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  1. Oils lamps on hooks change - allow inventory slot for oil to auto refill. Similar to wood on a campfire Player shops change - Allow salt or ice to extend timers on food so I can sell salted meat or recipe foods I take the time to make in large quantities. Similar to what a preserving bag already makes. Preserving Barrels - Exact same thing as preserving bags, just bigger inventory slot. Ice Chests - Allow food to be stored in them and extend the timers as normal as long as it is ice. NPC crew - Allow auto harvesting by crew, unsure of how to make this happen. Maybe 'assign' to store cabinet and they will indiscriminately harvest surrounding area and place items in chest. Similar to how some tames from Ark would harvest surrounding area when placed on wandering. This of course would increase the amount of gold they cost just like it already exists with different tasks.
  2. ATLAS with piracy is a good idea. However, I don't think this game system is encouraging conflicts at all. (From a small groups company perspective.) 1. Why the small groups can't stand with this game? Some community got 200 and the small group of players only have 4, No way for the small group to make it one day to fight with them. Since Big Tribe will become bigger, small tribe never grow/ being merged. At the end this game only for few megas to play, and that's it. 2. If you can't fight with the big company, why not fight with a small company? Stop dreaming, all the small company are allied with at least 1 mega (to keep safe and able to build on some land outside freeport & lawless) If you have any conflicts with other company with meags i. people will solve it in a political way. ii. Your allies will kick you out from their allies to prevent troubles So no one will risk their benefit and they can't enjoy piracy/ fighting at all in this game. Or the only way is their bully the tiny company & individuals - the one who just starting this game at lawless, or newbies sail outside the Freeport (That's enhancing this game have no room for the new players, these new players at the end quit the game or join a Megas <<<<) So the whole ecosystem of this game is F_ed. This game is only for the Megas to play, not the small company. The only way is nerfing the power of Megas = encourage more allies & small tribe growing up. However, I don't think devs you guys want to resolve this at all For the current alliance system: Although you got a max number of an alliance you can join now but technically no max cap on this area at all since an alliance can have way too many companies in it. Basically now you can ally with the whole server if you want. I am just dreaming if this game can be: The Potential Fixes Option #1 Breaking this down, NOT only limiting the Company member to a cap and also limit total allies members too. 500 cap is still too much for a company, based on the number of players we have got in Atlas, 4000 players max in peak hours e.g. Maybe put a limit to a company in 100 & put a limit to total allies members to 300 from 4000 players count, now you at least have minimum 12 attack targets which these targets are the one similar company size to fight for The Potential Fixes Option #2 A company can only join 1 allies. Then put a cap onto the max allies company number, e.g. 10 companies max in an alliance Therefore, a company max can ally with 9 other companies Conclusion So it will make the biggest company/ those allies, have to become pickier and filter their allies. The Megas/ Allies now can't dominate with that many lands = More Alliance = More potential conflicts between allies & companies Also as Atlas map is very big, there is more room for the small allies & company & new players to play. Upside Megas still can fight with Megas. Small allies can fight with other small allies. The new player got some gap to grow. Downside Megas cannot unify the whole Atlas world After read... However, it is too late to realise this, since all the Megas basically set, and it seems no way to turn it back. I am about to leave this game, too.
  3. EU PVE WTB Large+Small Shipyard over 215% plz msg me with price
  4. [EU/NL] The Golden Age, 3x all, 5x Taming/Breeding Small Companies, Decent Rates, No Wipes! Live Map:http://map.djwk.eu:8880/ Interactive map: https://djwk.eu/interactive-atlas-map-djwk-gaming-community/ Settings 5x4 Map with all resources and content PvP Settlements No wipes Combat Phase 4 Hours (less offline raiding) Settlement Upkeep: 0.2 Max company island points 100 Max Company Members 6 Full Questline Mods ATLAS Shipwright (v0.8) https://steamcommunity.com/sharedfiles/filedetails/?id=1882120047 Regenerating Ships https://steamcommunity.com/sharedfiles/filedetails/?id=1680540642 Market NPC's https://steamcommunity.com/sharedfiles/filedetails/?id=1644646859 Main Rules No Grieving Don't be Toxic Be social Server Goal Our server is focused on smaller companies with a maximum of 6 players. We have an active admin team that is always ready for you to help you out. Our servers run on our own hardware and we have been active since the release of ATLAS and previously ARK. Website & Discord: https://djwk.eu/
  5. Ok, so the settler system that is in place, helps a little bit, however if the game is going to recover players you will have to do something about smaller companies always having to rebuild in pvp. You could go a couple different routes to help the problem 1. Make it so that smaller companies, with less island points get shorter combat timers. With that change also make it so that the biggest company your allied with or have settled on your island makes the combat timer longer based on how big they are to prevent exploits. 2. Introduce very limited Freeport storage that is completely safe, is personal to each pathfinder, and not connected between freeports, so that freeports can be used as a fallback for small companies. Despite how hard it is out there for small companies to maintain or keep anything at all there are STILL some small companies left, and it's my belief that when the game opened 50-60% of players wanted small companies with friends and trusted players, that's alot of players intest you could capture again by making the game playable for small and large companies! Thanks for reading, I'm still rooting for atlas to be successful, it's an awesome game!
  6. I'll expand this over time, but for now I have three suggestions that I think would benefit the game. Winches: currently, there are a ton of vertical stretches which require some effort to ascend without the use of a crab, which is very late game. Once you get up to these areas, you are fairly regularly rewarded with rare materials that can't be found elsewhere in the grid, or even the surrounding grids. To make getting up and down easier, players have three main options, build and elevator system which is a hefty investment of time and resources, build a ramp system with supports and cliff-platforms, which is an equally heavy investment (if not greater), or build a zipline system (which can't be operated when encumbered). But given the era and technology level that these Pathfinders have access to, there should be a fourth option for those who don't need to build that much infrastructure. If all you need to do is lift and lower items instead of people and animals, a winch system which can be extended by means of a craft able rope would certainly do the trick, it could lower items extremely quickly for off-load, and raise up quickly once it was empty, or slowly if still full. Writs of Cessation: Now for solo/duo / small company player QoL, in many cases, these players will find themselves forging amicable relations with larger companies and have a desire to join them on expeditions for various purposes. Since you cannot spawn on Allied beds or use any allied structures whatsoever, this can prove to be extraordinarily risky. My suggestion is to offer "Writs of Cessation" at Freeport with various price points corresponding to increasing time intervals. The basic premise is that this is a legal document that states that the company is temporarily halting it's business operations, but will remain open as long as the Writ is Returned to a Freeport within the given time frame. Essentially, using a writ you could leave a company with zero members and it will continue to exist until the Writ expires. If you turn it in prior to that expiration you will immediately be returned to your company no worse for the wear. This would make joint ventures much easier to conduct logistically and encourage co-operation between companies. Tame Aggression: Taming QoL, as it stands, there are many easily accessible whistle options for changing your tames aggression level on the fly, but in many cases you are unable to press the button you're looking for before whatever situation your facing gets seriously out of hand. This is particularly true when you're looking to tame something, (which if it's a high level is in inherently high stress situation) often you will be swiped during the feeding process and any tames you have nearby will turn aggressive against the bola'd target, causing you to lose the tame. While whistles have high utility, I have found that having to switch between aggression levels leads to a lot of headdesking, and in some cases you'll even lose tames because you forget to take them off Passive. IMO, this could all be solved simply by making it so that tames NEVER turn aggressive towards bola'd creatures, period. Maybe this would be more complicated to implement than I am thinking, but if it can be done without too too much effort, I think it would be great. More later! Feedback/Discussion welcomed.
  7. Anyone else unable to place things miles away from foundations? Gates? I see non under water or on land for miles. For a game based on ships it's not great if you can build one
  8. Small Quality of Life suggestion. Make bookshelves like the Mess Table. They extend or stop the spoiltime of Maps. Cheers.
  9. I cannot seem to track down the Small Gate and Gateway anymore. Were these removed from the game? It's supposed to show up under "Secrets of Building" in the Construction and Mercantilism Skill Tree, but they are no longer there. If they were removed from the game, I cannot find that in any of the Patch Notes. I thought the small gates and gateways were a perfect size for small operations.
  10. This thread is going to be about suggestions and might hopefully inspire the devs to attempt make it a better game for everyone involved, as this is an early access title, I will not be discussing any problems that might be related to connectivety or lag, as this will most likely be buffed out in the future. But instead I am going to be focusing on the experience of a solo / small group player, and how that experience might be turned into something more positive. Typhoons The idea behind having weather on the sea is a nice one, it adds excitement for a rather dull experience otherwise, however what is the purpose of having typhoons quite literally spawn ontop of us? It might be fun the first time, the rush to try to avoid them, but after having gone through 2 of them it is completely just a chore and is not fun or scary. The main issue here I think boils down to the fact that you can quite clearly see that they are just spawning around you, no point during trying to sail did I look on the horizon and feel “Oh that's a typhoon, I need to avoid that” but it turned into a moment of “Oh ffs not this s--- again”. It doesn't make for exciting gameplay when it lasts for 5m+ and just causes you annoyance, I get that you might want to show off your fancy new weather system, but don't have them spawn on the players and FOLLOW them around, it would much more enjoyable if they were a static spawn and you could use them to try to evade whoever was following you, rather than being unlucky and have it spawn on you and follow you for a bit. The map Putting aside the land claiming, which I see no problems with per se, we have ended up with a system where you are actively punished as a solo / small group player by limiting the resources that spawn close to the poles, it is not reasonable to expect them to be as plentyfull as the regions close to the equator and I don't think anyone expects that, HOWEVER there is little to no point in even trying to live there at the moment. This in return basically removes the ability to live on half the map and forces people to fight over the few islands that have resources, and yes pirate game and all, fighting is a part of it and that makes sense for higher up resources (Think volcano and metal on ARK). But as the case here is that this isn't even a question about whether or not we need some kind of rare metal to move up from mid to lategame, this is a question about whether or not we can even survive. From a personal perspective, I understand that the cold regions are less friendly and should be treated as such, but needing coral or sap to be able to build fur gear is just taking the piss, so to be able to get the gear to survive, I am expected to spend about 6+ hours (Measured time to get from my isle to an island with fiber) to gather materials? As stated above, I spent 6 hours trying to find fiber to be able to just build the basic of tools for myself so that I could continue living, but even with that I ended up being unable to do so. So I respawned in the freeport, just so I could buy another raft and farm up materials and then spent another 4 hours on the sea to get to my home. So what can be done to fix this? For starters adding a source of fiber on the artic islands is needed, now take cotton as an example you get very little from them, but it is still a source, gathering fiber from items such as the trees for example would also work, as long as we have some kind of source for it, as personaly I don't see traveling for 4 and then another 2 to farm some, is an acceptable solution for this problem. The issue with fiber is not even the biggest problem, looking at furgear, something that is needed to be able to survive in the polar regions, it needs one of two things to be crafter A) Coral or B) Sap, neither of which we are able to get from our island or any within a 5 hour travel time, we are unable to even survive for an entire day because of the cold. That just needs to go, make furgear something one can build and gather on the artic islands on their own, there should not be any need to travel for that amount of time for something as simple as fur armour when there is an abundance of wolfs around. Making people able to survive on 50% of the map would mean that people could spread out and do different things, rather than all being forced down to a place where everyone else is, as a small group player I prefer to live in a place where it might be harder to live but give us the ability to specialize on a particular field whatever that might be. This isn't about making the entire world easy to live on, I don't think that anybody would want that, I don't even care if it takes me 5 times as long to get anywhere as it would had I lived on a tropical isle, that's not really the point I am trying to make here I am simply asking for the ability to survive. The overall singleplayer / small group experience. Now let's get on the main course so to speak, while I understand that people would be safer in groups of people, that only makes sense and it's a game about piracy where you would want groups of people fighting it out, and I already seen some “war” movie from two groups of people doing just that. However not everyone wants that, some of us just want to carve a nice place of our own in the world and travel around and occasionally need to fight for our stuff, and yes there is a PVE client available, but that might not fit everyone since just because you are a small gang, doesn't mean that you don't want to pvp. But with everyone being forced down towards the middle, it is hard to see how this would even be possible, how is one expected to get any kind of base or even a ship going if everyone is forced to the few islands where people are plentyful and join the same company just to avoid getting raided or murdered? This just means that the few people that want to stay out of the big group battles are put to the side. I have played many a games before this one, quite a few actually, take for example EVE which is rather obviously an inspiration with it's mega server. In EVE I was a miner, I spent my time gathering minerals on my own for the benefit of my wallet, I lived in a system where I was mostly on my own, I dealt with problems that might arise on my own or through diplomacy it wasn't exactly the most exciting life, but it was what I enjoyed out of the game not once did I feel the need to join a big corp or alliance to simply survive. But I digress, the main issue is the survivability for the small group, being able to survive on more than 50% of the map would mean that one could carve a place out and call it home, rather than every single day needing to login to discover that someone has raided your land. This does not make for interesting gameplay. You guys hosted the ARK servers, you should be more than aware of what happens on the official servers.. IF you weren't part of the BIG groups, you couldn't play because you simply got raided by the big group, which is why I gave up on the official servers rather quickly, as I am sure many people did. There are simply suggestions from a player who want this game to survive, it has the ability to become so much better and I hope it does, please don't let this die.
  11. Dear developers, Do you really not understand how the social dynamics in this game work? Or do you really don't care at all? Why do you keep rolling over the small guy? Just why? CURRENT: V210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. Who asked for this? Who needs this? Now not only a company of teenage bullies can raid me into oblivion in a game that revolves around farming, but now they can also foundation wipe me for a measly amount of 12k gold? You already made the situation really bad when you enabled fast decay for settlement owners. 12k gold... They stole that much from me already. You are basically rewarding them for steamrolling me. The amount of (non) thinking you give to these changes are just appalling.
  12. On PTR we tested Colonies, but because we had alle buffs, rush on lvl 40, all blueprints and 6x everything it was possible to catch and upkeep a small 24 points island. Since yesterdays fresh V1.5 start we tried it again. Raised to lvl 22, build a base and a sloop, so far so good. But we did not managed to got a treasure. Just many floatsomes and 2 wrecks. But with 150 gold it is senseless to upkeep a 24 point island with 3 ppl and we invested around 18h ingame within the last 2 days which is not possible for a normal working-week. The environment is too hard. The SotD are manageable, even solo after some time. But if you are nearly done the Warrior, a croco, cobra or vulture will interrupt you that often. I tried it on J11 solo over 3 hours over and over again. PVE needs further balancing for example: - much less upkeep costs for smaller islands - reduce aggro/pathfinding radios of corbas (if you try to escape, you will run in the next one) - reduce vulture reaction time (they should eat the carcass short before despawn, otherways your hideout will be overrun by vultures so fast, you can't do anything) - a way lesser hitpoints for the warrior (so that a solo could kill him after one finished his squad before) For "normal"/casual players that might be much too masochistic, i guess. And isn't that the target-group of PVE? Everything else seems quite fine. But where is the long-term motivation if you have clearly no chance to ever own/manage a small pirate-island? After you grinded some weekends, you will have your fortress, ship, guns ... and after that? My conclusion after a total of 381h PVE testing is: actual PVE Colonies too hard for (really) small groups. Average and fine Treasures (>150 gold) are nearly not possible now (with PVE interrups of predators). So no long-term upkeep for 15-24 point islands is possible, not to mention the kraken or quests - no overall long-term motivation after 2 weeks. Will be sad without further balancing.
  13. Right now in Atlas (and Albion, and Eve) many of the largest groups are allied to each other and hostile towards smaller groups. This means that a "pick up group" of internet friends is unlikely to be able to carve out an existence anywhere but the most hostile regions. In Eve it is called the "Big Blue Doughnut"; an alliance of superpowers, content to set on their power until the bi-yearly war breaks out. The Big Blue Doughnut is bad content. Not only is space boring 1.9 out of every 2 years, but when the fight finally happens the result is nothing more than a laggy slug fest. Atlas is headed in the same direction. The top 10 companies work their way across the map, fighting easy targets (small groups) while their equally large friends watch their back; all at the expense of small groups and good content. Every time a small group is wiped a few more people quit the game and the sandbox shrinks. What can be done Part 1: I believe alliances should be limited to one "mega company", based on number of players. For example, if we define "mega company" as having more than 150 members, a company with 150 or more members would not be able to ally with a second company of more than 150 members. Part 2: Remove the limit on companies per alliance. Part 3: Create an alliance tax bank This would encourage the large regional powers to take on more small group vassals.
  14. So happy the small gates were added to the game! Thank you, for that addition! I have noticed three aesthetic issues, however, that I felt should be mentioned. I was mildly frustrated to see that The Small Wood Gate was added to all the stone building items found in Esotery of Building, instead of being added to the rest of the wood items under Secrets of Building. Is this intentional? All windows are snapping into their frames backwards. Mismatching the types of window frames and windows does not change the snap points. Lastly, the stone door also snaps in backwards to the doorframe. Based off of the engravings on the doorframe, it looks like the frame itself is backwards, but thatch and wood doors are currently snapping in properly, so I'm not sure whether it's the stone door or frame that is backwards. Thank you so much for creating this game and keep up the amazing work. I can hardly wait to see what you come up with next!
  15. Guys i really enjoy my pirate life inside your persistant Atlas world. I just dont like how you absolutely focus on mega patches only for mega tribes. I am quite sure that the majority of your players are solos/small tribes/casuals. Why lock them out from fun stuff like subs and torpedoes ? One of the big advantages in Conan Exiles is the ability for everybody to gain anything solo. Not easily, but with the correct preparation and planning. Please consider a similar strategy and i am quite sure that the 50.000 players from game launch in december will be back here soon. Dont let the Atlas galleon crush into the next iceberg.
  16. Because small to medium Companies need different rates. We need lower gold costs, and shorter vulnerability windows. We need more skill points, and more resources per hit on a node. We need faster taming and breeding, with breeding allowing us to imprint when we get back online. We don''t have enough people to imprint around the clock. We had about half of a full company at the start. A double cross by a Mega we allied with, and then a sinking of a schooner we then made, to try to get something going, reduced our numbers to about 1/4 of what we started with. So now we struggle to afford our island. We have no chance to set up a player shop. We can't afford NPCs to man defenses. I don't see us playing much longer. One good raid by a Mega posing as a small company, and we are likely gone. for good. Sad thing is this...I had been convincing people to buy the game. They did, so I was able to build up to about half company strength. I have an Organization of 1600+ in Star Citizen to try to recruit from, and an even larger alliance. That's where I recruited from. Was making some headway, despite the fact that ALL of them were reluctant, due to the bad reviews. Now, I have no chance. All interest has died. Nobody new is joining. So it will likely be that we find a new game to occupy us, while we wait for Star Citizen.
  17. U increase the company member limit and not fix the ally member limit. The mega's do not care about your restrictions, they find a way to organize themselves. U limit the small companies, because the small's can only allied with 4 other companies, too. For example: 7 companies with each 4-6 friends share 1-2 island in a grid. That are about 35 player and they can't be allied. Mega = 5 x 75 = 375 and they could organise the zerg otherwise.
  18. Hi folks, my Company has a small 15 point island and have determined that we have enough room for another small company to move in. Message me if you are interested. Looking for mature players who enjoy the game, and want to see how things develop over time.
  19. Big ones have more firepower Big ones have more hp Big ones can turn faster Big ones sail significantly faster Wouldn't it be logical (from both a realism and gameplay perspective) for small ships to be faster than big ones? It's annoying to see a Sloop with 9 knots getting overtaken by a Galleon with 22 knots.
  20. We have a small plot of land that is available to rent to a small company.(no more than 5). The land sits on a beautiful lagoon that is completely Ally controlled. It is built on currently, with some defenses and a small dock that the landlords may still use on occasion. All crafting stations and a basic taming pen is included. This area has served us well and will be a great place for a small company to get it's legs underneath it. We were given this spot as a starter island and we feel its time to do the same. Location: Temperate Zone ,Northern half of Map (more info given upon discord discussion) Defenses: Mortars / Large gates / enclosed Stone building Requirements: English Speaking / casual attitude / Ally will be required to keep our defenses from punishing you / Help where you can if we need defensive help Rent: Payments on a weekly basis 250 g/week or equivalent resources may be agreed upon for the time being until you get ships going. Concerns for new tenants: Mega Company not real far away but they have not bothered us much as of yet. Send PM to me if interested
  21. The goal here is to make Maps a little less tight for solo and small groups. While it DOES help larger groups, it's not exactly a bad thing if they get helped but the benefit is weighted for smaller groups. I'm aware that putting maps on your bar halts their decay, however your bar is an important place for tools, weapons, etc. Therefore, I propose that we gain a map folio, similar to our Legacy Compass, that can store a small number of maps, say 5-10 (Maybe 1 per 10 levels?). This folio will be bound to you the same way as your compass, so you will not lose it when you die. Maps in the folio have significant decay reduction, such as 4x duration, if not indefinite. What this allows is that I can gather maps for a specific destination, but have time to put together a half dozen of them to do in a dedicated session. As it is right now, I have to basically rush over to do maps that are further away, and hope my group's schedule aligns. Or, if I go solo, I'm pretty much forced to drop everything and go do this map right now. For the larger groups, where there's little to no need to get a specific group's schedules to align (any 2-3 schmucks can make it work) the benefits are less pressing, but for a small group it will allow us to schedule something like "Guys, next Saturday is map day, please keep 1-6 open" sort of thing.
  22. Like the subject says - we have an extra mythical large shipyard blueprint, as an indication of quality, it wants over 100 mythos. We're looking to trade for a small, mythical shipyard blueprint, since we aren't having the luck in finding one. NA PvE, PM me here, I'll follow up. Myk
  23. Hello my friends and fiends, i noticed that u can build ridiculous close to other players structures on lawless grids. This lead to massive ugly foundation spamming around ppls areas. Today a player got locked in by some toxic players, i don´t want this happen to me. And i don´t want to sprinkle foundations around my area, doesn´t look good and takes server ressources. My question is if there is a certain structure that got a larger build blocking range than foundations? Maybe gates or beds? I don´t want to block a huge claim, i just want to be safe. WHY grapeshot WHY did u remove the old claim system and WHY u made the protection area so small???
  24. Hello small company here. We are going to stay small as well. Looking for small piece of land to pay taxes on. Easy going group of mid 20's guys. Active everyday. We also use discord.
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