effects. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Burial Mound Built in three stages, players must first place a foundation, then framework, and then can place the completed Burial Mound. Once built, changes all meat dropped by creatures on the island to rotten meat, also changes all raw meat in players inventories into rotten meat. Stage 1- Foundation Cost: Stone: 2500 Wood: 800 Crystal: 200 Cursed Wood: 1000 Cruse Bone Chips: 500 Stage 2- Framework Cost: Stone: 500 Wood: 800 Cursed Wood: 200 Fibers: 400 Stage 3- Completion Cost: Stone: 3000 Wood: 800 Crystals: 200 Cursed Bone Chips: 400 Cursed Wood: 500 Cursed Temple Massive temple that has space for four Monument Study Room. Built in two stages, place the foundation and then the completed Temple. Stage 1- Foundation Cost: Stone: 4000 Wood: 2000 Crystal: 500 Cursed Wood: 1500 Cruse Bone Chips: 1500 Stage 2- Completion Cost: Stone: 10000 Wood: 5000 Cursed Wood: 10000 Cursed Bone Chips: 15000 Crystal: 2000 Monument Study Rooms Vessel Studies Allows for Ship related structures to be built with a chance to be up to Masterwork quality. Cost: Wood: 500 Hide: 235 Fibers: 120 Structure Studies Allows for Land Structures to be built with a chance to be up to Masterwork quality. Cost: Stone: 750 Wood: 250 Flint: 200 Equipable Studies Allows for all armor and weapons to be built with a chance to be up to Masterwork quality. Cost: Stone: 300 Wood: 400 Hide: 125 Flint: 250 Metal: 600 Culinary Studies Allows all food recipes to be crafted with a chance to be up to Masterwork quality. Cost: Stone: 500 Wood: 800 Flint: 200 Metal: 400 Astronomy Studies Grants the Sextant buff to all company members. Cost: Stone: 200 Wood: 400 New Gear Macuahuitl A new sword themed after ancient Aztec weapons. Beware its overhead swing, which causes its victims to bleed profusely. Built in the Damned Smithy after learning the Knowledge of the Old Ones from the Piracy Tree. Cost: Wood: 50 Crystal: 25 Transient Tracker A new equipable item that will help players locate transient nodes. Activate while looking around to be pointed in the direction of the nearest transient node. Built in the Forge after learning Knowledge of the Old Ones from the Piracy Tree. Cost: Coin: 20 Crystal: 10 Cursed Armor A full set of Army of the Damned armor. Provides great defense while increasing resistance to heat. Each piece costs the same to build. Cost: Metal: 30 Cursed Bone Chips: 30 New Modular Ship/Dock Variants Ship changes All new ships can now be found as blueprints at Shipwrecks and from the Kraken encounter. Ship costs have been tuned to require more resources and less gold Legacy system ships will be moved to a skill branch called Merchant Ships in a future update Basic Shipyard Basic shipyard allows one to build Cog by default and the Harrier, and Mortar by blueprint. Cost: Wood: 2000 Thatch: 1000 Fiber: 500 Stone: 250 Cog The Cog enters the game as an entry level ship. This small but capable vessel provides aspiring captains a great starting point for their career. Base Cost: Wood: 500 Thatch: 400 Fiber: 400 Metal: 3 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail points: 2 Carrack The Carrack comes in as a blank canvas for players to use as they advance. By adding custom modules this ship can serve in battle, exploration, or trade. Base Cost: Wood: 2250 Thatch: 1800 Fiber: 1800 Metal: 18 Weapons: None to start, can be equipped with weapon modules Max Level: 50 Sail Points: 8 Harrier The Harrier is a cousin to the formidable Mortar Ship. It is faster and more maneuverable but only mounts one mortar on the front castle. Cost: Wood: 1500 Thatch: 1200 Fiber: 1200 Metal: 18 Gunpowder: 50 Weapons: Mortar on Front Castle Max Level: 50 Sail Points: 5 Advanced Shipyard The Advanced Shipyard has been updated to hold the Cog and Carrack as its only default ships. All of the other modular ships are now found in Blueprints around the world and are craftable at the Advanced Shipyard. Bug Fixes Fixed instances in which alcohol buffs were working incorrectly Fixed instances in which shipyards could be placed in unintended ways Fixed instances where rowing modules health values were displayed incorrectly Misc Fixed instances of terrains on islands in custom server maps were not loading correctly Explosive Barrels damage when used in a catapult has been lowered, hand-placed barrels remain the same Gold obtained from all sources has been increased Loading Screens have been added while transitioning to a new grid Pathfinders who have faced the most dangerous adversary in Atlas have been reported finding a set of ancient armor wieldable only by small humanoid creatures Known Issues Sound inconsistencies with portals Quest Markers are in incorrect places/missing Camera jittering on NPC portal Cursed Armor can be displayed incorrectly if character height is too tall on female characters 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
  21. It had been a few years since I had been to the sea. The life I had once loved was a distant memory and I had moved on from the life of piracy to settle down in a quaint village before Davy Jones and the sea came a knockin' to collect back what I rightfully stole. I swore I'd never return. But when my younger brother wrote to me of a mysterious, new discovery he had made, promising of treasures untold. I was forced to return to the fickle waters, after adamant warnings of danger had gone unreturned. For you see, if the sea has taught me anything, it is that no matter the glory or riches that may come your way, there is always a price to pay. When I arrived in the port town of La Noferia, I was quick to learn that my brother had been missing for some time. From the locals, I had learned he had arrived a few weeks ago regaling anyone who would listen about his new discovery and potential fortune. The idiot had always been a boisterous one and it seems it may have cost him, dearly. A few of his crewmates informed me he had been staying in a small shack a few hours from the harbor so I immediately took off and by nightfall of that first day, I had arrived. It was a lonely thing, this shack, sitting on the edge of land and beach silhouetted by the moon as the shore curled behind it, leaving only the ocean beyond it. As I entered, it reeked of sea and spirits, as well as a few rotten meals from nights before. I carefully searched the shack, but there were no signs of my brother and from the condition of the room, no one had been around for days. Exhausted, I sat down on the steps in front of the door and looked out to the sea, contemplating the odd reunion taking place before me and wondering what twisted fate the sea had planned for me. It was then that I saw it, off in the distance, a small sparkle in the tide. I knew it before I even got up from the steps but still I ran to the tide, hoping to disprove my darkest fears. As I drew closer, the outline of a body began to take shape. Although he was face down when I approached, I knew it was him. He was prone, lifeless, washed up from the sea and around his neck was that stupid bandana: the one he was so proud of, the one he never took off, the one I gave him when he took my place in the company. As the waves lapped over the poor soul, I dropped to my knees and cursed myself realizing my debt had been paid. Through the tears I noticed he was holding something. A book of some sort, inset with an exotic jewel that I had never seen before. Is this what this fool had thrown his life away for? I pried the journal out of his hands and sat in the damp sand, book in my lap. Unnerved by the tide, I needed to know what was so important that my brother was willing to die for and so by moonlight, I began to read. Most of the pages were damaged, torn out, or in a language I could not comprehend. Tried as I could, I was unable to make sense of it and after what seemed like hours, I threw the book down in frustration. Defeated and knowing the responsibilities still required to tend to my dead sibling, I reconciled to calling it a day. I looked at the body next to me with a feeling of guilt and frustration, staring at that damned bandana. Why did I have to give him that stupid thing? Why couldn't I protect him? Why couldn't it have been me? Blinded by the welling rage, I grabbed at the bandana attempting to rip it off him. To my dismay, the knot was under his neck and I was forced to flip him over to untie it. Perturbed, I rolled to my knees and shoved the lifeless corpse exposing his smiling face now bright in the moonlight. That wily smile, the one that had been his forgiveness after all the pranks he had pulled on me as children, now revealed, startled me causing me to sit back on the damp sand. "One last prank?", I thought as I recovered and surveyed the lifeless prankster in front of me. "Even when you're dead, you're an asshole", I muttered as I leaned back over him to untie the bandana. But as I reached over, my eyes widened as I caught a glimpse of a familiar parchment carefully tucked under his shirt. I quickly grabbed the damp, tattered pages, identical to the ones found in the journal. One seemed like a cypher, half in the foriegn writings and the other, in my brother's handwriting. The other was written by my foolish sibling, an already translated copy of one of the pages from the journal. Maddened by this turn of fortune, I began to read aloud the blood-stained scribblings that my kin desperately died protecting. As the last words trailed from my lips, I froze. Unsure of what to do with this amazing new discovery, my mind blanked. Suddenly, a smile crept to my face and I began to laugh. Unable to control what was coming over me, the laughter began to build, louder and louder to the point of hysteria. “You son of a...”, I yelled as I finally got a hold of myself and wiped a tear from my eye. There was only one thing left to do in my mind: Unearth the mysteries of the journal and continue the discoveries my brother sacrificed himself for. “For the first time, we’ll do this together, Nathan.” I whispered as I untied the bandana from his neck and fastened it around mine. Once I got to my feet, journal and pages in hand, I began to walk along the shore preparing in my head the arrangements for my brother's funeral and for the upcoming adventures ahead. The sea had cleared my slate and I paid a heavy price. But the way I see it, Nathan didn’t get the chance to take from all that life has to offer, so for him, I plan to collect in full. 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
  22. After i got a small base, forge, and a small shipyard i managed to get 5k in ~8hours by building a whaling/diving sloop. Put every level into weight Add a diving platform Carry about 250 ballista bolts Start w 2 ballistas, add a 3rd Dont forget a bed, small chest, and a resource chest, carry just a bit of wood, thatch & fiber, zero metal If your speed falls below 6 knots park and wait for wind Dont recommend diving in Polar Regions (killer whales) Have a backup diving sloop in a box if bad luck occurs. Luckily never happened to me. This was on PvE btw Good luck.
  23. Here's my (very short) feedback for this season thus far: 1. Thanks for the improvements you've been making. I have a more positive hope for the game recently. 2. Last season's map was FAR FAR FAR superior to this season's map. Getting around is ridiculously tedious again. 3. Un-nerf the ramming galley please. I should be able to use the sail point capacity. Period. If you think the ship was overpowered, buff the other ships, instead of breaking a very old game mechanic. 4. Raise the limit of armored docks to something reasonable. 3 per type is very limiting. As a single player in a small company, I personally want to be able to protect a (1. PvE / mapping / diving / whaling boat. 2. A personal houseboat 3. Three pvp ships 4. A taming (pegasus) type boat. (in any given grid) At least six ships , none of which need the expensive large armored dock. In place of the limitation, better solve the dock-wall spam by further increasing the armored dock proximity issue. TO BE CLEAR - I do mean per-person. As it is currently designed, you have forced the company to spread out to multiple grids in order to be able to have our own ships. I do sincerely like large wall harbors being back in play - but after living with the armored docks, I no longer trust anything else. Cheers.
  24. Still happening lol, haven't demolished anything... at all..... nothing logged off and game updated logged in and lost mortar two large walls 20 small walls and a bunch of time lol. Not to include elevators keep letting my character just fall through them but that is another story.
  25. LINK TO REDDIT POST To start off I'm just gonna put out there I have over 4k+ hours in Ark. Some on official but most on Unofficial (Back and fourth a few times). I was with Ark since it was in Early access on steam and watched it develop with the content building all the way up to what it has now. Ark's player-base isn't what it used to be now and I'd like to think Atlas is on a similar path and I can only hope it differs in it's own way that makes it more enjoyable for many than Ark ever was. My MAIN issue with Ark, was that the developers didn't accommodate the different kinds of play that alot of their playerbase would have liked. Sure they had Primitive+, Extinction and it's regular official servers but they never appealed to the playerbase that wanted to pvp and wanted better gratification in a shorter time period. You couldn't play on official servers comfortably without really getting wiped a bunch of times. For people that have full-time jobs as myself, just can't spend 13+ hours like some of these other people however we enjoy the game and try it anyways till we get tired of rebuilding from 4am wipes. THOSE players all lose interest so quickly and it's sucha shame because the game was great. Imagine this, imagine working a 10 hour shift from work, it's been a long day. You wanna come home and enjoy some Atlas. However just the other night you were wiped and now you're spending the next few days again logging in to swinging at trees and rocks again to settle down again. I'm sorry but after a long day at work the last thing I want to do is spend more time on a game like it's a second job, I'm not sure about everyone else but it sucks. Yes getting wiped is part of the game, YOU SHOULD NOT PLAY THIS GAME without the mentality of "Hey I'm eventually going to have to rebuild sometimes, and multiple times but it's part of the game." Now before people use the "You just want everything handed to you" no that's not the case. I'm sure plenty of people are fine grinding as long as they're getting some gratification from the game rather than spending nearly the entire time just getting back to where you were just a few days/weeks ago. It definitely turns people away, and all of you know it does. How many people have been in a Tribe/Company in either of the games, been wiped and had a friend just lose interest because they're getting whelped multiple times in the same day/week. It happens it's not for everyone but hey those are still valuable players of the community that I think we need to accommodate. My opinion really. Make an official High rate server for us. Doesn't have to be crazy high but something that clearly requires LESS time needed for people who have responsibilities outside of the game. They also need a system that caps players on how many are in their company so you can play on a server where you're not going to get zerged by 15+ guys when you're just playing with your 3 buddies. Not everyone wants to join a huge company a lot of people enjoy their tight group of friends and mainly want to focus on that. If you've ever played on an Ark unofficial server, A LOT of the admins made rules and changes that accommodated these players which was great you could choose where you wanted to play, maybe you had time to spend on official maybe you didn't and needed unofficial. TL;DR-Get to the point. They need official servers that like unofficial have different settings than default settings that we have right now (Higher rate, Steam Workshop mods, Rules, Smaller map, Etc). Servers where we can mass vote for the type of steam workshop mods, rules, changes that differ from the regular servers we have now. I'd love to be part of an official server that has it's rates a bit higher and maybe a company cap on members. Where your small group of 5 wouldn't be severely out numbered to some of these massive groups that just completely eclipse you and all the work your small group has done. "Why not just play on an unofficial server then?" Unofficials get wiped, late updates, admins play favoritism, badmins, not enough donations server shuts down, etc. If you've ever played on a few for a while, you'll know they are far from a perfect fit. However if you were to calculate how many people are on unofficial servers right now and how many people have quit the game because of the issue I'm talking about, I'm sure that's more than plenty for another official server that's even at least half the size of the map we have now. "Why bother there aren't enough of those players that care to join a server like that." Yes, that's because they all quit. The player-base that ends up leaving you shouldn't be like "Those are players not fit for this game type", "They're weak", "Go play on a PvE". That's not the case and you should cherish every bit of the community that comes to play your game. Because if you LIKE ATLAS you WANT people to keep playing, you want to have a community to come play to and not a dead game with barely any population other than the zergs. These people matter and the Dev's need to focus on keeping those type of players interested in the game as well. I'm going to use an example of a good idea. If you've ever played Eve Online. You will know there are massive corporations and small corporations. Both prosper, both offer game-play for specific players and what they're interested in. In Atlas currently, there is no High Sec, everything is 0.0 space. If you think for a moment the larger companies aren't going to eclipse everything with time, you're crazy. 0.0 is savage and that is how Atlas is going to be. There needs to be something for the little guys who want nothing to do with 0.0 space but still enjoy the game and pvping on a small scale. Otherwise they're just going to quit and probably never come back. If for some reason I'm misinformed about something, or the devs have hinted at something. Feel free to point it out so I can correct myself. I don't know everything there is to know about the game. I'm just going off of what changes I've seen compared to Ark, and don't want the samething to happen to Atlas where most of the content to be found on the forums/reddit is negativity that turns people away from the game. EDIT: Something I feel people are missing here. If you're not having issue somehow with your small group. Fighting for space just to build, just being plain whelped yet, etc. Take a look at this map https://map.playatlas.com/. That is how much has been conquered in the span of less than 2 weeks. Fast forward this to half a year. Do you still think you won't be whelped yet? Do you think you'll still be able to find a place for just you and your small community of close friends? You'll eventually have to join a large company or quit overall. EDIT2: I'm not saying this is a priority in any sort of way. I understand the game was just released and they have an agenda. Bugs take priority and game breaking mechanics that's fine. All I'm saying is that the issue should be addressed, doesn't have to be right now and could be later as I'm sure those who quit would gladly come back to check on changes that better suit them as a player. Neither do I think my suggestion is perfect, I'm just sure there is some sort of answer for the issue that should address the large portion of players that quit or will quit the game.
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