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  1. I'm posting this suggestion that a critical change that could help the progress of smaller companies, and help make the game more fun in general. Currently no one knows if the Freeport settings on live are on purpose or an accident. Tames, last 8 days in the Freeport, only requiring that you render them in, and feed them to keep them pretty safe, other than players trying to gather wild Freeport animals to kill them. Mine have been safe at least. You can keep anything on their inventory safely essentially saving your progress in the game. Ships in the Freeport, at first seems unmanageable to keep them floating until you increase resistance levels, my brig at 220% resist has been fine, and would take about 16hours to sink. So currently if you dont want a claim you can manage keeping everything besides a farm in the freeports. Saving my progress this way, knowing other players cant ruin it has been FUN. Knowing that if I steal something cool, or do something difficult in the game, I can save it. I cant be online for 9 hours everyday to keep a claim. This is the only way I can play atm as a small company, there are still huge advantages to having a claim like infinite non decaying ship storage, so that you can have more than one or two ships. So what I'm proposing is that you make the Freeport more of a sanctuary for small companies. Introduce a Freeport bank npc that can hold like 25 slots, no weight limit, for small companies. Do not link the bank npc together, we dont want people teleporting resources across the atlas. All this would be is a small cache of items that is personal to each pathfinder, and has nothing to do with the company. Not enough to save everything but enough to pick what's important to you to save. You have already introduced a nice trading, and shop system, which has little merit to small companies that have no where safe to keep their items, except for Freeport tames right now. I do like the settler system, however big companies aren't struggling with upkeep, so while they probably wont mind having settlers, the settlers arent of much value, so there's not much incentive to protect their stuff on your island, also bigger companies will just push that you merge with them rather than be your own company, while they cant MAKE you do this, they CAN however, evict you and wipe all your progress. However this small personal Freeport bank could fix alot for solo/small company players allowing them to do buisiness with big companies without fear that the big company will decide to wipe all their progress. I LOVE YOUR GAME, and I hope you can consider a Freeport bank a possibility for its future. That way each fight/ battle doesnt have to end in someone wanting to quit, or realizing big companies are the only way to play it at all.
  2. Hello I'm contacting you today because we are a small team (about 7 players) and we can't play because we can't challenge the islands all occupied by the big teams. Isn't it possible to create small islands only for companies with less than 10 players? They could be raided by all teams but not occupied by teams above 10 players. In low less we can't leave our boats under pain of seeing them sinking while we are not playing. And staying in freeport is no fun for us or the others. Please fix this problem, it's a game with a lot of potential! Make us dream. In addition to the paid skin for animal ships guns and armor would be interesting, which will also allow you to earn money. I'm sorry for the bad English Bonjour Je vous contacte a ce jour car nous sommes une petite team (7 joueur environs) et nous ne pouvons pas jouer faute de ne pas réussir a contester les îles toutes occupés par les grosses teams. N'est il pas possible de créer de petites îles uniquement destiner aux compagnie en dessous de 10 joueurs? Elle pourraient être raid par toutes les teams mais pas occupable pour les teams au dessus de 10 joueurs. En low less nous ne pouvons pas laisser nos bateaux sous peinent de les voir couler pendant que nous ne jouons pas. Et rester en freeport n'est pas amusant ni pour nous ni pour les autres. Remédiez a ce problème s'il vous plait c'est un jeu qui a beaucoup de potentiel ! Faites nous rêver. En plus des skin payant pour bateaux animaux armes et armures seraient intéressant, se qui vous permettrez en plus de gagner de l'argent.
  3. Hello Everyone, These are the small problems that break immersion every day i play this game! pleas fix soon - Elevator platform, when going up on the elevator you keep falling trough unless you move back and forth(Easy fix, platform value is set wrong!). - Farm house, when you pick up the new stone farm house you get a wood farm house back? - Water pipes and the grill should not be this hard to connect together!(I suggest making a flexible pipe for this) - Resource looks, if it looks like a strawberry before you pick it up it should also be a strawberry after you harvest it!(medium fix, clean up resource node looks to mach what you get) - When using third person and cam clips character model or structure it creates frame drop.(fix cam so it does not clip or make the fps not choke) - Animal collision with objects and other animals, they do not need to stick together that hard and sometimes they even get stuck in the ground. - Food, some of the food recipes like the Beef buns don't give the vitamins it's supposed to give.(No matter how long you wait!) Do you also think this is annoying? Do you have small stuff to add? Please like my post, so we can get this fixed Best Regard Jack Shepard
  4. Hi everyone, because there are and always will be players who prefer to play solo or in small tribe, here is an idea that could be simple to implement and would rebalance the pvp. Why not limit alliances to the total number of players in the alliance. Let's say 50 players. A big guild of 50 would not be able to make an alliance. A guild of 10 to join with 4 other guilds of 10 players. 50 solo players could ally themselves... Obviously it would require some serious management of the number of players per guild, but it could balance the pvp. Don't hesitate to put a like if you like the idea so that the devs look at the post ;) Good game
  5. Hi We are a small company located at D11, playing mainly in the evening (European time). Join on discord to see the animals we offer https://discord.gg/yyUTXmF At the moment we offer: - Starter bears - Crabs high level - Elephants (located at I5) - Rhinos (located at I5) - Shieldhorns - Eggs (Shieldhorn and Razor) Playershop: Playershop Update everey Friday 9 pm EST We will host a little lottery next to our playershops. You can buy a ticket and if you are lucky you can win a shieldhorn
  6. One issue ever present in Atlas is "Megas" and the lack of options for small groups outside of those mega power structures. I have a suggestion for this I'd like to pose to the community with a TLDR at the bottom The Background For those unfamiliar, mega companies or megas, are very large groups that right now dominate Atlas. I've personally experienced one group being so large that they split into 3-5+ Companies that ally each other. This is out of necessity. Defending an island is no small task. Making it so that you can hold that territory, even against a small group is difficult let alone being attacked by a large company or group of companies. This time and capital commitment is not my preferred game style. There are those of us that wish to play a smaller, more water based game that doesn't involve base building or land holding. As of now this type of play is only supported if you can find a mega to allow you to park in their already defended harbor. This causes more lag for them and many harbors have to be "opened and closed" to stop suicide ships from running them. This makes getting your ship in an out of this lag fest a hassle. Also, why would a large company care to deal with that hassle? It also eats up an alliance slot. These large mega alliances have capped out alliance slots as it is and a small privateer alliance just frankly isn't worth their time or slot. Many of the large companies this season have even given up on having any "renter" companies on their land for the same reasons. The Vision What I dream of for this game is many small groups all vying for resources on the water. Squabbling over a ghost ship loot, ship wreck or other npc content with loot to fight over. Harassing harbors and intercepting cargo ships. I'd like to see the ability for 2-10 man groups that want to play together not be forced into the landholding grind. The Path So how could this be implemented in a way fair to both groups? Holding land is a PITA so it needs to be valuable right? Small companies need to have the ability to exist with out big daddy alliance/company there to protect them. I think I have a good solution. The island holders need a buff. There should be a substantial amount of resources that each held island gathers passively and puts into the flag. The amount should be based on the point count of the island and how long the island is held. Islands in would automatically produce the items available on that island. If one island has iron while another one has tin the resources gathered in that island's flag would be different. This would go for each type of resource. Now one company using its points to hold one grid might not make sense. Instead a mega alliance/company might spread out and trade resources between the grids. This is great for everyone. Large companies will create content for everyone just by existing (moving resources between islands, moving ships around to defend islands, etc) while having a benefit for investing all the time and resources into holding and defending. So that sorts the island holders right? What about the privateers who want to sail around, drink rum and yarrrrrrr to our little black heart's content? Well I have a solution to that too. Add a function in Freeports for purchasing a slip. Have it scale with the size of the ship so that a brigantine costs more than a sloop. Nothing concrete but do 36hrs, Weekly and Monthly slip rentals. Lets say it costs 1,000 gold per week to store a sloop and 10k per week to store brig; something like that. I'd love to see this be an instance where you can actually teleport into it and walk around your ship and access the items. There shouldn't be an unlimited amount of ships stored either. I'd say no more than 2 ships per company or player. When you join a company all your ships must be undocked and all slip rentals forefit. Now you can build a ship and log off without waking up to a spawn screen, hop on with a couple buddies and create content for other players. The TLDR Resource gain to islands held by players that scales based on the time an island is held and island points it costs. Add a system for renting slips for small companies to be able to pay gold and store a ship safely while logged off.
  7. You would expect the small wood gate to be granted with the rest of the wood gates by gaining 'secrets of building' Instead, it is granted by 'Esotery of building' with all the stone stuff. Side note: the tooltip for esotery of building is always off the screen on xbox because you can't scroll down.
  8. 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.
  9. 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.
  10. EU PVE WTB Large+Small Shipyard over 215% plz msg me with price
  11. [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/
  12. The last update when you had players was v402.6-ish, before the farmhouses, prefab crap, the wipes, and all the excess crap that got added that no one wanted. Want to save the game? roll back that far. The 15x15 map was amazing, could literally roll back that far with minor changes, and many old players would return. For people who just like to tame, breed and farm just add a few Ark size islands. Add greenhouse structures so we can grow crops in any biome, breed tames in any biome. We wanted legacy ships to expand to frigates, sloops should have been slightly bigger. Get rid of or change the weird ship of the damn and army of the damned, pirates or skeletons-ish would work, remove mines, farms anything and everything prefab ships and structures. The point of sailing was to go out and get those recourses, not auto farm and sell them, limit island claims and shipyards, no company should need more than 2 small and 2 large shipyards. If ships sat for too long we should be able to claim them, breeding and raising tames should be less time consuming, these are things most people wanted but no one listens to small or solo players.... the main players of your game, instead you listen to mega comps and pvp players. Sooo many more ideas that we wanted but were ignored. Watch both your trailers and see and remember the aww that we seen and the game we remember and deserve. https://youtu.be/miwYMiEUYiA https://youtu.be/7pXqX73FGFY MAGA ( Make Atlas Great Again)
  13. LANDFIGHT 1. Ur level 40 fighting somebody level 120 with 300+ HP 2. players choose midget size so it's already ridiculous and very hard to hit them 3. crossbow/guns do too little damage, u can hit somebody 30 times wiht lvl 120 and he just heals hiimself and is back to 100% health 4. Hand cuffs, one of the worst things, dont even leave ur base and attack the raiders, they will knock u down and handcuff u permanently, then they can do whatever they want to ur base without worrying u defending it 5. Mace and shield!!! These things is so brokenly OP. Incredible how they havent been fixed yet. 6. people abuse the fast backstep, sidestep thing 7. Gabbling hook on people. Seriously?! Remove! SEAFIGHT 1. Bar Shots, totally OP. A small sloop can demobilize a galleon, driving in front of it then destroying all its sails with just 2 volleys. Everyone is abusing this currently. All seafights go the same way. They shoot u with bar shots thendo whatever they want with u. Clans 1. Are advantaged in this game, because of the coin grind. They can claim several islands for themselfs and they get all the coins. Because of the ship for coins, clans have fixes: 1. no levling up character 2. smaller characters get a damage penalty 3. crossbow\guns damage buff, no mini game 4. no hand cuffs 5. nerf mace and shield 6. no bar shots 7. remove fast side step/backstep etc. There is probably more, but thats what i have to say now
  14. 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!
  15. 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.
  16. 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
  17. Small Quality of Life suggestion. Make bookshelves like the Mess Table. They extend or stop the spoiltime of Maps. Cheers.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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!
  24. 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.
  25. 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.
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