Jump to content

Search the Community

Showing results for 'ㅐ네임드ツsvs114.cоmキ네임드파워볼분석ⓠ다리다리픽스터☞다리다리시스템배팅れ네임드달팽이분석ヒ다리다리분석프로그램fain네임드달팽이패턴■small'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ATLAS
  • The Dry Dock
  • Navigator's Tools
  • The Tavern
  • Poseidon's General
  • Seismic Gaming's Topics
  • |☩|KNIGHTS TEMPLAR|☩| EU's Recruitment Section
  • |☩|KNIGHTS TEMPLAR|☩| EU's Ranks
  • Knights of the Morning Wood's Topics
  • Black Sails's Información
  • GypSeas's Recruitment
  • Poseidon's Chosen's Topics
  • Devils Brigade's Topics
  • The Saviors's Sanctuary
  • Trinity Trading Company | 18+ |'s Topics
  • The Flying Dutchman's Topics
  • East India Company's Welcome to The East India Company
  • Black Flag's Topics
  • The Ferrous Legion Mariners's Applications
  • Discovery's Topics
  • VORT3X gaming's Recruiting Members
  • The Captain's Plunder's General Chat
  • QUEBEC GOLD TEAM's Starting Zone
  • Lapu-Lapu's Company
  • ATLAS Sverige's Topics
  • ATLAS Sverige's ATLAS Sverige
  • MMOGA's MMOGA
  • The Castaways's Topics
  • Missits's Talk
  • [RU]Чистое Небо's Вся важная информация | Info
  • Verlorene Seelen's Logbuch
  • The Saviours's Topics
  • Los Corsarios del Leviatan's Temas
  • Debauchery Tea Party's Topics
  • Socaire Latino's Foro
  • Fallen Angels's Foro
  • Abusement Park's Topics
  • Noldorin Trading Company's Captain's Cabin
  • Noldorin Trading Company's Officer's Quarters
  • Noldorin Trading Company's Crow's Nest
  • Noldorin Trading Company's Crew's Quarters
  • Noldorin Trading Company's The Brig
  • PLAGUE COMPANY's Recruitment
  • Murder Mittens LLC's ARR BE GENERAL CHAT!
  • Black Market's baZZar
  • South Africa Main PvP Group's Welcome
  • The Harbormen's Recruitment Info
  • The Harbormen's Early Access Goals
  • Cuervos de la Tormenta's Asuntos
  • The Brethren's Court's Topics
  • The Radiant Sun Mercenary Co.'s Letter of Brotherhood
  • TÜV {EU/DE Community}'s Forum
  • The High Council's Discord links
  • Junk Army's Topics
  • [GER] Noskillz-Legacy's Beiträge
  • Sky Captains's Goals!
  • East Atlas Trading Company's Joining the East Atlas Trading Company
  • Savage Vikings's Topics
  • The Red Hair Pirates [NA] [PvP]'s Recruitment
  • The Red Hair Pirates [NA] [PvP]'s General discussion
  • Straw Hat Pirates's Dungeons
  • Cerberus's Recruitment
  • The Devil Dogs's Topics
  • Azeroth's Test Topic
  • Atlas Free Trade Company's company discussions
  • Free Men of Tortuga [cz/sk]'s News from Tortuga [cz/sk]
  • Super Tofu Fighting Umbrellas's Topics
  • Looking for Company's Recruitment
  • Holland - Nederland's Elkaar joinen
  • KoS's Topics
  • Duke Trading Company's Recruitment
  • Coalition Of Pirates's Voice Of Coalition
  • The Jolly Rodgers's We Be sailing for land to conquer !
  • Les Pygmées's Fresh Start
  • Unicorn company's Recrutement
  • The Fourth Skin's Recruitment
  • Marins D'Eau Douce's recrutement
  • d's BTJ
  • The Sea Dogs's Alliances
  • srGT's Topics
  • srGT's Wir suchen weitere Mitstreiter!
  • ODICHALIE's Topics
  • ODICHALIE's ODICHALIE
  • Shadowgarde's Topics
  • El ArKanToS's Tenemos una pequeña isla
  • Obsidian Fleet's Discord Name
  • Obsidian Fleet's Topics
  • Ghosts of Utopia's Now Hiring Recruits
  • Red's Great Company's Discord
  • Limitless's General
  • Sons of the Seven's Recruitment
  • Shinra's Recruitment
  • CORE's Topics
  • Darksea Dawgs's Darksea Holdings and Trade Co. now hiring!
  • The Red Panda Trading Company's Captains and Crew
  • The Red Panda Trading Company's Red Pandas are Recruiting!
  • Rectal Touch's recrutement
  • Salty Seagulls's Recruitment
  • Salty Seagulls's General
  • Kingdom of Naples's Topics
  • Ostindiska Kompaniet's Topics
  • (NA-PVP) They Flying Dutchmen's Recruitment
  • (NA-PVP) They Flying Dutchmen's Trade
  • The Community's Add me on Discord to Contact Us
  • The Habs's Topics
  • REVENANT BASTION's Rekrutacja otwarta szukamy ludzi
  • Expendables's Anvil
  • The Empire's Recruitment is going on right now
  • The Empire's Growing in Numbers
  • La Guilde's la guilde recrute
  • SouL SanD's Topics
  • Lords Of Blackwater's Join Us
  • ADHD gaming's Join us
  • The Crimson Watch [NA]'s Joining up
  • Maitres Des Océans's Discord
  • PvP Ravangers!'s Now recruiting
  • Friends's Info am Rande
  • The Alliance's Topics
  • Neptune's Carnival's Recruiting
  • Black Rebels's Topics
  • Black Rebels's Topics
  • Bad Company's How to Join Us!
  • Bad Company's Pictures and Stuff
  • Black Raven Shipping CO.'s Recruiting new members
  • EU PVP- Wolfpack's Discord
  • EU PVP- Wolfpack's ranks
  • Black Beard's CLICK HERE FOR DISCORD
  • Black Beard's ANIMAL TRADING
  • Blackstorm Raiders's Recruitment
  • [EU PVP] Polska Banda " Laughing Coffin "'s Topics
  • 4L Gang's Recruiting
  • La GreenLion Compagnie's Recrutement
  • The Dutch Kraken [PVE]'s The Dutch Kraken recruits
  • Die Germanen's Rekrutierung neuer Mitglieder
  • Winter Irondrake Company's Topics
  • zzzz delete mee's Questions
  • [NA-PVP] Friendlies - Recruiting's Recruitment
  • PuhlegGamingCompany's Anmeldung
  • [EU] Queen Anne's Empire's Rekrytering
  • Raiders (Dwarves of Ironforge)'s Topics
  • Saviors's Recruiting
  • White Ghost's Company information
  • White Ghost's Recruitment
  • Rum & Ehre's Topics
  • "RED STAR"'s Topics
  • United We Stand's Topics
  • Endless Storm's Topics
  • Dead Man's Soul's Set Sail.
  • Dead Man's Soul's Join Us
  • Dead Man's Soul's Company Market
  • The Lone Seaman US PVP's Members
  • playatlas.de - inoffizielle deutschsprachige Community's Forum / Discord
  • Dwarves of Ironforge's Topics
  • Complexity's Topics
  • Purgatore's Reclutamiento ABIERTO
  • Talos's Topics
  • Highwind's Topics
  • The Vikings's SERVER START UP AND SOME INFO
  • New Providence , NA PVE's Screenshots
  • Neue Mitspieler Gesucht EU PVP's Neue Mitspieler Gesucht EU PVP
  • Sail (f)or Fail! [GER]'s Topics
  • Pirate Hunter's Recruiting sailors
  • Ardus Industries's Recruiting!
  • ...'s Topics
  • ...'s Topics
  • Knights Of The Coconut's CUSTOMER SERVICE
  • Tradingport Gravelton's Wir rekrutieren
  • Shipshape & Bristol Fashion's Ahoy There!
  • Sunder Military Gaming's Recruiting Ad
  • E.B.L.A.N inc's Topics
  • E.B.L.A.N inc's Topics
  • Scales & Sails's Recruitment Statement
  • Scales & Sails's Chit-Chat
  • Lazy explorers's набор
  • Isla tortuga's Topics
  • Candy and Things's Topics
  • РУССКОЯЗЫЧНЫЙ ТРАЙБ NORD's Topics
  • Einherjer's Na pvp Recruitment
  • Our Grid Atlas's Our Grid Getting Ship Shape
  • The Dark Brotherhood's Come join the fun!
  • Vieja Guardia's Reclutamiento
  • StS Gaming's StS Gaming sucht noch neue, freundliche Mitstreiter
  • V.O.C's Topics
  • To delete's News
  • To delete's Ressources
  • To delete's Tutorials
  • To delete's Help
  • To delete's General
  • ODIOSOS's Topics
  • [EU] Looking for Co-Founders's Looking for Co-Founder for new Company after Wipe
  • Deadlysins's Topics
  • experienced players looking for you! EU PVP's Topics
  • North Wind's Recruitment EU-PVE
  • Fractured Fury's We are now recruiting!
  • Odder Clan's Finding your Sea Legs
  • The Call's Forum
  • Grundlers's Now Recruiting US - NA PVP COLONIES!
  • Fake News Recruitment - NA PVP's Recruitment Information
  • See & Raub GmbH's Krakenkampf
  • Hurricane Force's Topics
  • Whitebeard's Pirates's Topics
  • Noxx Aeterna's Gold und Rum
  • Dam Beavers's Anamals for sale
  • The Frozen Fist | NA PVP's Discord
  • Les Gaulois du Sud-Ouest's Recrutement
  • ZERG EU PVP's ZERG RECRUITING
  • Old Legs's Looking for friendly neighbours and people to play with :D
  • Los Ultimos de Filipinas's Reclutamiento - Recruitment
  • Sunken Reapers (Xbox NA PvP)'s Wanna Join?
  • 1st ATLAS Navy's CURRENT JOB OPENINGS
  • 1st ATLAS Navy's Topics
  • Figaro Buckaneer Company's Recruitment
  • Figaro Buckaneer Company's Alliances
  • The Blackfish Trading Co.'s Topics
  • The Slipp'ry Sloopes's Pirate Info
  • The Slipp'ry Sloopes's General Company Talk
  • Pirates With Attitude's Recruitment NA PvP
  • TBA's Recruitment
  • TBA's General
  • Strength in numbers's Questing
  • Holland's xbox community build company or one with a xbox community
  • The Winchesters's The Winchester Island
  • Spartan Syndicate's Join the spartans!
  • The Alibaba's New Islands Purchased
  • SeaWolves's About us
  • Kornwhole Plantation's General
  • Kornwhole Plantation's Crew Recruitment
  • [PL] Peaky Fookin Blinders's Screenshots
  • Dragonborn's General Chat
  • Dragonborn's Join Dragonborn!
  • Ruthless Dar Company's Recruiting
  • Asgards Erben's Wer sind wir? Was machen wir?
  • KNOTNOX Suomi/Finland company's Otahan yhteyttä
  • Saltfang Hyenas's Topics
  • The Merchant Navy's General Discussion
  • One Plank Short - PVE Official - D10's Discord
  • Alisization's Прихожка
  • Alisization's Чат
  • Alisization's Ютуб Канал
  • Rungholdt's Schiffswerft
  • KRAKEN's revenge vi's WAR
  • KRAKEN's revenge vi's Discord
  • Genghis Kahn Empire's Recruitment
  • Templars's Recruitment

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 6,482 results

  1. Garfi

    Patch V519.5

    As a solo player and being lucky enough to have been present the day of the last wipe, I have a warehouse and a couple of farms. Which provides a suitable income which provides for all my pleasure yachting experiences. However, I do feel the balance of the game needs a severe tweak to ensure everyone has a chance to enjoy. I think the rewards and overall focus of this game need to be altered. At the moment, the three big money spinners in the game are in order: 1.Doing nothing (Login in once a day and emptying Warehouse into Ships locker and checking bears have food) 5K gold per day with a decent market. Risk - almost nil (dependant on zone, some are so unplayable it is impossible to gather food for said bears). 2. Risking your million pound superyacht (supersloop ) to do lots of dives (watch out for them zones, you never know which one will lock you out and then it is back to SunSeeker (small shipyard) for another sloop. 3k to 5k per 4 hours of play. Risk - moderate to high chance of losing all you have with you, Not through intentional dangers (Ships of the Damned etc., just from zoning. 3. Putting extensive armament onto said Superyacht to risk the vagaries of Greenpeace (Ships of the Damned) in an attempt to take on the behemoths of the sea (Whale hunting). 0 to 3k per 4 hours of gameplay. Risk - as above Serial 2 mostly from the fact the game is not correctly configured to allow safe zoning. Lets be honest Treasure maps and Greenpeace hunting should be up there but there is virtually no gold in either activity and once you have got a mythical fishing pole BP why would you bother to do either again. Whilst serials 2 and 3 are fun and probably what we are suppose to be doing in this game. I suspect the Developers of this game really wish we would start doing more of serial one. Why else would they spend time on Lumber Yards, Ramming Galleys, Charcoal burners, For Fuc*s sake hats on fuc*ing bears and not fixing the current issues. The Lumber yard, what the fuc*. The farm works perfectly at the moment. It has up sides and down sides. Come on guys "My farmhouse collects to many berries", Boo Hoo use the O key, dump that shit. Don't let your laziness be a reason for something that works fine to be nerfed like everything else good about this game. Ramming Galley or as I call it the large corps only ship, Its too expensive, the mechanism to get it is fucked up. Buy it from a vendor. Well fuc*ing thanks I have spent my whole life in this game collecting resources and now you want me to forget that, haul 20 million tonnes of hard earned gold, re-spec so I can carry it and then pay for a ship which is effectively useless. And then the latest brainstorm - The dev team think; it is not fuc*ing exclusive enough, we will get the retards who want one, to find Rhino's, kill millions of the rare fuc*ing things to get a ship. Lets face it, unless you are in one of the two of three super corps, all you are going to do with it if you are stupid enough to buy one, is put into a fucking armoured Dock (as if we need more large buildings to fuck up the already laggy zones) and pay for its storage; may as well build a sloop for all the good it will do. And then in the Devs infinite wisdom they nerf one of the truly fun parts of the game. Why on earth would you nerf gliding suits. It is not going to stop people making big towers they do that to fuck the zones up for other people its why bears scratch trees and dogs piss on lamp posts its subliminal they don't think they just have to do it (I bet they all have small penises too). And by the way I have to agree with Ranger1K why the fuc* would I want to visit any other site than the official Game site to get updates about the game. That is the most fuc*ed up shit I have yet seen. Sure have a multi social media presence but everything should be posted on the website first, its the OFFICIAL WEBSITE for Fuc*s sake. I have a feeling this may be my last post, as I have just about reached the point where I am only logging in to the game to feed the animals and block other players from building Farms and Warehouses. I cant be arsed to sail the ships, as I have had to many stuck between zones or have randomly lost tame incidents. I have never had any responses to my daily bug reports (mostly about the pit that is E4) and I don't feel the game is being developed by a intelligently lead or focused development team. I have over the last year and a half mostly enjoyed the game but it is starting to feel like a obligation and I don't feel like anything the community says is listened too. I suspect the developers: 1. have never played this or any other roleplay type game. 2. Do not speak any language used on their own forums. 3. Are all part time and only paid for new content (no mater how ill-conceived). If I was asked what they should focus on for new content. I would say: 1. Safe shipping for Tames, Crates for small and tethering points for large. It shouldn't be to hard to implement, think of chairs for animals. I have never lost a crew man overboard at a zone who was in a chair. Or even in a laggy zone. 2. Concentrate on getting the laggy zones workable again, if that means restricting building blocks per person/corp per zone then implement that! Working zones must be the priority. This is after all a pirate game not minecraft. 3. Bring out more diverse ships to build and scrap the ship vendor. It would be better to allow boarding of NPC ships than continue with the stupid idea that a pirate should pay a merchant for a ship. Plus the grind use to be what kept people in the game. 4. Implement fleets, a solo player should be able to hire pirate captains or promote NPCs to control his other ships. 5. Include other merchant NPC ships to attack, trade with or board/capture and landsmen with towns and villages to attack or trade with make it feel like a inhabited world. 6. A proper economy where people can sell/buy items globally. Possibly using the exchange systems in the larger towns. (see serial 5) 7. Probably the most important one. The fuc*ing game must be globally linked, this zones shit is like playing Everquest again. The world should be a single linked and seamless world with global communications and seamless vision and travel. Constantly wondering if this zone is going to be the one with a Red Galleon to run into or where you loose your current ship to a synchronisation error is absolutely unacceptable. For the sake of those in the game who have put up with this shit for so long please start to treat this like a business and stop treating it like a Sunday afternoon project.
  2. Every now and then I consider coming back to the game, but it falls into the same trappings as ARK. You have to be part of one of the biggest to thrive, you can't really accomplish much alone or as a small group except being a guerilla or tagging along to your bigger ally. I check the patch notes to see if they ever stop screwing over the little guy, and when they changed boats from no longer having gold cost I thought they were finally making progress....but now permabuffs throughout seasons for the wealthiest company? Nah, you just secured me NEVER coming back to the game with that. Bad enough to try to solo things like the kraken to try to stay competitive, but now you can never catch up with any amount of grind, you have to play the political big company game or fall behind not just for the season, but forever. 20 fortitude isn't just 20 fortitude, it's 20 fort you don't have to spec for, making you essentially have a higher base level. I'm not playing a game where I am inherently weaker than others. Maybe I'll try private servers or something, but reading about the permabuff from wonders made me never want to come back to official.
  3. Hello Atlas Dev's I see alot has changed and i still see a ton of issues here that has not been addressed over the past few more patches their has been more issues i'd like to add to the above: First off i'd like to just add my thoughts about the new system put in place. The way the Markets, are set up i believe is a fail. I think it would work better to be more like WoW auction house in a safe ground island's to trade so we have to bring the items to the auction house with our ships to trade. The warehouses bring in to many resources and the mills too. mills are to fast and to many resources. Should be no more then 3 mills per person per island. And make it so we can trade only with our self's from island to island using the trade ship system to get the other hard to reach resources to your warehouse. Distance from warehouses to mills needs to be removed or lowered and warehouses we should be able to build on water side and land side, 1 or 2 per person per island. Slow them down. Remove a lot of the animal spawns to many running around and slow the respawn down. With that said i'd like to show you many new and some old bug's and ideas that could help your game: I'm Official PVE most the time and found a few bugs and things that could use a good look over. First off I wanted to thank you all for your hard work and dedication to fixing and making this game more enjoyable to players like my self. P.S love this game! Bugs I and others in our group have found over time: 1. Grill inks within the grill to craft are shaded Gray/Black we can't see the image colors of the ink we need to craft. 2. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. 3. Tower banks are not spawning right on some servers. (some have loot others do not and some have bank shells and others do not.) 4. Looking glass no longer shows you Shipwreck treasure numbers. 5. Sunken Shipwrecks 2 out of 5 are Sunk in the sand so deep no one can get the treasure. 6. (Server side Lag, Rubber banding BAD at this time.) 7. (Servers crashing at this time 20% server are down.) 8. Ship ladders not working right, pops you off of the back ship ladders mostly. 9. Xbox players cant see pantings/sails 10. Stone builds crash and lag players some crash 11. Warehouses, When you empty the loot from a warehouse on PC using key (o) it only drops a small amount of 500 resource not all of its stack 10000. 12. When Claiming an animal with a Cargo saddle the animal become untradeable and unusable, can't remove the saddle and can't use the cargo nore can you trade the animal to another person. I'm sure i missed a few others here but that's a good start. I thank you again for all you do. Things that could use improvement: 1. 2. 3. After adding ceilings, wall's, sails, roofs on the ships. Crew don't fix them, we need them to fix those items too. PVP wouldn't like this fixed maybe? But PVE wants this bad please. 4. Wild untamed Animals wondering always get in front of me while i'm working they seam to want to get in the way a lot. If this is a thing please turn it off. 5. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. Can this not happen. 6. Cyclones/Twisters follow unanchored ships like its alive, would be better if they didn't and moved more unaware of us and we had enough time to move from them like in real life, you see it and we can plan ahead like add them to the map so we can all see them ahead of time. 7. Ships of the damned gold loot is so low. Can we have more Gold for killing them? Right now they are more of an annoyance to players and are not profitable so no one wants to hunt them unless they need npc's or sail patterns. 8. Can you make the shovel work to flatten terrain for build purposes? 9. Add more content like decorations for in and out side of builds, And Dock decorations like small lights and rope, rope ties, Cut animal heads off to mount them on walls? 10. Lanterns don't last very long, can you prolong the light? If we can add Oils in a slot in the lanterns and it keeps them on to the oil is gone would be great! 11. More outfits, weapon decorations to add to the existing ones more then we currently have at our freeports now. 12. A large cage or small, medium, large cage to lock up animals/NPC's for sales. Like i add the claimed animal to it and add a price to the cage and a note so others know the stats of that animal. Then when someone wants it they can buy it and the cage opens animal claimed to new owner and it holds the gold till i come to collect it, and refill it with an animal of my choice kinda like the shops now only animals. This about sums it up. Thank you for reading and please fell free to add to this or give your thoughts.
  4. Would like to make vitamin a fun and interesting mechanic of the game not just a die from eating to much or to little. Vitamins are important in real life and having to much or to little of can uase health issues but that doesn't translate into game very fun of just dying from a lack of or overdosing from to much. Vitamins would be a much more interesting mechanic game wise if they provide buffs and debuffs instead of killing from lack of or from overdosing. Normal levels all Vitamins provide no buff but say above a certain higher percentage of each vitamin you received a different small buff while a lack of gives you a small debuff. Vitamin A can give you a small buff towards food/water and vitamins draining rate while having a lack of makes them drain normal doesn't have a debuff. Vitamin B could give you a buff to intelligence and stamina while a lack of gives a small debuff to intelligence and stamina. Vitamin C gives you a buff to fortitude and health recharge rate while having a lack of gives you a debuff to fortitude and stamina but not a lack of recharge rates. Vitamin D gives a small percentage to your health and weight carrying and having a lack of gives you a small reduction to weight carry but not to health. Buffs and Debuffs in balanced amounts that only add the equivalent of a point or two. something that is balanced out that doesn't give you a godlike powers over someone who is low on vitamins but enough to make managing them give you a better quality of life. Feel free to expound upon this and add you own ideas. Could even do the Debuffs in a teir system where the more you have the higher buffs and the less you have the higher debuffs.
  5. Ahoy Pathfinders! We’re happy to announce that the ATLAS Devkit has been updated to include all current game content. Thank you everyone who has been waiting so patiently for it! In addition, we have a small server-side hotfix for some tame data issues. Hotfix v.551.4 Bug Fixes Fixed various issues with tames being unloaded from the Tame House, Tame Hatchery, and Tame Cargo Railings. Devkit Update The latest version of the ATLAS Devkit can be downloaded at the Epic Games Store: https://store.epicgames.com/en-US/p/atlas-mod-kit 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
  6. Ahoy Pathfinders! We’re happy to announce that the ATLAS Devkit has been updated to include all current game content. Thank you everyone who has been waiting so patiently for it! In addition, we have a small server-side hotfix for some tame data issues. Hotfix v.551.4 Bug Fixes Fixed various issues with tames being unloaded from the Tame House, Tame Hatchery, and Tame Cargo Railings. Devkit Update The latest version of the ATLAS Devkit can be downloaded at the Epic Games Store: https://store.epicgames.com/en-US/p/atlas-mod-kit Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  7. 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
  8. Devs, (please at least read ideas 1 & 5 at least) Just a few humble ideas I believe most people would appreciate. Perhaps even draw more players to the game. If anyone reading likes any or all of these ideas, reply to show support/interest, or use the number to reference and build on the idea. Please keep it positive. Devs don't need swearing, saracasm, or hostility, nor do I. This is in beta. We all have opinions. This is simply a few of mine. 1. More ships, More Ships, More ships! More choice! Frigate, Catamaran, Clipper, Cutter, Barge, Ironclad, Man O war, etc.. Hell maybe even a Viking vessel that has increased durability if the sides are covered with shields. Trade/market, etc. All interesting (long-term). But if you want to KEEP + encourage players to join. Focusing on your core product. That is.. SAILING & SHIPS! 2. Poll your community to identify + Fix the most "common/frequent" bugs. Sure, lag/performance are always cried about but often that can also be on use side. I'm taking about inherit graphic items...examples.. Ships constantly submerging under the water. Animals "drifting" off the ship. Ship ladder bug where you repeatedly try to climb, and you always pass through the ladder (unless you jump up and grab on). etc. Ask the users so you can focus on the most annoying. Many have been around since the beginning. They need to be tabled before some of the long-term items if you want players to enjoy the experience. 3. Stop adding "administration" / grind to play. Armored shipyards for example. Why do they have upkeep cost? You are removing grind out of farming (with farms), and now replacing it with grind to get gold to pay for shipyards. Sure you can use markets (eventually - still in development). Until trade is farther along ...I think make them free. Armored shipyards are a single graphic object that likely helps reduces every player spamming harbors with shipyard covered in large stone walls . They are are good idea to reduce lag/graphic challenges. I just don't think there is a reason to make them cost money. (only for the ship "protected" feature which is I guess your version of "offline safety" perhaps). Just an opinion. 4. Decide to focus on MEGA COMPANIES, or smaller groups of players. Difficult to cater to both and keep player base. If focus is smaller groups. Limit company sizes to only a small number like 20, and limit number of alliances (actual number of alliances a company is listed in). Currently megatribes just make alliance with other mega tribes and pummel the solo/lawless. Which is why your new players are leaving. Another option perhaps - consider making 4-6 specific factions. Every company (large or small) must be a faction. A concept that worked for many years for Blizzard. Then as a solo player - you join a faction so not EVERYONE necessarily wants to kill you (even though they still could). That works still in promoting massive faction vs faction ship battles when people are called to arms impromptu to assist. 5. Possible new ideas for the use of natural resources. (be kind - just consider how this change, would make gameplay different). Today, to pimp out a ship... You use blueprints that require a certain number of each resource type (like 3x wood, 3x metal, etc.) For that reason there are about 6-8 of each resource in the world (like...light wood, strong wood, aged wood, wet wood, etc.). What if... the boat durability and weight are a calculation based on the types of materials you built it with (at least for metal/wood types). How would this work? Well...If I build planks using lightwood, tin, twigs, straw - it's light but less durable. Similarly, if I made a ship from strong wood, iron, it would be "heavy", and have more durability. Just assign to each resource a base weight & durability. Each object made (plank/deck/cannon/box, smithy, etc.) gets is own durability + weight set based on that calculated result. So...if I build "some" planks with heavy materials and build a few planks with lighter materials it gives the player the ability to make SECTIONS of the boat have higher durability (like back planks), and can use lighter mats to build lighter planks in other areas. Still... the overall ship weight (a calculation of all the objects its comprised of & carrying) impact the vessels TOP SPEED (factored still with wind of course). This modification gives players a reason to sail to an island if I want TIN or IRON for a specific purpose. This in turn gives a reason to fight for islands. This gives players the flexibility to make a super fast boat to go around the world quick or scout. Or they can make a super tank, tough as hell (but naturally slow). It creates a lot more variety and gives players more options to make ships that fit a specific purpose or their playstyle. 6. For now at least, consider increasing the default weight of sloop to 5000. Now paying for ships, many are opting to use sloops. All points go into weight to make it remotely useful. Just upping it to 5000 (half a schooner) would allow players to put points into resistance or damage instead making them have a fighting chance. 7. Since it's a sailing game, why not give a small experience buff if out at sea (during cyclones)? Now paying for ships, many are opting to use sloops. All points go into weight to make it remotely useful. Just upping it to 5000 (half a schooner) would allow players to put points into r Thanks for reading and considering. Sorry it's a bit lengthy. Wanted to make it clear.
  9. ATLAS

    Latest Patch (v404.5)

    Ahoy Pathfinders! We’ll be releasing the latest game update later today around 14:00 PST/22:00 UTC. This update includes the aforementioned level cap reduction from 150 to 120. We previously announced that we’d be forcing a skill respec for all players with this change, but we will now only be forcing a respec for players who are currently past level 120. We’re hard at work on the next update and as a reminder, 2x XP and harvesting rates are still enabled on our Official Network and will continue to stay boosted for the time being. Latest Patch Notes (v404.5) Reduced max player character level cap from 150 to 120. Forced a skill respec for all players past level 120. Offline player character bodies on ships will now stay visible to other players on PvE servers and in freeports. Fixed a bug where offline player characters would fall off ships when transitioning into a freeport grid. Fixed a bug where holding a treasure map on Blackwood would crash the game. Players can now purchase a one time use “Rename Ship Item” from the Cosmetics Vendor for 10k and use it to rename their ship. The Equilibrium buff now properly shows the Stamina Recovery Rate in the Buff Stat Bonuses section of the character screen. Experience points from defeating the Kraken and Snowman have been significantly increased: 40,000 exp for normal mode. 120,000 exp for hard mode. Increased the spawn rate of high tier Ship of the Damned galleons. Increased the damage of certain mount creatures toward players by 30%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Increased the attack range of certain mount creatures by 10%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Changed torpedo crafting cost to 28 metal ingots, 60 gunpowder, 40 blasting powder, and 100 mythos. Torpedos are now fireable by NPCs from the helm/Lieutenant’s Podium (so long as that player has Torpedo Studies unlocked). Reduced the travel time required before torpedo damage becomes active from 3.75 seconds to 2 seconds. Increased grenade damage vs. puckles and swivels by 100%. Increased grenade damage vs. structures by 170%. Reduced max handling sail acceleration stat cap to 125%. Fixed certain edge cases where cannon carts could be fired while in water. Kraken, Snowman, and monstrous whale encounters now have a chance to drop items. All loot tables now have a chance to drop an already-crafted version of an item rather than just the blueprint. Removed the following blueprints from possible treasure chest loot: Stone Pick Torch Scissors Tier 2 Saddle Tier 2 Saddle Carriage Tier 2 Cargo Saddle Fishing Rod Fishing Net Stone Pick Stone Hatchet Throwing Knife Added the following blueprints to possible treasure chest loot: Medium Wood Plank Medium Wood Gunport Cannon Medium Wood Deck Removed the following blueprints from possible flotsam loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible flotsam loot: Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible sunken treasure chest loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible sunken treasure chest loot: Medium Wood Deck Large Wood Deck Medium Wood Gunport Large Wood Gunport Cannon Large Cannon Puckle Catapult Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible Ship of the Damned schooner loot: Small Wood Deck Small Wood Plank Ship Ammunition Container Ship Resources Box Food Larder Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned schooner loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned brigantine loot: Small Wood Deck Small Wood Plank Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned brigantine loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned galleon loot: Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned galleon loot: Wood Ceiling Happy Sailing, Grapeshot Games 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
  10. Ahoy Pathfinders! We’ll be releasing the latest game update later today around 14:00 PST/22:00 UTC. This update includes the aforementioned level cap reduction from 150 to 120. We previously announced that we’d be forcing a skill respec for all players with this change, but we will now only be forcing a respec for players who are currently past level 120. We’re hard at work on the next update and as a reminder, 2x XP and harvesting rates are still enabled on our Official Network and will continue to stay boosted for the time being. Latest Patch Notes (v404.5) Reduced max player character level cap from 150 to 120. Forced a skill respec for all players past level 120. Offline player character bodies on ships will now stay visible to other players on PvE servers and in freeports. Fixed a bug where offline player characters would fall off ships when transitioning into a freeport grid. Fixed a bug where holding a treasure map on Blackwood would crash the game. Players can now purchase a one time use “Rename Ship Item” from the Cosmetics Vendor for 10k and use it to rename their ship. The Equilibrium buff now properly shows the Stamina Recovery Rate in the Buff Stat Bonuses section of the character screen. Experience points from defeating the Kraken and Snowman have been significantly increased: 40,000 exp for normal mode. 120,000 exp for hard mode. Increased the spawn rate of high tier Ship of the Damned galleons. Increased the damage of certain mount creatures toward players by 30%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Increased the attack range of certain mount creatures by 10%. Effected creatures include Sheep, Bear, Bull, Horse, Ostrich, Pig, Wolf, Elephant, Giant Crab, Giant Tortugar, Giraffe, Lion, Olfend, Rhino, Tiger. Changed torpedo crafting cost to 28 metal ingots, 60 gunpowder, 40 blasting powder, and 100 mythos. Torpedos are now fireable by NPCs from the helm/Lieutenant’s Podium (so long as that player has Torpedo Studies unlocked). Reduced the travel time required before torpedo damage becomes active from 3.75 seconds to 2 seconds. Increased grenade damage vs. puckles and swivels by 100%. Increased grenade damage vs. structures by 170%. Reduced max handling sail acceleration stat cap to 125%. Fixed certain edge cases where cannon carts could be fired while in water. Kraken, Snowman, and monstrous whale encounters now have a chance to drop items. All loot tables now have a chance to drop an already-crafted version of an item rather than just the blueprint. Removed the following blueprints from possible treasure chest loot: Stone Pick Torch Scissors Tier 2 Saddle Tier 2 Saddle Carriage Tier 2 Cargo Saddle Fishing Rod Fishing Net Stone Pick Stone Hatchet Throwing Knife Added the following blueprints to possible treasure chest loot: Medium Wood Plank Medium Wood Gunport Cannon Medium Wood Deck Removed the following blueprints from possible flotsam loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible flotsam loot: Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible sunken treasure chest loot: Thatch Ceiling Thatch Door Thatch Floor Thatch Roof Thatch Wall Added the following blueprints to possible sunken treasure chest loot: Medium Wood Deck Large Wood Deck Medium Wood Gunport Large Wood Gunport Cannon Large Cannon Puckle Catapult Dinghy Ship Hangar Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Removed the following blueprints from possible Ship of the Damned schooner loot: Small Wood Deck Small Wood Plank Ship Ammunition Container Ship Resources Box Food Larder Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned schooner loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned brigantine loot: Small Wood Deck Small Wood Plank Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned brigantine loot: Wood Ceiling Removed the following blueprints from possible Ship of the Damned galleon loot: Dinghy Ship Hangar Ship Ammunition Container Ship Resources Box Food Larder Diving Attachment Ship Cargo Rack Puckle Puckle Bullet Catapult Boulder Added the following blueprints to possible Ship of the Damned galleon loot: Wood Ceiling Happy Sailing, Grapeshot Games 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
  11. For me there would be 2-2-2 ships with small/medium/large planks: 1.: Raft, "Ramshackle Sloop" and original Sloop: free (the starting ship to travels small distances inside the grid) 2. New: "Ramshackle" Schooner: 1000 gold (less hp, less weight, prefab planks + deck and with maximum 5-6 sailor/animal. No gunports. Its an exlporer ship to the next 1-2 grid, you can use treasure map hunting, or for small scale resource transport) 3. Schooner: 3000 - 4000 gold, the original one, with full customization 4. Brig: 8 000 - 10 000 gold: the original one with full customization 5. NEW: 20 000 - 25 000 gold: as you wrote earlier, something "Frigate like" ship with large planks, bigger than Brig, but smaller than the gally (less gunports, less capacity, less weight and hp, etc.). Typical combat ship. 6. Galleon: 40 000 - 50 000, the original one. And one more thing: like in Elite Dangerous, probably we could use an "insurance" system. For example: 1. first, you have to build a prefab structure (like the bank, market, etc) for 500-1000 gold. 2. Then you need keep this structure up with gold, maybe with 10 gold/day/ship ammount. 3. Then you need to "connect" or "register" your ship to this structure (dunno, maybe maximum 2-3 ships / structure). 4. Then, if you loose your ship (doesnt matter the cause), you will get a "rebuild token" from the prefab structure where you was connected with. Then you can go to your shipyard and you can (re)build a bare skeleton in the shipyard with the token, and ofcourse without spending gold. (ofc, you need register the ship again in this time) With this, you can act more freely in the game without loosing everything in a second. Ofcourse, when someone destroys the insurance prefab structure with your ship connection, you need to find a new one, or without "contract" your ship will be gone forever, so you should defend it. (Sorry for my english, but i hope you can understand)
  12. small companies, structure limit, balance ship speed... it's not that hard to fix this game
  13. I haven't really played since season one, and the lack of a core theme is one of the primary reasons I haven't come back. I remember one time looking in on the game's progress. I saw a crab jump hundreds of feet into the air with a rider on its back; I NOPE'd right out of there. "I'll check back in another six months." For myself, I hope you settle on a theme that puts realistic-seeming boats (not architectural monstrosities) at its core. Focus on the boat in the same way Star Trek focuses on the Enterprise. There's space and all it contains. There are planets and their inhabitants. Adventure found with both. But everything comes back to the ship. Any feature/mechanic that diminishes the focus or supremacy of the boat should raise a red flag. As for an element of fantasy, I can certainly envision ways it could work. Again... augmenting what matters most rather than becoming what matters most. Have any of you read Jim Butcher's Codex Alera series? The main character, of course, is blown to fantastical heights. But, rather than dominating the experience of the commoners, the fantasy element simply makes it a richer, more interesting experience. I'm not familiar with the proposed Tradewinds feature, so perhaps my concerns have already been addressed. But, in my gaming experience, allowing easy travel commonly leads to some very undesirable outcomes. Dominant factions can project their power over greater distances, and those who choose to harass others are more able to do it without repercussion because they aren't a known quantity to those they harass. I.e., they can easily travel far afield and harass people who don't know who they are or where they come from. Similarly, just as more than traders can take advantage of tradewinds, large companies can take advantage of mechanics intended for small companies unless they are, by design, prohibited or disincentivized from doing so. I wouldn't mind seeing Freeports extended into full-fledged NPC-controlled territory. Companies could lease designated plots of land with strict construction budgets (assets) in exchange for tribute and/or service (e.g. coastal defense). If you live there, you live by their rules (e.g., no piracy). In turn, the government provides some defensive advantages in terms of infrastructure (e.g., protected harbors with "parking spaces" assigned to leases) and automated coastal reconnaissance. Through short-term leases, this territory could provide refuge for those recently displaced as well as long-term leases and a livelihood for those too small or who simply don't care to constantly scrap over territory. These NPC-controlled territories can also be tools in the toolbox of the devs to affect happenings in the world they feel need to be addressed without resorting to a heavy-handed approach. The actions of the governments can be adapted to fit the circumstances. For example, NPC authorities could issue Letters of Marque against specific targets or impose tariffs on trades between residents and specific non-resident companies. Resources, services, and protected sea lanes within these territories are examples of features with the built-in large/small company bias I mention with the previous quotation. These territories would be the Santo Domingo, Havana, and Santiago of the Spanish Main contrasting with the players' efforts to build their various little Tortugas. The life and livelihoods in these territories aren't the same as elsewhere only with an NPC landlord. It's a different piece of the puzzle built to complement and balance the experiences of those who choose to fight for land of their own. I hope you'll take a moment to read my end-of-Season 1 post on creating beachhead mechanics. I elaborate on an idea with what you propose here at its core.
  14. if you want people on the water why not make the price of ships based on the quality of the shipyard like the common small shipyard to make a schooner be like 2k gold and the mythical version cost like 6k or 8k gold and you have to pay more for a better ship which would make it easier for small groups or solo to get out on the water but the bigger company's have to pay more for the ships and possibly reducing the small groups losing the boat they did like 50 maps to get to the larger groups that have people on all day long farming gold cause they will get a better shipyard by doing maps and kraken or making possible to recover some gold from a sunken player boat like a galley which costs 50 k if it goes down you could find 25k out of it from you sinking it and making it juicer to go fight other players boats. as to the fog of war thing if its not gonna be a thing take out the skills for it is kind of confusing as to what it means or redo them to do something.
  15. When Atlas released I had a dream, and it did not come to be. With these new updates though my dream has survived. I have a dream, that I can claim a small cluster of relatively flat islands and knock down most of the trees and brush, disintegrate every boulder from my way until i have flat lands upon which I(and my crew) will build a large network of 3 story apartment buildings, with roads, amenities, clean running water, a town center with a dining hall, a courthouse and jail, perhaps a pub or two, and even a few shops. Then In my dream, we build some moderately formidable defenses, enough to make the fresh beach bobs think "Wow, I feel safe here". Then, I will open my real estate business to the world, taking in any person wishing to have a place to call home, where they can have their own locked doors and containers, their own crafting stations within their homes, etc. This could be for the true noobs or the people just needing a home base so they can get out on the high seas without the hassle of finding and fighting for a place to call home.... All for a small but fair amount of gold for rent.. I have a dream, that my small nation-state would inspire others to harness the real estate mogul within them and create their own little nation-state, with their own little citizens/peasants, so as to create a healthy competition for who has the best quality of life for the best price. I have a dream, that one day I would no longer be needed for my nation-state had grown beyond what it was, and would begin its new life as a democratic republic by holding its first election, after which I would hand the reigns over and(hopefully) be able to watch it prosper and become a reflection of the voice of its citizens(whatever that may be), the choice of its citizens.. I have a dream of truly colonizing atlas. Is this plausible yet or where are we at with all these updates?(ive been out of the loop. lol)
  16. Lotus - you take everything personal and meassure the entire world in your own meassurement. There are other people in this world as well, people with diffrent lifes and exp, ppl from diffrent countries and diffrent cultures. The same word does not always have the same meaning for 2 people (just look at british english and american english). Stop forcing your own narrowed view onto others - because frankly, this is what makes our world being how it is now. Try for once to actually understand what people are saying and what it could mean for THEM and not what you decide it means. There is no absolute truth when it comes to social interactions. And yet you keep claiming that only your pov is the one true one. On a note - when they wrote about settler-server, they changed their phrasing as well after a while to: Solo- & small-companys. They removed even the mid-size wording. You can go and look it up here on the forum. I payed speciall attention to this because during the PTR it was 50 and there was heated discussions going on about this. There was clear feedback that this is not solo or small-company-size. Also - u claim 75 is small based on a mega having 500 ppl. Don't you see that exactly this is the problem? You base your entire argument on ONE SINGLE pov: the mega. From the POV of let's say a group of 5 friends - 75 is not small. It's the big fish. From the POV of a solo or duo-player - 75 is not small. These POVs are as accurate as yours. Decided to bring in some math here because maybe some ppl can deal with math better: 500 = 100% 75 = 15% (decrease to a bit less than 1/5th, compared to 500 ppl you are outnumberd 1 to 6.67) 5 = 100% 75 = 15 times bigger (you are outnumberd 1 to 15) 2 = 100% 75 = 37.5 times bigger ( you are outnumberd 1 to 37.5) Looking at the raw numbers there is a huge diffrence on fighting 75 vs 500 than your average 5 vs 75 (which is the current state).
  17. Hmmm. Teaser looks like a FORT. So... maybe there will be some? (And If devs make island separated to small claimable zones, and allow PvP players capture one only after destroying the fort - then the game will be one step closer to THE PRIATE game, we all wish for.
  18. Hello Devs, There has been a lot of talk from people on the NA server about what direction the game is heading and what problems are the worst right now. The problems i hear are Lack of sotd spawns, whale spawns and the ship fight balance. There is also a bunch of other stuff, that i will get in to further down. Ships balance: When it comes to ship fight mechanics most of the issue stem form the 3 ship classes being in a strange imbalance place right now. Galleons are way to fast as a capital ship of the fleet and they can use a Harpoon to stop ships dead in the water. It helps big company's to crush small company's, since they can use it as an aggressive and fast hit. We all want this to change but also agree that the idea of the harpoon is not a bad idea, it is just not balanced. What can be done is change the galleon speed to be the slowest in the fleet so it fits more to the historical 16'th century ships. The harpoon can then be used as a defensive ability that the capital ship has as an option, when in a fleet. Just to make sure people understand, Schooner should be the fasts ship then the brig a close second and last the galleon as the slowest ship. Historically a normal schooner did about 16 knots, Brig 12 Knots and the Galleon did about 8 knots at best. Now we don't have to make the difference this large and the numbers in the game are boosted up so it takes less time to travel. I would suggest Schooners can do 30 knots at best, brig 24 and galleon about 18 knots max. This would make a lot of sense and fix the harpoon issue. Blue print issue: There is also a big balance issue in the stats of the blueprints right now. Common ships are really bad and mystical ships are really good. When you get hit by a 200% or 240% cannon as a common ship, you die really fast. You do not stand a chance. This is really bad for small company's and super for big groups. You can really step on people and fell ligit when you call them trash for only having a common ship. This is one of the things that has to be changed! Good Blueprints are so rare that small company's, will never have a chance to get them. Even if you get the materials to build stuff, you most of the time don't have any good bpo's to use it for. People are suggestion that making bpo's less good and limiting the random stat's just a little. Like why can a masterwork cannon bpo be better then a mythical cannon bpo? This should never overlap in a number like cannon damage. where the lower grade stops it's max is where the next should start as a minimum. If a masterwork can max go to 140% then a mythical should minimum be a 141% when you get it. In all the stats are way to high now, no way a mythical should ever be more then 170% damage and base stats need to be higer. This system needs to be streamlined a lot more before the balance is good for everyone. PvP ship combat: The current meta where weight is the limit sux and one of the reasons is that you can not build a cool looking ship. Further more you can only fight for a few min before you have to slam a few diving platforms and demolish for repair resources. The speed of your ship should not be influence by the weight before you go over 40 % or something around that number. You could also make it so building stuff on your ship did not cost weight. The borders on the side of the ship also need to be refined. You should not be able to protect your planks with wood ramp armor. This has always been something that even you guys(Devs) dont want. However, protecting the top of your ship and building a nice top on it should be allowed to some extent. What we want, dont want: This is where it gets interesting and it feels like doing a poll on this would be a good idea but i will give you guys input i get from talking to all the people i know who want this game to be great! Give us more ship types, cool gear and awesome events to farm and fight over. It would also be great with skins but keep it so we can still see the difference between the sail types and other gear types. If you want new animals, give us small useful animals that makes the game more fun and surprising. You should be fixing issues, like de sync and fps drops. Work on your engine and boost performance. If you release this half assed, people will leave. The systems that are already in the game should be looked at again and refined. Like the food system. Maybe add more cool food types and more cool songs for the music system. We do not want big dino like animals that take for ever to tame and breed. Don't make mechanics that break other stuff blatantly and then don't fix those things. Animals should be good utility things you have but not be op for fighting as they are now. I guess the big word right now is re balance the game and make it more fun, so it makes more sense. Oh before i forget, people should not be able to have island main flags and bases on tall mountain tops that you can never get to when raiding. This is not fun for anyone, so ether make it so the air is to thin for people to live there or make it so flags have to be on ground level. Best Regard FightzGamer
  19. Hi guys! I'm just putting together some ideas for the devs. Who knows, maybe they'll implement some or all of them IDEA: Keeping the sailors in PvE sailing - Ships become floating bases. - Once you have your shipyard, and a merry port, players want to team up and feel as though there's some great stuff to explore on the vast oceans of the realm. The devs have already begun to develop places to go, but what about the ships themselves? The components of a ship need an overhaul to become a truly great mobile base that every adventurer would love. So, here's some suggestions as to what needs to be done with the ships themselves to make them more ocean-sustainable: A Ship's galley - A component that fits a portion of the ship's deck (depending on the size/width of the ship's hull), and snaps to that portion of the deck, depending on which deck the player wants it. The galley component would house the cooking materials, stacking food bag storage, cupboards, ice chamber, chicken cages (number depending upon the size of the ship/galley), and a food prep area. The player could 'move' chickens to the cages, depending on the number of cages there are (not counting as crew space), or they could have them loose on the decks, taking up crew space. The storage bags could stack and organize the food much the same as a resource container. Tier 2 Animal (Cow/Horse/Bear/Lion/Tiger) Stall - A component that you snap to a ship deck that would house tier 2 animals below the decks. The catch: It must have an air shaft that reaches to the top deck. On the top deck, you'd see a vent-looking 1x2 square area that the animal will 'spawn' at when you take them out of the cages once anchored. You can put the component on the very bottom deck, but the decks above it would have a railing around that 1x2 square area (in other words, they can't build on the blocks above it). Tier 3 Animal Stall - Same as the Tier 2 Animal stall, only larger opening to the top (2x3 block area), and small openings on the top deck to allow the giraffe's neck to poke out, given their height. Hammocks - These are placed on the ceiling of the floor tile above your head with a limit of 1 per snap tile that you can use. Each hammock you place increases your crew size without leveling the ship. However, if one is destroyed, you will lose that crew space until/unless you level the ship. When docked, you will find the crew sweeping the deck, or resting in a hammock, if you have one. Ship bells - I don't know how these were missed, but should be a functional component to a ship in some way, perhaps signaling the start and end of a day, as well as high noon. Beat to Quarters - Various types of drums can be made, from traditional snare drums to the more-tribal drums. Either way, these will beat when you open your gun ports! Ship's whistle - When you raise and drop anchor, the ship's whistle will sound. I wanted to have it whenever you change anything related to the sails, but that would get REALLY annoying in this game. Captain's Cabin - This would be a ship component that only snaps to the stern of the ship. If installed, it would have windows and such allowing you to see through that part of the ship's hull. Since this would be one component that really varies in style and functionality, there SHOULD be various TYPES of Captain's Cabins. For the sake of example, I'll list a few variations you should have: a) Basic: Snaps to small hull, and consists of a small room with a desk (with a small chart and compass on it), chair, and a functional bed. b) Medium: Snaps to a medium hull, and consists of a medium size room with a desk (with a small chart and compass on it), chair, windows, a cabinet, and a functional bed. c) Large with Gun ports: Snaps to a large hull, and consists of a large size room with a fancy large desk (with a large chart and compass on it), chair, windows, cabinets, a weapons locker, 2 x stern cannon gun ports (cannons not included), and a functional bed. d) Large (without Gun ports): Snaps to a large hull, and consists of a large size room with a fancy large desk (with a large chart and compass on it), chair, windows, cabinets, a weapons locker, a lovely seating area where the gun ports would be, and a functional bed. Raise the colors! - Flags can be a lovely component added atop your masts in a variety of ways. But, allowing a player to put their Company flag on their ship would be nice! Storage hold - A component that would snap to the ship deck to allow for more hull carry capacity (basically dropping the weight of any of the materials being carried by the ship). The player could put multiple holds on the ship, depending on the size of the ship to maximize for this type of hauling, and they could be placed on multiple snap points of the deck. However, if it is placed in an area where a section of gun ports would go, the player would NOT be able to place gunports in that location. The storage hold would feature a cosmetic look of wooden crates, bags, and treasure chests. VARIOUS COSMETIC STYLES OF THESE COMPONENTS COULD BE SOLD FOR GOLD IN THE FREEPORTS. That's one part of the ideas. Tell me what you think below! Cheers!
  20. I think islands with low Island Points like 15~35 should be focused on small groups and solo on the map there are very few islands that a solo can Claim. Mega/Large companies should focus on claiming islands with 56 or more Island Points as they are much more abundant across the map if you as mega come and Claim several small islands where the solo/small will live? This complaint system imposes limits only on the Small/Solo that because of few points (solo has 30 Island Points) can not have an island. In the same way that I do not think it's fair to have a solo players should claim a island with 86 islands points and large should not be able to have several small islands. I know there are some problems such as the distribution of resources that on very large islands was not well developed since most Metal/Gems are very scarce and rare resources and maybe that is what does not attract mega. mainly on most of the islands in the Eastern Tundra biome (M/N/O grids) that even the discovery points do not function properly yet. If people know what the discovery points and sometimes the maps on those islands are not working properly because it would go there? only by whales I think.
  21. Why is JOJO not a small company? You have only seen the past of JOJO. This season’s JOJO has had a lot of civil strife. We are now living in G9, operating as a small team, and chatting with other small teams in G9
  22. Please protect the small team! I have witnessed ATLAS Lawless Island from 50 people per server to 5 people per server,Ninety percent of the players lost by ATLAS are lawless island players. They are small teams and single players.Your game mechanics need major changes, take advantage of the early access mode.Advice for PVP server,This is a pirate game, what the pirates want is gold coins and resources。ATLAS pays too much attention to the performance of blueprint items, causing players to focus on how to obtain mythical blueprints。The current game mechanics of ATLAS are destined to not retain new players,The highest online number of this game will only be when the season restarts And then keep falling、Can't make the number stable。Because the safety of the players on the lawless island cannot be guaranteed, many people often wake up after a sleep and find that they have lost everything。what ATLAS keeps losing is the players on the lawless islands. Perhaps reducing the output of resources such as metals and gems and crystals and weakening the attributes of blueprint items will increase more players and wars Reducing labor on land does not increase warfare at sea, because the reason why players do not conflict at sea is that they are busy obtaining drawings Make it easier for the ship board to be penetrated by cannonballs. For example, 5 or 3 shells can make the ship board leak. The ship board cannot be replaced and can only be repaired and requires players or NPCs to repair it all the time. The ship plate can be renewed after breaking down. You need to weaken the attributes of the blueprint items, because it is very difficult for players on the island of lawlessness to obtain,I swear I didn’t think I should weaken the drawing attributes because I didn’t get it. I was a member of JOJO last season. I had a drawing of 5 legendary large-scale control sails with 122, and I made it with a 130-level crow and dolphin buff. Out of 4 125 and 1 123,I just think the blueprint items are too powerful, and many players don’t have a chance to get them if they don’t join a large company. When a large company gets it, they have many ways to prevent small companies from getting it.! Weakening the output of metal gem crystals will also reduce the number of ordinary ships. Players will also cherish their own ships. Reduce the number of blueprint ships or the difference in attributes will make more players dare to fight. Let players collect basic resources, delete farmhouses, and reduce the output of some basic materials. Players will also fight for basic materials. The other is the problem of large Large control sails,Why can a large controlled sail sail so fast? And it can also make the ship turn faster. I think the acceleration of the large-scale control sail should be weakened and its influence on the ship's rotation should be removed. I didn’t even see the large-scale speed sail in the 100-man decisive battle of the H8 last season. The naval battle should be determined by the old captain's superb technology and the diversified collocation of ships (the choice of weapons, the choice of sails, the number of people, the number of ships, and the matching of ships), as well as the battle of the ship. The existence of the whirling gun makes the battle of the ship basically impossible. You need to improve the status of gold coins, first weaken the attributes of the drawing items, and then set up gold coins to buy some drawings in the free port, and buy any basic materials including metal gems and crystals, so that the status of gold coins is improved, and then reduce the amount of money except for killing ghost ships. And the amount of gold coins obtained other than treasure digging.Or set up to buy blueprints and basic materials on the marine merchant ship, or create a new merchant ship, the player can sail to rob the merchant ship and fight the merchant ship. Now you have limited the amount of XP you can get. I think the upper limit of level 120 is no longer necessary. It can be reduced to level 80. After all, most players did not reach level 120 until the end of the season. Players from big companies, such as me, were early in the season. It reached level 120 within the first month. Translation software is used in many places. I hope the developers can understand what I mean. Good luck JOJO company
  23. How about this...the Megas ruined the relaunch when it became known that they were going to colonies. Having an Empires server, and Colonies server was a good idea, but the Devs didn't take that far enough. First, when the megas told them that they wanted the Colonies rules, they should have made the Empires server, just like the Colonies server, but catering to large Companies. Not everyone enjoys being in a large company. I heard about some of the rules in some of them. Not fun at all. I merged my company with another company, thus giving up Admin status. I am not enjoying this experience, and as a result of having been leaders, and now not being able to do anything, most of my company have now quit the game. The reality is that MO is more fun than MMO for a lot of us. MMO takes too much time because of exploiters, insiders, and griefers. It is more fun when you have a small group of people that you know, and enjoy playing the game with. We play to enjoy ourselves. We aren't looking for unpaid employment. This game needs for there to be servers that are truly dedicated to small companies, and that also means different rates, since you have a lot less people to get things done. So you need to be able to get more done, per person. Slightly higher rates...3x for gathering, I think is good. Taming is fast enough but breeding needs to be faster for a small company server. And more skill points per level...front loaded, so that small companies can get things done that need to be done. Small companies, up to 25 people...no alliances. Anyone caught doing so, would be Dev Wiped. As it stands, I am not at all motivated to play the game.
  24. Please, please, please reconsider introducing a gold cost for ship crafting. This puts all the burden on solo players and small companies and will not really change anything for large companies. It took me hard work to convince a few friends to buy the game and start playing regularly. But they are committed and we are having fun now. We are a small group and have zero - absolutely zero - interest in joining a large company. We all have demanding jobs and family with limited time and irregular schedules - we are casuals enjoying a game that lets us build ships, explore and generally act like a rag tag group of pirates. Please do not become World of Warcraft with significant barriers to core components of your game, gold in the crafting system is a poor decision and will harm groups that don’t have the capacity to participate in your higher tier end game stuff. Everything else sounds good and helps to grow your world, but you need to know that on an average night many of the people online playing are solo and small group players. You risk alienating the people who have stuck with you since you launched early access. I’m one of them. Please reconsider. Ship building is one of the things I really love about this game.
  25. Both for realism and gameplay reasons small ships should generally be faster than big ones. Also, in general 2 small sails should be faster than a medium sail and 1 medium sail + 1 small sail should be as fast as a big sail. 2 small sails = 2 weight 1 medium sail = 1.7 weight the 2 small sails should logically be 8.5% faster than 1 medium sail. Also handling and weight sails need a serious buff, nobody is fucking using them. The whole meta is big speed sails, which is both boring and ugly.
×
×
  • Create New...