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  1. Ahoy Pathfinders! We have some much needed bug fixes and an increase to Floating Operating Base health with today’s hotfix. Official servers will be going down to deploy the update on Monday November 7th around 1 PM PST and are expected to be back up shortly after. There will be a client download. Released Patch Notes V553.0 Bug Fixes Fixed an issue where the Swarm house could not be crafted. Fixed an issue with the Jack O' Lantern helmet skin not being able to be removed from player inventories. Fixed an issue where NPC crew manning ship cannons and sails would be shielded by large storage boxes or larders. Fixed an issue with the VR feature being displayed in the options menu. Fixed an issue where wild creatures and tames were not damaged by lava. Fixed an issue where a grappling hook could cancel fall damage when the grapple was located below the player. Fixed an issue where the forge would stop crafting when the limiting item is wood. Fixed an issue where structures were sometimes not locking properly in PvE. Fixed an issue where spiders attempting to follow players onto water structures would get stuck on the first attempt. Fixed an issue where treasure map bottles did not always have a map. Fixed an issue where various planks on Floating Operating Bases had small gaps in them. Misc. Increased Floating Operating Base health to 30 million. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  2. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  3. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. Ship bottle duplication enabled on PvP servers. Increased cost to duplicate bottled ships. Tames/crew can be stored inside bottled ships. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  4. HYDRALANDS.COM (3x3) PVP X25 - MODS - REWARDBOX Opening of the Hydralands pvp server modded Hydralands is a server focused on pvp, the server was thought for solo players or small tribe and be able to have fun while being able to do all the contents. The server currently has 9 grids (3x3). > Rates currently on the server : - Gathering: 25x - Taming: x25 - Experience: x10 - Egg Hatch/Gestation: x25 - Maturation: x25 > Server Settings : - FULL PVP 3X3 - Height restriction removed (you can build on the heights, without restriction for cannons, swivels, puckle...) - The damned on the treasure cards are sensitive to all damage (all damage is multiplied by 4x) - Max Player Level: 130 - Max Wild Animal Level: 120 - Max Ship Level: 100 - 4 Hour Combat Timer - Custom Loot from Floatosm - Custom Loot from Sunken - Custom Loot from Sotd > Server Plugins : - Company Log via Discord - Cross Chat - Kit and Shop - RewardBoxes - Votes Rewards > More information : - The server will be full wipe every month Mods list: - AOD Damage Changes - ATLAS Architect - ATLAS Overseer - ATLAS Shipwright - Atlas Transfer\\Pickup Gun - Custom Shipyards - Item Grinder - LEGACY2019: Custom Item Stacks - Marvelous Spyglass - More Crops - NM Harbor Structure - Reusable Tools - Ship Repair Crew - Editable Server UI - TCs Auto Rewards Map Ressources: https://hydralands.com/ Discord: https://discord.gg/6Rqb3UncbQ We are waiting for you !
  5. Here's my (very short) feedback for this season thus far: 1. Thanks for the improvements you've been making. I have a more positive hope for the game recently. 2. Last season's map was FAR FAR FAR superior to this season's map. Getting around is ridiculously tedious again. 3. Un-nerf the ramming galley please. I should be able to use the sail point capacity. Period. If you think the ship was overpowered, buff the other ships, instead of breaking a very old game mechanic. 4. Raise the limit of armored docks to something reasonable. 3 per type is very limiting. As a single player in a small company, I personally want to be able to protect a (1. PvE / mapping / diving / whaling boat. 2. A personal houseboat 3. Three pvp ships 4. A taming (pegasus) type boat. (in any given grid) At least six ships , none of which need the expensive large armored dock. In place of the limitation, better solve the dock-wall spam by further increasing the armored dock proximity issue. TO BE CLEAR - I do mean per-person. As it is currently designed, you have forced the company to spread out to multiple grids in order to be able to have our own ships. I do sincerely like large wall harbors being back in play - but after living with the armored docks, I no longer trust anything else. Cheers.
  6. Still happening lol, haven't demolished anything... at all..... nothing logged off and game updated logged in and lost mortar two large walls 20 small walls and a bunch of time lol. Not to include elevators keep letting my character just fall through them but that is another story.
  7. 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
  8. 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
  9. small companies, structure limit, balance ship speed... it's not that hard to fix this game
  10. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical teams and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bands. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is also more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. 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
  11. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical tames and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bans. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. 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
  12. 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.
  13. What's to prevent using alliances to get around this? I think small companies just need better education on tricks to grind. See my best farming methods in general chat. If you want to compete then you need to work smarter and more strategically than a Mega. It's still small tribe competitive advantage. Megas are bound to routine, small tribes are very flexible. It's pirate versus empire. Be the pirate you were meant to be!
  14. Hey Everyone, As the title says I'm a fairly new player to PC Atlas. I' played this game a couple years ago on Xbox and wasn't my cup of tea as performance was struggling back then. I have sunk quite a bit of hours in, I have since upgraded to PC and am really enjoying this game again. Currently we just started a small company with a few friends, and we are loving the multicrew aspect of the game. I just wanted to highlight the positives of this game which can be hard sometimes as most of these discussions are pretty negative wanted to shine some light in a discussion for us all to talk about and share with each other. Just some questions I wanted to see what you guys think. What features are you looking forward to? What are your current favorite features of the game? Best experience or fondest memories in game?
  15. I'm not against the idea of adjusting company mechanics but nothing you said here is accurate. Megas aren't content gating smaller companies. Megas don't have magical exploits to level cap faster than others. This game was designed around the concept of large companies existing (in addition to smaller ones). Every issue you listed here has nothing to do with megas existing and everything to do with poor game design and an incredibly high knowledge barrier for entry. Also, the whole concept of a "mega" is completely relative. In season 1, megas had a thousand members. In season 9 now, people call companies with 30 players a mega. Because if you're in a small 3 man company, 30 players is an overwhelming force to deal with. So anyone who complains about "megas" at this stage in the game is naive. Or simply bad and unwilling to learn. Or all three. No one is preventing people from farming the maw; even when we had 10+ boats in the maw earlier in the season we would still see small, never-before-seen companies doing their own thing in there. If you're expecting to do content at any time of day with zero resistance, it sounds like you should check out the PvE server. The whole concept of a survival PvP game is that when you go out into the wild, you're risking your stuff. The only company getting content gated this season is Molon Labe.
  16. In the current state of the game, large dominant companies are able to utilize knowledge of exploits to complete content and have max level characters within days. They use the larger group as a crutch to then prevent small companies from advancing at all. Many, many, many players have experienced this and will never play the game again. People in the mega companies that do not generally even play with the larger "mega" group leverage this knowledge of exploits and the position of the company to play independently without fear of reprisal from their enemies, because only one of the 4-5 mega's can challenge another mega in a meaningful way. Players who are new, not in a mega, or not interested in being part of this process have a drastically different game to play. I think this problem can be solved by limiting the company size to 15 people. This would make being part of a company much more valuable, and company leaders will have to make decisions on who is actively contributing. This would also give players more opportunities to access features of the game, that would otherwise be block indefinitely by large "mega" companies, think MAW and Cursed Spawns. Players in mega's make up a minority of the game's players, but dominate the field and prevent new players from adopting the game. The fact being, you don't have to sacrifice the game to mega's, you can reduce the company limit, even it it make the mega's "mad", because they're the minority in the scheme of things. It would actually increase you player base by allowing more people to have positive and engaging interactions with the game. Here are some more benefits from a smaller company limit: 1. Mega's won't ruin the game for the majority of players (people who play in mega's are not the majority). 2. Creates a more enjoyable experience for new players learning the game, because no mega's dominating seas and land a week into a new wipe. 3. Server loads during fights are reduced due to less people in companies to zerg into a server, less lag means fights are more enjoyable. 4. Game content within companies is spanned out over more time because less people available to systematically run players through pve content, more challenging with a smaller group. 5. The game map becomes larger because companies are smaller and more effort is required to traverse and develop around the map. 6. Because companies are small, becomes harder to maintain huge swaths of islands, opening more land for groups to fight over and colonize. Generating more content for everyone. 7. Specialization within companies becomes more important, making it more important to engage and participate with your company. 8. Company positions are relative more meaningful, so recruiting become credential based and needs based. (I'd would challenge the most companies generally do not have more than 15 actives at any given time.) 9. You'll save the game from it's slow death back into the best seller list. Mega's don't run this game, take it back from them. 15 Person Company Limit.
  17. Hello Dev's! 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 and not in our group have found over time. 1. Animals moving all over the Brig and Gal's/Ships while sailing, they move so much i cant fully walk around the ship without bumping into invisible animals, and on the gal's they keep falling off 2. When Claiming an animal with anything other then a normal saddle the animal become untradeable and unusable, can't remove the saddle and can't use it. 3. Cant Whistle to cats. 4. At this time Saddles keep vanishing some still look like they have a saddle some are fine and some just Poof away. Things that could use improvement: 1. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. 2. When building Ships PVE Crew don't fix ceilings, wall's, sails, roofs on the ships. 3. After adding ceilings, wall's, sails, roofs on the ships. Crew don't fix them, we need them to fix those items too. 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. (Its Better but still a thing) 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, or are trying to lvl a ship. 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. 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! or never run out? 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. 13. Please add so on the animals their is at tab on the spin wheel we can add allow Alliance to use on and off option. 14. Please add so on the beds we can also open the spin wheel so we can add allow Alliance to use on and off option. 15. May we have a Cargo box to snap to the ships to store animals in on Brigantine and Galleons. 16. Can we have the silos feed the Mesh tables and Feeding troughs. 17. Allow us to add Veggies from our inventory into the feeding Trough with the Arrow to cap all the Veggies already in the feeding Trough at 100, Makes sense right. 18. Allow us to choose the amount to remove from our Munitions Storage, Right now we have to pull out ALL our cannonballs and other ammo before we can change the amount making us over weight and then we have to put it all back in the Munitions Storage beside the amount we want to keep out for the ammo container. 19. Allow us to choose the amount of resources to remove from the Ship Resource Box/Captions chest. 20. PLEASE give me a way to Stop Pooping! Should only poop when i click on Force poop not all the damn time! I'm like Hey how are you doing to a person and Out of no place I poop then they poop.. in RL if i need to poop i push it out. try talking to people and i poop then they poop come on Im not an old fart that needs dippers here! lol What gives! 21. Can we have fertilizer stack? 22. Can you make the Silo so it collects the Veggies and other farmed Crops we grow? or add a building that farms the plots for us or an npc or something? 23. Cyclones should not follow ships around like they are alive but they should act more on the server side not self aware of players.
  18. small tribes in atlas, limit of allies and structures is the solution
  19. More reasons to use dubbing equipment such as varied shipwrecks or even some small caves to puzzle out would be cool. Also the ocean floor is so bare.
  20. It does not seem possible for the dev team to fix anything related to balancing the game. Out of a list of a 100 items added a minor issue may be changed or resolved often going to one end of the extream or the other or so small that it doesn't matter. Such as ship speed. Why they added all these portals, because only the no life trolls that will be on the PTR for 30 hrs before a wipe will know how to get to any islands. Then a map will be released 2-3 days later when all the islands have been taken. I cannot fight a bunch of crabs. I cannot fight 5 broadsiders showing up to take out my armored docks. Love the game, but have never seen an intentional display of segregation in what should be a fair for all fun, survival pirate experience. In no reality should a game consist of having to be on for many hours to accompish something. And before anyone judges, single player, pve or just join a mega is not a solution. If the devs (grapshot) cannot see this as a problem, then any sane person would and should boycott them and anything attached to them. I can handle bugs. Game breaking bugs should be fixing before introducing more content producing more bugs. And their total disregard for thier playerbase is abysmal. You cannot have a game that is pvp (which is competitive) have all the advantages swung in certain players direction and have most of the servers offline for a week and think thats ok to just keep it going. Each year goes by with population getting cut to the point they even have to merge pvp servers just to keep it alive. What could be an epic game that would deserve a sequal just like Ark survival evolved with a playerbase for years to come. I predict this to be more of just a fad, many will buy and it will die just the same. Why because the devs will get their money, its nothing special to them. It is just another project. If the devs care so little. Why should we? Do they deserve more of our money?
  21. https://atlas.antihax.net/ use this map and hover the mouse over the small icon next to the grid number. Lawless = old lawless without claims claimable = (new lawless) claim towers needed settlement = island can be owned by flag placing
  22. Since the crew vanishing bug I've been knocking around on a cog collecting discoveries and maps, easy enough to do without any crew to loose, with only one sail. but it has meant going through a lot of zones and my bear has fallen off the boat a half dozen times now, it's not so bad in calm weather, but entering a zone with a storm and cyclones or SoD's nearby makes picking them up hassle that I'm sure is not meant to be a feature in this game. The last time I was traveling slowly along a transition line looking for it I was wishing the bear could be as secure on deck as the water barrel on the back of my boat, and realised it could be as there already is a way to store creatures in objects, 'tame house', Pegasus module. So how about a cage, more fitting than a small thatch stable that can hold dozens of huge creatures, 3 sizes would be suitable small 'shoulder pet', medium 'horse or bear', large 'elephant, and make it only hold 1. I'm not sure if I'm being too realistic for a computer game, and wanting to worry about the logistics of scale when transporting animals, or doing it in a not immersive breaking way, either tame bugging off the boat or cramming a half dozen giraffes into a shed too small for a horse. Any thoughts or revisions to this idea welcome.
  23. WRONG ! You have to attach the diving platform to the Cog BEFORE she is released to the ocean. After that you can not attach it, neither in a basic shipyard nor in an advanced shipyard. It is possible in a large shipyard and a small armored dock later, if you have the 10.000 gold für these docks. Just love this Grapeshot Bug Producer Company.
  24. What game mode are you playing? Official servers? I noticed on non-dedicated server that spawning on boat beds were flakey. Land beds seem fine. When I had admin access I flew to where my bed was and then the bed became available again. Unfortunately that’s all I can tell you from my experience. I might suggest building a small land base with a bed if you travel a great distance just in case.
  25. the time of your server maintenance and release of patch is a complete joke. you claim you used a poll on discord. the same discord that bans people for asking about pve. the same discord that only has a small percentage of the community you have left. the same discord full of pvp'ers. by setting the time of the patch the way you have, you have given west coasters a 6-12 hour jump on anyone from the east coast. all the great islands will be settled by the time any EST player with a job is able to get on. the wipe should have been around 3 or 4pm pdt to give everyone at least a shot at good land. thanks for screwing us.
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