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Found 6,482 results

  1. Separate release thread over here: Sorry, I made that thread with the intention on closing this one, unfortunately, I don't see a way of doing that.
  2. cheat TP C8 -123134 -264490 -160 Title says it all I'm just glad I am underwater but I hope I can recover my gear......... I can not get my stuff.. it won't let me drag my body. this is bs
  3. For those unaware of where this game is headed, ask any long term Eve player about what happened when the mega alliances emerged in Eve. Solo pvp all but disappeared, and everyone is forced to join one of the mega corporations if you ever even dream of leaving the PVE protected areas. Where is the balance in Atlas? Every night I log in, build a sloop, sail to one place to try and get sap or crystal or something that isn't accessible in my lawless zone, sail home and log out for the night. The next night, I log in, ship sunk by the same people as the night before, and I start all over. Some nights I am attacked at sea, and its at least fun to try and defend by myself although I am always raped by large groups of people, but I'm not even complaining about that. Something as simple as making smaller ships faster than the large ships would solve the unbalanced griefing at sea. I would like to see a way for solo players or smaller tribes to defend their assets while offline. At least in Eve, you can dock your ship in a station while offline or just log out in a protected zone without having to log in before work the next morning to repair your ship before going to work. Maybe disable decay on ships in Freeports if the ships have no defenses or something, anything...it just ruins the game for many of us who are not interested in joining a mega company. I enjoy the game, but many of my friends have already quit playing due to the over-the-top griefing every day.
  4. Hey, If y try to place a gate, with opening the buiilding "blueprint" as soon as the gate snaps onto a point your game just crashes. y can only close it via task manager. We tried all but the bug is on your site, so we hope it gets fixed soon ty and btw more ppl have that problem
  5. NA PVP, there are a lot more that aren't rendering until I get closer. There's a swivel gun mounted down there so people have already been abusing this. cheat TP L9 278420 -260274 1275
  6. Overnight while sleeping, I wake to my death notice. So I respawn at my bed only to have a lion attacking me inside my little 3x4 house. I manage to get the door open and run out screaming. Of course the lion can't fit through the door so it is stuck at the doorway biting at the air to get to me. And I was unarmed because I was dead. Luckily a friendly person happened to walk by and shot the lion in the head for me. After that, we built a second level to sleep in but I thought I would report this as a bug so animals can't spawn inside built structures. It only happened once so maybe they already fixed it?
  7. We're a group of friends that do no want to join big companies and be slaves in a video game, Please add a server that restrict total company members to 10 and limit online members to 5 if possible, If not just limit total company members to 5. It can be a smaller server with 1000 max people people and 5x5 grids or whatever, Video games are supposed to be fun, Playing with friends is fun, Let us keep it that way, No need to force a particular play style down our throats, People will just leave. Thanks.
  8. The game needs another cluster of servers that have a limit on the number of players that can join one company. I think 20-30 players max is a fair amount and no alliances to stop people trying to go around it. This would allow for more competitive PVP rather then just a few big tribes.
  9. It is even pointless for medium groups with 15-20 players. You think that you are a big fish, 10000+ Ark veteran with tons of PVP experience ? You have a war galleon and a big claim ? All of this means nothing, when the chinese megatribes arive at your island, you will see
  10. I suggest to expand map as expansion or DLC or reduce the player amount.
  11. So I was gathering mats to make schooner, we left the dock and boom it sank. How and Why?
  12. I made the smallest pathfinder I can make, almost every time I die my body clips under the ground and I'm unable to loot my corpse. Cheers -Ash
  13. Good evening, small problem with my games. When i walk i have constant mini rollbacks. I have no problem with my pc config, i constantly have over 130 FPS / IPS and a constant ping at 70... I can't find the problem
  14. The grid in which I built my base runs at 10 fps. Task manager is saying CPU 20% GPU under 15% in that grid. But notably disk usage is a constant 10%. The graphics settings make almost no difference, High, Medium, Low all 10fps. Initially it must have been running fast and I assume I built something that's slowed down the whole grid. The base has one 7x7 two story building. Two docks, 4-5 ships, Two swarm houses filled with bees and one with a mix of snake, ants and bats. A tame house with a few tames in it. I have a number of small crop plots fed by a water system. My PC is a i7-4770 with 16GB ram, an AMD Raedon VII graphics card and two hard disks (not SSD) The instant I sail out of the grid the fps shoots up to normal. Ditto fast traveling out. Logging onto an official multiplayer PVE server grid which looked packed still gives very high fps. Before I delete everything bit by bit is there any known thing that triggers this?
  15. So my small community is looking into purchasing a private server. What's the best private server hosting for the price for at least 6 Atlas maps?
  16. patch notes Please note these Patchnotes are not Real , This Patchnotes are Ideas It Will not be in the next patch but IF You Like IT Give me an UPVOTE Share The Thread and Dont be Toxic And English ist NOOOOT my native language V25 - Maybe Sometime? Community Patch V25.2 (Fixed a lot of Text Errors , Added some Pictures ) -New Feature 1.Crew Manager -Renamed the "Tame Group" Button to "Crew Manager" Crew Manager checks now the area around you for animals, crewmember and useable Object and bring it to a list where you can give orders, set behavior or mounting/dissmounting Cannons/Sails by simple clicks. No more frustating whistle´s and missclicks and wrong orders to Animals or Crew. 2.SkillBook Intoducing the new Skillbook. We add on every skill tree now unique powerfull Skill´s but know you have to choose between 3 skills(actives or passive Skills) gives you special Abilitys for this skill tree. Now you can choose strong bonus for your playstyle. In the end of every skilltree u can unlock 1 Ultimate Passive Skill give u a "Master" of this skill tree. Mastering of a Skilltree will removed the minigame from Tools or Weapon. Animals have now a small skill tree (Active Skills for the Right Attack Slot or passive Bonuses. Attack slots explained in "Combat Redesign") with his own unique skills where u can choose the Playstyle for your Animal. You can Unlock the Skills by Leveling your Pet up. If you Tamed a Higher Level Animals some skills are already Unlocked. Example Wolfs Active Skill Unlock ... [Howl] Give a Buff for 30 sec give a 5% more Dmg . Every Wolf in an area around join the Howl and Stacks the Buff to an max stack of 20% Cooldown 2 Min Bear [ Berserk ] Your Bear are in an Bloodlust for 10 Sec. The Single Target Bite gives now a chance of an Bleeding effect. Cooldown 2 min The Skills you Chose will block the Right Attack Slots you have to chose your Playstyle. -Moved a lot of "Dmg Buff or Heal Buffs from the Beastmaster Tree (i.e. Natural Touch) to the Animal Skill Trees as Unlockable Skills Add new Skilltree link<<<<<<<<<<<<<<<<<<<<< It´s not ready :,( 3.Simple "E" System We removed the Stupid blue weel of Disorientation and added a "Simple E" system Now every Cannon or Structure or useable Object have a simple Funktion and the "Inventory Option" If u go to the Ladder and press E you Climp up or Jump from the ladder. If u want mount a Cannon Press E and so on. Now if u want some changes on your Object like Renaming, Gear your Crew you have to Hold "E" and u see the "E" Icon fills up now its opening an Inventory with diverses options and stats from that Object Here the Simple "Hold E" Inventory for your Tames 4.Respawn Rework -We reworked the Bedspawn system for some balance and join/immersions Improvements. Now every spawn on a Bed gives you a cooldown from 60 sec , the cooldown starting after u click the spawn Button u will be locked to that spawn and u have to wait 60 Sec befor you spawn at this Bed. But the Character will already set in the Location but is invisible and can´t move . In the 60 Sec you wait all the Structures and Object will be loaded in the Spawnloactions. No more popping in of Structures/Objects on respawn and don´t breaks the immersion anymore ... yeay If u get killed in PVP or use the Fast Travel to quick adds more Time for the Cooldown. Aaaand Sorry one more balance change we made. Fast Travel works only on the Grid you are. 5.New Render Engine System -New Render Priority In this Order Terrain, Structures and Ships, Animals, Players. Hopefully fixing the Animal falling through Bug 6.Render Improvement -Far low Level of Detail of Structures like and Shipyard or Gate are Simple Cubes and Ships with low colors and its little bit blurry. If u get in medium Range u get more level Details and if u get closer the "normal" LOD is shown. No more empty space on the horizon and close instant spawn of strucures! You can see on Top of the Mountain far Ships sailing by but not much Details only a silhouette. We hope to keep up the Immersion without Hard performance lose and u can see that Player Structures are build on an Island or not. -HUD Optimisations 1.Removed the dump Information Window when aiming an any NPC/Structure in the middle of the Screen and moved to the left Bottom as an static window. This window give you now all Important Information if you Aiming on an Object but don´t block your vision anymore. -Removed the Mortar Ammo Icon from the Ammo overview from Ships. -Ammo Overview will now shown in the Information Window -Added Health bar from the ship in the Information Window when you on the Steering Wheel -Removed the Weapon Percentage Numbers from all Weapons and gives them Hard Numbers. i.e. Sword "Damage 30". Tools keep the Effetiveness Stats. -Added a Buff Button in the Inventory near the Character Stats that shown what Buff and the Information from that Buff/Debuff. Only the Buff icons will be shown on the Bottom right in the Normal View -Healthbars from Planks only shown if you have the Repair hammer equiped -Added The Buff you get from a small animal in the Information Window(Need a Skill Unlock in Beastmaster "I know all Animals" -Added The Food Animals love (for Taming) in the Information Window (need a Skill in Beastmaster) -Removed the "Last slot for Food on Tames" and added a Food slot near the Information Window (its only will shown up if you Skill in Taming) -Added The Typ of Ressource u can harvest from Objects you aiming on in the Information Window ( in the Past it was "H") Needs a Skill to unlock in Survival Tree ( Knowlege of Ressources) -Removed the Hitmarker. If you Hit a Target the healthbar shown above the Animal/Player/Ship and shows how much Health he have left for a small time (4 Sec) (Ships Healthbar is the ammount of Health every Plank and Shipdeck have.) -Removed the Steam Name and Player on a Server from Steam integration and Join Notifications because everyone don´t like get Tracked, and the server don´t get killed by some Tracking Bots. We added the Bounty System on can set Bounty on Player Pathfinder Names/Companys -The Pathfinder Name is now YOUR Name not 123 or ???. And Your Steam Friends are not more 123 ... no more 30 friends in Steam called 123 -Change the Meele Damage percent % in Inventory to an Hard Number ( Meele Damage : 50 . Now its easyer to see how much Damage an Animal or NPC can deal. -Redesined the Crosshair´s for Range Weapons Bow have now High orientaition lines with dot´s in mid Pistols have an small white Crosshair Thounderbuster have a Cirlce Carabines a small Dot -Stats and Blueprint Redesing -Added New Stats "Damage Reduction" Armor Gives you now an Damage Reduction shown in your Character Inventory.Every Point in Fortitude gives you also a small percent Damage Reduction (Hard Caped to 30% only boostable with shields and Shield Skills) -Changed the Stats Stamina to an "Percent Stats" Easyer to Understand what is much Stamina or what is Less Stamina. Example ... Tamed a Bear with 115% Stamina or Tamed a Bear with 1234 Stamina? -Added a new Stats "Splash" Splash shown on Ammunition or AOE Attacks from Animals skills an give you an Information feedback what the Cannonball deal Splash damage or not [I.E. Medium Cannonball 50% Splash, Larg Cannonball 0% Splash] -Stats Bonus you gain from Gear or Buffs shown as an Green Number (Health:140 +10) onside the Stats (RPG Like, simple and easy to understand) -We removed the Stupid 0.001 Stats or Cooldowns Numbers the lowest number is now 1. And opimized the Stats on Gear, Animals and NPC´s. No one want to spent a 0.001 statsboost. -Removed the Common Blueprints from Tools and moved to the Survival Skilltree (Advanced Tools" Higher Tools Blueprints needs a Skill to Craft and use. Blueprints have now more constant Bonuses (+Inteligenc boost) Common (100%-115%(+max 10% Int Bonus) Fine (115%-135%) Journeyman (135%-165) Masterwork(165-200%) Legendary(200%-300%) Myhtic (300%-400%) - New Structure -Organ ( because i love the movie scene in Pirates of the Caribbean where Davy Jones playing Music on the Ship) (placeable only on Brigs,Galleons or Foundation get the Same Buffs but longer Duration because i only want to play this Instrument ;)) ) -Medium Wood Wall (Size fits to the medium Gate) -Medium Stone Wall (size is it fits to the medium Gate) -Larg Stone Wall (size is its fits to the Large Gate) -Advanced Stone Wall ->New "Ultimative" Stone Wall with more Metal Decorations thats looks more like a deffence Wall now.It Needs Gold bar (New rare Alloy Gold Bar, the ressources you need are on Golden Age Ruins and the Ultimate Skill from the Consturcion Tree have to unlocked) (The Cost of the Walls are the same if you place the 1x1 wall´s but have more Health) -Stalls!!! -small Stalls (3x4 Foundation)(can hold 10 Tames ) Only Tier 1 -Medium Stalls (6x8 Foundation) can hold 25 Tames) Only Tier 1 and Tier 2 -Larg Stalls (8x12 Foundation) can hold 50 Tames) All Tiers You can Accsess the Stalls Inventory and there is a List with the Animals Stored in them. When you click on an animal it will be spawned in the Stalls , a Gate will open and the animals waiting there for his owner. If you want to store an animal you have to open the Gate, ride the animal in an now you can Store it in the Stalls) Watch out an Elephant will never fit in the small Stalls -Cannon Tower (Company Unlock) -Castle (Company Unlock) -Reservoir Storage ( in the past Ressource Box, Can only placed on Foundations) -Tavern Now you can Store your NPC´ Crews but you give them Some Grog and Steak to stay in your little Clubhouse but the Goldcost are less as fuck now Small Tavern can Hold up 15 NPCs (Foundation Size 3x4) Medium Tavern Hold 40 NPCs (5x5) Large Tavern hold 150 Npcs (6x8) -Breeding Nest (small Tier 1, Medium Tier 2 , Larg Tier 3 ) We love breeding and growing up your little fluffy war pets but we chose an other way for breeding. -Removed the Biom condition of heat and cold for breeding. Now you have to build up a Breeding nest. But That your Animal realy feels like in their natural Bioms u need to fill the nest with Fibers and Thatch from the Biome where you have tamed the Animal. We reduced the breeding time to 3hour Realtime . But your Pet have to sit 12 Hours in the Nest befor the Baby animal get born. (Now Breeding is more Manageable -Cargo Dock for Ships We love the Idea of Transporting Ships, but a big empty ship with one Ressource box feels sad. Cargo Docks fill up the lower Deck from the Ships and used the same function from the Ship ressource Box before it. (Ressource Box will now slight nerved) Now u must choose between a Battle Ship with gunports or a Transport Ship. Cargo Docks will reduce the Wight of the Ressources their carry Schooner Small Cargo Dock 15 Item Slots (max Stack per Slot 10.000) Brig Medium Cargo Slot 35 Item Slots ( Max Stack per Slot 25.000) Galleon Larg Cargo Slot 75 Item Slots (Max Stack per Slot 65.000) -Animal Dock For Ships The Animal Dock´s consum the Lower Deck and comes with a Ramp for Loading in and Loading Out your Animals because we don´t allow Animals on the Topdeck anymore they are glitching to much around. On the Ships now u can Store Animals to snap point on the Ships Schooner "Small Animal Dock" Can hold [3x Tier 1] Animals or [1x Tier 2] Brigantine "Medium Animal Dock" Can hold [6x Tier 1] Animals or [3x Tier 2] or [1x Tier 3] Galleon "Larg Animal Dock" Can hold [9x Tier 1] Animals [6x Tier 2], or [3x Tier 3 Animals] -Company Archievmend Unlock´s -We removed the Sea Claims and bring a new Claim System into the Game. -Now Every Company Start with 1 Company Flag (can placed from the Company Window) for claiming a part of the Island. We increase the Size of the Circle for give some more place to build. If ur Company grows up u gain one more Company Flag . to an Max count to 50 Flags. (every 5 Players joins the Company u archieved one more unlock.) 5 Players 1 Flag 10 Players 2 Flag to an hard cap of 50 Flags/500Player) But we chose the attacking claim system whats aktuall is in the Game but you have Maintain the Company Flags If u Attack an enemy Base place a Flag(5 min Cooldown for the Attack Flag) in the Company Flag Circle the Claiming attack starts and works like the actual claim system. More Flags u have so faster is the enemy claim. So Big Companys have more space to build but loose it faster and need an active Playerbase for maintain all the Flags. Small Companys can deffend their Territory longer and have an easyer way for Maintain their Baseflag. (If you Not Maintain a Flag...Your Claim circle turns grey and your Structures will get damage over Time... so unused/Inactive island will be cleard up and give some place for new players) We added more Unlocks to the Company achievement system for give small Boosts on smaller Tribes and make the managment of an Great Tribe easyer. Players: 5 = 1 Flag 10 = 1 Flag Buffs every Player in own Territory ( Increase Health Regen. Decreased Vitamin Cost. decreased the Overwight movement penetration ) 15 =1 Flag 20 =1 Flag Unlock Taxiation Bank 25 =1 Flag ( every 5 Player one more Flag i dont counting up anymore ) 40 = Crew Cost less gold p/h in own Territory 60 = Unlock Lighthouses ( Give Buff on Anchored Ships they dont recive "Sea Dmg over Time" anymore around the Lighthouse and removed in a certain Radius the Fog of War on the Map 80 = Give Accsess to 5x Big Premade Towers with 3 Cannons Snap points (needs a 5x5 Foundation) but will Cost a lot of Stone Metall Wood and Gold Bars 100 = Give Accsess to an Big Premade Castle Give with (Needs an 20x20 Foundation) So much cost but gives your big Company a good Base deffences Structure (We make a lot of Designs we loved in the Castle so u can pick up from 3 Different Types of a Castle with his own Design) Maybe we change some achievements or give other Buffs for balance. - Redesign Golden Age Ruins We Redesign Every Gold Ruins Island to make them Funny to play and need some planing for engage them. -You choose your challenge! We removed the unused Decorations Buildings from the Island and put them together to 3 Big Castles/Caves. The Dragon Hort In north of the Island The Fountain Caves in the West of the Islands and the Powerstone Hall on East On Every Middle of the Island 1 Outside Alpha Boss will apear and every Player can engage them. But watch out, if more Player attack that Boss... Health and Damage Reduction(Hard capped to 50%) will increase. Every Dungeon are guarded by 2 Cyclops on the entrance and in the inside awaits you one Boss you have to kill to get their loooots!!!. You can´t kite these Bosses, their are in a Bossroom like in a RPG Doungen. If you Kill the Cyclops the Gate will open but their are no Tames allowed in the Dungeon. The Dungeons should be an Player VS Boss experience. (Want an Tame VS Boss? Alphas or the outside Boss is the best way for you ) From the Dragon in the Dragon Hort you have the chance to get an "EGG" you have to breed it and give´s you the Dragon for 6 Hours In the Fountain Caves a Big Gorgon awaits you for getting the Buff of Youth (like its actual in the Game) And the Powerstone Hall a Big Rock Elementar/or Fire Elementar waiting to crush you. You get the Powerstone from them. -Dinos will attack taming Structures if their are trapped -Soldiers of the Damnd are now more Trashmoob style easy to kill but a lot of them ouround the Island and in the Doungen -We Removed all "normal" high level Animals from that island and only Keep mytic creatures on the islands) -The outside NPCs have an Maxlevel from 60 now(except the Guardian Cyclops and Alpha Boss). The Inside NPCs in the Doungen have a Maxlevel to 100 now , Bosses have Level 150 -Every Boss give also a chance to drop a Mytic Blueprint -Bosses have and respawn cooldown from 6 Hours -Bosses Have an fight time like the Kraken then he goes in an enrage mode. - Creatures Redesign -Birds now fly more in the air but they have to land after a period of time "to eat or recover stamina" -Removed the Knockback and Add a "small Stun" Only Cyclops and Bosses have a small Knockback -Rihno charge Knockback removed and add a Broken Bones Debuff -Resized all Animals to smaller Natural size -Tier 3 Animals crushes Trees and Bushes and small Stones (no more Tree or Stone blocking) -Alpha keep the Actual size and the small cloud? flame? dont know what that is effect is -replaced with an Ghostship like Mytical Glow -Only one Alpha per island (Only Predators ) and 6 Hours Cooldown . If you hunt them you can loot Blueprint´s and a high ammount of Meat and Hide If you Kill the Alpha a cruel cry whisper through the Island and u get an Buff for 1 Hour that all Predators now flee from you ... har har now is our time to strike back -Creatures have now an on stand rotation . With A and D on the Keyboard these prevents the unatural movement from animals. -Fixed the Lions charge sounds and the all time charging you. -Reduced the aggro range from Predators to an more natural way. Their are more "Neutral" in medium Range but if you come to close they start Attacking you -Animals you had attacked and they can´t reach you, will now flee away -Fixed the Hitboxes and Collisions Box from every Creature -NPC´s will now pushed a little bit away from you. No more Bodyblock from the NPC´s -Crewmember can equip the Repair Hammer to give the ability to repair your ship. -Crewmember equiped with Meele weapons going in a Guard Mode with an good looking idle animation (like the British Guards from the Queen ^^ ) If an enemy Player comes in the aggro range from the NPCs the will start fighting. if the Enemy Player Flee´s or Die the Guard goes back to his guarding position. - New Combat system Simplify the combat system For Meele and Tames Every Meele weapon comes with 2 Basic attacks, with the unlock of the weapon (Fast attack low Dmg on left Mouse and a little more harder attack on right mouse but little bit higher refrese time) (You can change later in the Skilltrees the Attacks on Right mouse with different attacks or Buffs or combo attacks) -Short Meele Weapon Redesign Overview Blackjack [None Leathal path in the Meele Skilltree] Low DMG High Torpedy Knuckels[None Leathal path in the Meele Skilltree ,its a better Blackjack] Low DMG High Torpedy chance to Break Bones for Slowing your Target Daggers Fast but Low Single Target DMG With some helpfull Buffs (Poision Let the Target fall asleep Dual Wield or Throwing) Swords Medium Single Target Dmg but slower than Daggers and with a chance for Bleeding effects, or you can chose parry with your sword for a high cost of Stamina but can´t encounter an attack or combine your sword with a Shield (Shield will reduce the Movemnt Speed but give Damage Reduction and some usefull new skills) Mace Slow Single Target but high Dmg or Low AOE Dmg No parry possible Shatter The Ground and stun and Enemy for a short Time -Shields give you now a higher Aggro against NPC´s and Bosses -Shield can now cover Up from cost of Stamina with Damage Reductions -Shields gives you a movement penality New Weapon Daggers Unlock the Daggers for Fast single Target attacks Later in the Skill Tree u can choose between the Skills Poision or Throwing the Daggers or Dual Wield Throwing the Daggers Cost one Dagger Poision your Dagger and get a chance to poision your Target like Cobras but cost the right click attack. You have to activate the buff and Cost 1 Poision Glass (Crafted in Mortar and needed : Poision from toxic Animals and a bottle) Dual Wield will remove the Right Click Attack -Removed the throwing knifes skill and moved to the Dagger Skilltree -We Removed meele auto aim. -Meeleattacks are now faster but with small refreshing times Big buffs or strong skills have an cooldown. The Right click attack can be changed in the Skilltree after you unlocked them like the Skillbook. Now u can chose your playstyle with the Weapon u carry. More Like AOE Attacks? chose an AOE attack Or more Single Target with an chance for a effect like Bleeding? chose one. Or an speacial ability? Parriere with the Sword on cost of Stamina? no Problem Unlock the Skill and Drag it to the slot. -Reduce the Zoom in with the Carabine by 30 Percent and added a small swing -You can hold your breath on right click with a Carabine for a steady aim in cost of air and stamina -New Carabine Ultimate Attachment. U can attach a Spyglass with high zoom on your Carabine with an crosshair but cost the Right Click hold Breath and the Reloading time is increased - Discovery Additions If u Discover a new Island and get the Discovery now all different Ressource Types u can get from this Island whil shown on the Top Right of the Atlas map if u hovering over the Island. -Quality of Life and Game Improvements -Added fall damage for animals and fixing the speed reset by dismount in middle of the air -Animal spawnrate reduce by 60% and add a respawn cooldown. Nothing is more annoying clear the beach from animals run back to get Stuff or Crew, come back and the animals are respawnd again. -Sub Biom Animal spawning. Animals spawns now in their own Sub Biomes on the Island I.e. Turtels and Seaguals are more on the Beach, Elephants or Bears are more in the middle of an Island (I.E. Croc´s are more Rare on the Beach but in the Middle island their can be more) -Sharks are now more in the Open Sea and not in front of your anchored Ship None Spawn Areas for animals. Mountains and Structures have an small No spawn Area for Animals. Bey bey Dumbo Elephant trapped on a Cliff :,,( -Adding a Leaver to every Boat to raise and lower Anchor´s -The Emergency Ladder have now a better trigger box and will shown up (in that Blue build a Structur Design) -Removed collision on dead Bodys but u cant pick up dead bodys anymore -Hitbox are fixed no more clipping in structures -Ressource Box can only placed on Ships an can only Stack items to 5000max and don´t reduce the weight.(see Cargo Dock on Ships) -Ghostships will now come out of the Water (like in Movies) and Spawns only at Night -Reduced the Amount of Ghostships on a Grid to 5 per Night in random variations (High low Medium Typs) The Medium and Large Ghostships now have Larg Cannons( Sorry for the Hit and Run Players.... we want that you fight agains the Ships ) -Removed Ghostship Loot Crew Gold cost Ghostship Crew are so Happy that you saved them and dont want gold for 24h... after a Day they realy want some gold for Buying a cool hook -Rework of "Rename the Company". Now the Leader had to pick up a "Letter of the Company" Item from your Company Flag and travel to a Freeport. Now you can give the letter to the [ Librarian of Goverment NPC] and you can choose a new Name. The Name change after 12 Hours. The Letter of the Company have a spoil time to prevent "Player Parking with an Letter in front of the NPC" ((or maybe only a 12h Waiting time? )) -On Ship Building Redesign. Hell yea we love the Freedome of a Free building Warship With fucking lots of Cannons. But we have to balance this. ;X -Increas the Weight of Structures -Gunports reduce the Wight of snapped Cannons all time now not only opend. -Increase the weight of Cannons yea this is the real way. (now Top Deck Cannons are heavy as shit) Now u must choose wisely... A Big Tanky Ship with a lots of Topdeck Cannons but slow as Shit or a "Normal Ship" that moves much faster. Add: If we get 100 Upvotes, i will make Pictures from the Ideas . Writing down all that notes consumed a lot of weekend time. if you agree with that Post and share it in the internet i will start making some Pictures. Because Pictures are more understandable Make an Upvote here If you want that the Dev Team notice that Post Love and Kisses a Player want a cool and Great Pirate Game with lots of Content
  17. patch notes Please note these Patchnotes are not Real , This Patchnotes are Ideas It Will not be in the next patch but IF You Like IT Give me an UPVOTE Share The Thread and Dont be Toxic And English ist NOOOOT my native language V25.2 - Maybe Sometime? Community Patch V25.2 (Fixed a lot of Text Errors , Added some Pictures ) -New Feature 1.Crew Manager -Renamed the "Tame Group" Button to "Crew Manager" Crew Manager checks now the area around you for animals, crewmember and useable Object and bring it to a list where you can give orders, set behavior or mounting/dissmounting Cannons/Sails by simple clicks. No more frustating whistle´s and missclicks and wrong orders to Animals or Crew. 2.SkillBook Intoducing the new Skillbook. We add on every skill tree now unique powerfull Skill´s but know you have to choose between 3 skills(actives or passive Skills) gives you special Abilitys for this skill tree. Now you can choose strong bonus for your playstyle. In the end of every skilltree u can unlock 1 Ultimate Passive Skill give u a "Master" of this skill tree. Mastering of a Skilltree will removed the minigame from Tools or Weapon. Animals have now a small skill tree (Active Skills for the Right Attack Slot or passive Bonuses. Attack slots explained in "Combat Redesign") with his own unique skills where u can choose the Playstyle for your Animal. You can Unlock the Skills by Leveling your Pet up. If you Tamed a Higher Level Animals some skills are already Unlocked. Example Wolfs Active Skill Unlock ... [Howl] Give a Buff for 30 sec give a 5% more Dmg . Every Wolf in an area around join the Howl and Stacks the Buff to an max stack of 20% Cooldown 2 Min Bear [ Berserk ] Your Bear are in an Bloodlust for 10 Sec. The Single Target Bite gives now a chance of an Bleeding effect. Cooldown 2 min The Skills you Chose will block the Right Attack Slots you have to chose your Playstyle. -Moved a lot of "Dmg Buff or Heal Buffs from the Beastmaster Tree (i.e. Natural Touch) to the Animal Skill Trees as Unlockable Skills Add new Skilltree link<<<<<<<<<<<<<<<<<<<<< It´s not ready :,( 3.Simple "E" System We removed the Stupid blue weel of Disorientation and added a "Simple E" system Now every Cannon or Structure or useable Object have a simple Funktion and the "Inventory Option" If u go to the Ladder and press E you Climp up or Jump from the ladder. If u want mount a Cannon Press E and so on. Now if u want some changes on your Object like Renaming, Gear your Crew you have to Hold "E" and u see the "E" Icon fills up now its opening an Inventory with diverses options and stats from that Object Here the Simple "Hold E" Inventory for your Tames 4.Respawn Rework -We reworked the Bedspawn system for some balance and join/immersions Improvements. Now every spawn on a Bed gives you a cooldown from 60 sec , the cooldown starting after u click the spawn Button u will be locked to that spawn and u have to wait 60 Sec befor you spawn at this Bed. But the Character will already set in the Location but is invisible and can´t move . In the 60 Sec you wait all the Structures and Object will be loaded in the Spawnloactions. No more popping in of Structures/Objects on respawn and don´t breaks the immersion anymore ... yeay If u get killed in PVP or use the Fast Travel to quick adds more Time for the Cooldown. Aaaand Sorry one more balance change we made. Fast Travel works only on the Grid you are. 5.New Render Engine System -New Render Priority In this Order Terrain, Structures and Ships, Animals, Players. Hopefully fixing the Animal falling through Bug 6.Render Improvement -Far low Level of Detail of Structures like and Shipyard or Gate are Simple Cubes and Ships with low colors and its little bit blurry. If u get in medium Range u get more level Details and if u get closer the "normal" LOD is shown. No more empty space on the horizon and close instant spawn of strucures! You can see on Top of the Mountain far Ships sailing by but not much Details only a silhouette. We hope to keep up the Immersion without Hard performance lose and u can see that Player Structures are build on an Island or not. -HUD Optimisations 1.Removed the dump Information Window when aiming an any NPC/Structure in the middle of the Screen and moved to the left Bottom as an static window. This window give you now all Important Information if you Aiming on an Object but don´t block your vision anymore. -Removed the Mortar Ammo Icon from the Ammo overview from Ships. -Ammo Overview will now shown in the Information Window -Added Health bar from the ship in the Information Window when you on the Steering Wheel -Removed the Weapon Percentage Numbers from all Weapons and gives them Hard Numbers. i.e. Sword "Damage 30". Tools keep the Effetiveness Stats. -Added a Buff Button in the Inventory near the Character Stats that shown what Buff and the Information from that Buff/Debuff. Only the Buff icons will be shown on the Bottom right in the Normal View -Healthbars from Planks only shown if you have the Repair hammer equiped -Added The Buff you get from a small animal in the Information Window(Need a Skill Unlock in Beastmaster "I know all Animals" -Added The Food Animals love (for Taming) in the Information Window (need a Skill in Beastmaster) -Removed the "Last slot for Food on Tames" and added a Food slot near the Information Window (its only will shown up if you Skill in Taming) -Added The Typ of Ressource u can harvest from Objects you aiming on in the Information Window ( in the Past it was "H") Needs a Skill to unlock in Survival Tree ( Knowlege of Ressources) -Removed the Hitmarker. If you Hit a Target the healthbar shown above the Animal/Player/Ship and shows how much Health he have left for a small time (4 Sec) (Ships Healthbar is the ammount of Health every Plank and Shipdeck have.) -Removed the Steam Name and Player on a Server from Steam integration and Join Notifications because everyone don´t like get Tracked, and the server don´t get killed by some Tracking Bots. We added the Bounty System on can set Bounty on Player Pathfinder Names/Companys -The Pathfinder Name is now YOUR Name not 123 or ???. And Your Steam Friends are not more 123 ... no more 30 friends in Steam called 123 -Change the Meele Damage percent % in Inventory to an Hard Number ( Meele Damage : 50 . Now its easyer to see how much Damage an Animal or NPC can deal. -Redesined the Crosshair´s for Range Weapons Bow have now High orientaition lines with dot´s in mid Pistols have an small white Crosshair Thounderbuster have a Cirlce Carabines a small Dot -Stats and Blueprint Redesing -Added New Stats "Damage Reduction" Armor Gives you now an Damage Reduction shown in your Character Inventory.Every Point in Fortitude gives you also a small percent Damage Reduction (Hard Caped to 30% only boostable with shields and Shield Skills) -Changed the Stats Stamina to an "Percent Stats" Easyer to Understand what is much Stamina or what is Less Stamina. Example ... Tamed a Bear with 115% Stamina or Tamed a Bear with 1234 Stamina? -Added a new Stats "Splash" Splash shown on Ammunition or AOE Attacks from Animals skills an give you an Information feedback what the Cannonball deal Splash damage or not [I.E. Medium Cannonball 50% Splash, Larg Cannonball 0% Splash] -Stats Bonus you gain from Gear or Buffs shown as an Green Number (Health:140 +10) onside the Stats (RPG Like, simple and easy to understand) -We removed the Stupid 0.001 Stats or Cooldowns Numbers the lowest number is now 1. And opimized the Stats on Gear, Animals and NPC´s. No one want to spent a 0.001 statsboost. -Removed the Common Blueprints from Tools and moved to the Survival Skilltree (Advanced Tools" Higher Tools Blueprints needs a Skill to Craft and use. Blueprints have now more constant Bonuses (+Inteligenc boost) Common (100%-115%(+max 10% Int Bonus) Fine (115%-135%) Journeyman (135%-165) Masterwork(165-200%) Legendary(200%-300%) Myhtic (300%-400%) - New Structure -Organ ( because i love the movie scene in Pirates of the Caribbean where Davy Jones playing Music on the Ship) (placeable only on Brigs,Galleons or Foundation get the Same Buffs but longer Duration because i only want to play this Instrument ;)) ) -Medium Wood Wall (Size fits to the medium Gate) -Medium Stone Wall (size is it fits to the medium Gate) -Larg Stone Wall (size is its fits to the Large Gate) -Advanced Stone Wall ->New "Ultimative" Stone Wall with more Metal Decorations thats looks more like a deffence Wall now.It Needs Gold bar (New rare Alloy Gold Bar, the ressources you need are on Golden Age Ruins and the Ultimate Skill from the Consturcion Tree have to unlocked) (The Cost of the Walls are the same if you place the 1x1 wall´s but have more Health) -Stalls!!! -small Stalls (3x4 Foundation)(can hold 10 Tames ) Only Tier 1 -Medium Stalls (6x8 Foundation) can hold 25 Tames) Only Tier 1 and Tier 2 -Larg Stalls (8x12 Foundation) can hold 50 Tames) All Tiers You can Accsess the Stalls Inventory and there is a List with the Animals Stored in them. When you click on an animal it will be spawned in the Stalls , a Gate will open and the animals waiting there for his owner. If you want to store an animal you have to open the Gate, ride the animal in an now you can Store it in the Stalls) Watch out an Elephant will never fit in the small Stalls -Cannon Tower (Company Unlock) -Castle (Company Unlock) -Reservoir Storage ( in the past Ressource Box, Can only placed on Foundations) -Tavern Now you can Store your NPC´ Crews but you give them Some Grog and Steak to stay in your little Clubhouse but the Goldcost are less as fuck now Small Tavern can Hold up 15 NPCs (Foundation Size 3x4) Medium Tavern Hold 40 NPCs (5x5) Large Tavern hold 150 Npcs (6x8) -Breeding Nest (small Tier 1, Medium Tier 2 , Larg Tier 3 ) We love breeding and growing up your little fluffy war pets but we chose an other way for breeding. -Removed the Biom condition of heat and cold for breeding. Now you have to build up a Breeding nest. But That your Animal realy feels like in their natural Bioms u need to fill the nest with Fibers and Thatch from the Biome where you have tamed the Animal. We reduced the breeding time to 3hour Realtime . But your Pet have to sit 12 Hours in the Nest befor the Baby animal get born. (Now Breeding is more Manageable -Cargo Dock for Ships We love the Idea of Transporting Ships, but a big empty ship with one Ressource box feels sad. Cargo Docks fill up the lower Deck from the Ships and used the same function from the Ship ressource Box before it. (Ressource Box will now slight nerved) Now u must choose between a Battle Ship with gunports or a Transport Ship. Cargo Docks will reduce the Wight of the Ressources their carry Schooner Small Cargo Dock 15 Item Slots (max Stack per Slot 10.000) Brig Medium Cargo Slot 35 Item Slots ( Max Stack per Slot 25.000) Galleon Larg Cargo Slot 75 Item Slots (Max Stack per Slot 65.000) -Animal Dock For Ships The Animal Dock´s consum the Lower Deck and comes with a Ramp for Loading in and Loading Out your Animals because we don´t allow Animals on the Topdeck anymore they are glitching to much around. On the Ships now u can Store Animals to snap point on the Ships Schooner "Small Animal Dock" Can hold [3x Tier 1] Animals or [1x Tier 2] Brigantine "Medium Animal Dock" Can hold [6x Tier 1] Animals or [3x Tier 2] or [1x Tier 3] Galleon "Larg Animal Dock" Can hold [9x Tier 1] Animals [6x Tier 2], or [3x Tier 3 Animals] -Company Archievmend Unlock´s -We removed the Sea Claims and bring a new Claim System into the Game. -Now Every Company Start with 1 Company Flag (can placed from the Company Window) for claiming a part of the Island. We increase the Size of the Circle for give some more place to build. If ur Company grows up u gain one more Company Flag . to an Max count to 50 Flags. (every 5 Players joins the Company u archieved one more unlock.) 5 Players 1 Flag 10 Players 2 Flag to an hard cap of 50 Flags/500Player) But we chose the attacking claim system whats aktuall is in the Game but you have Maintain the Company Flags If u Attack an enemy Base place a Flag(5 min Cooldown for the Attack Flag) in the Company Flag Circle the Claiming attack starts and works like the actual claim system. More Flags u have so faster is the enemy claim. So Big Companys have more space to build but loose it faster and need an active Playerbase for maintain all the Flags. Small Companys can deffend their Territory longer and have an easyer way for Maintain their Baseflag. (If you Not Maintain a Flag...Your Claim circle turns grey and your Structures will get damage over Time... so unused/Inactive island will be cleard up and give some place for new players) We added more Unlocks to the Company achievement system for give small Boosts on smaller Tribes and make the managment of an Great Tribe easyer. Players: 5 = 1 Flag 10 = 1 Flag Buffs every Player in own Territory ( Increase Health Regen. Decreased Vitamin Cost. decreased the Overwight movement penetration ) 15 =1 Flag 20 =1 Flag Unlock Taxiation Bank 25 =1 Flag ( every 5 Player one more Flag i dont counting up anymore ) 40 = Crew Cost less gold p/h in own Territory 60 = Unlock Lighthouses ( Give Buff on Anchored Ships they dont recive "Sea Dmg over Time" anymore around the Lighthouse and removed in a certain Radius the Fog of War on the Map 80 = Give Accsess to 5x Big Premade Towers with 3 Cannons Snap points (needs a 5x5 Foundation) but will Cost a lot of Stone Metall Wood and Gold Bars 100 = Give Accsess to an Big Premade Castle Give with (Needs an 20x20 Foundation) So much cost but gives your big Company a good Base deffences Structure (We make a lot of Designs we loved in the Castle so u can pick up from 3 Different Types of a Castle with his own Design) Maybe we change some achievements or give other Buffs for balance. - Redesign Golden Age Ruins We Redesign Every Gold Ruins Island to make them Funny to play and need some planing for engage them. -You choose your challenge! We removed the unused Decorations Buildings from the Island and put them together to 3 Big Castles/Caves. The Dragon Hort In north of the Island The Fountain Caves in the West of the Islands and the Powerstone Hall on East On Every Middle of the Island 1 Outside Alpha Boss will apear and every Player can engage them. But watch out, if more Player attack that Boss... Health and Damage Reduction(Hard capped to 50%) will increase. Every Dungeon are guarded by 2 Cyclops on the entrance and in the inside awaits you one Boss you have to kill to get their loooots!!!. You can´t kite these Bosses, their are in a Bossroom like in a RPG Doungen. If you Kill the Cyclops the Gate will open but their are no Tames allowed in the Dungeon. The Dungeons should be an Player VS Boss experience. (Want an Tame VS Boss? Alphas or the outside Boss is the best way for you ) From the Dragon in the Dragon Hort you have the chance to get an "EGG" you have to breed it and give´s you the Dragon for 6 Hours In the Fountain Caves a Big Gorgon awaits you for getting the Buff of Youth (like its actual in the Game) And the Powerstone Hall a Big Rock Elementar/or Fire Elementar waiting to crush you. You get the Powerstone from them. -Dinos will attack taming Structures if their are trapped -Soldiers of the Damnd are now more Trashmoob style easy to kill but a lot of them ouround the Island and in the Doungen -We Removed all "normal" high level Animals from that island and only Keep mytic creatures on the islands) -The outside NPCs have an Maxlevel from 60 now(except the Guardian Cyclops and Alpha Boss). The Inside NPCs in the Doungen have a Maxlevel to 100 now , Bosses have Level 150 -Every Boss give also a chance to drop a Mytic Blueprint -Bosses have and respawn cooldown from 6 Hours -Bosses Have an fight time like the Kraken then he goes in an enrage mode. - Creatures Redesign -Birds now fly more in the air but they have to land after a period of time "to eat or recover stamina" -Removed the Knockback and Add a "small Stun" Only Cyclops and Bosses have a small Knockback -Rihno charge Knockback removed and add a Broken Bones Debuff -Resized all Animals to smaller Natural size -Tier 3 Animals crushes Trees and Bushes and small Stones (no more Tree or Stone blocking) -Alpha keep the Actual size and the small cloud? flame? dont know what that is effect is -replaced with an Ghostship like Mytical Glow -Only one Alpha per island (Only Predators ) and 6 Hours Cooldown . If you hunt them you can loot Blueprint´s and a high ammount of Meat and Hide If you Kill the Alpha a cruel cry whisper through the Island and u get an Buff for 1 Hour that all Predators now flee from you ... har har now is our time to strike back -Creatures have now an on stand rotation . With A and D on the Keyboard these prevents the unatural movement from animals. -Fixed the Lions charge sounds and the all time charging you. -Reduced the aggro range from Predators to an more natural way. Their are more "Neutral" in medium Range but if you come to close they start Attacking you -Animals you had attacked and they can´t reach you, will now flee away -Fixed the Hitboxes and Collisions Box from every Creature -NPC´s will now pushed a little bit away from you. No more Bodyblock from the NPC´s -Crewmember can equip the Repair Hammer to give the ability to repair your ship. -Crewmember equiped with Meele weapons going in a Guard Mode with an good looking idle animation (like the British Guards from the Queen ^^ ) If an enemy Player comes in the aggro range from the NPCs the will start fighting. if the Enemy Player Flee´s or Die the Guard goes back to his guarding position. - New Combat system Simplify the combat system For Meele and Tames Every Meele weapon comes with 2 Basic attacks, with the unlock of the weapon (Fast attack low Dmg on left Mouse and a little more harder attack on right mouse but little bit higher refrese time) (You can change later in the Skilltrees the Attacks on Right mouse with different attacks or Buffs or combo attacks) -Short Meele Weapon Redesign Overview Blackjack [None Leathal path in the Meele Skilltree] Low DMG High Torpedy Knuckels[None Leathal path in the Meele Skilltree ,its a better Blackjack] Low DMG High Torpedy chance to Break Bones for Slowing your Target Daggers Fast but Low Single Target DMG With some helpfull Buffs (Poision Let the Target fall asleep Dual Wield or Throwing) Swords Medium Single Target Dmg but slower than Daggers and with a chance for Bleeding effects, or you can chose parry with your sword for a high cost of Stamina but can´t encounter an attack or combine your sword with a Shield (Shield will reduce the Movemnt Speed but give Damage Reduction and some usefull new skills) Mace Slow Single Target but high Dmg or Low AOE Dmg No parry possible Shatter The Ground and stun and Enemy for a short Time -Shields give you now a higher Aggro against NPC´s and Bosses -Shield can now cover Up from cost of Stamina with Damage Reductions -Shields gives you a movement penality New Weapon Daggers Unlock the Daggers for Fast single Target attacks Later in the Skill Tree u can choose between the Skills Poision or Throwing the Daggers or Dual Wield Throwing the Daggers Cost one Dagger Poision your Dagger and get a chance to poision your Target like Cobras but cost the right click attack. You have to activate the buff and Cost 1 Poision Glass (Crafted in Mortar and needed : Poision from toxic Animals and a bottle) Dual Wield will remove the Right Click Attack -Removed the throwing knifes skill and moved to the Dagger Skilltree -We Removed meele auto aim. -Meeleattacks are now faster but with small refreshing times Big buffs or strong skills have an cooldown. The Right click attack can be changed in the Skilltree after you unlocked them like the Skillbook. Now u can chose your playstyle with the Weapon u carry. More Like AOE Attacks? chose an AOE attack Or more Single Target with an chance for a effect like Bleeding? chose one. Or an speacial ability? Parriere with the Sword on cost of Stamina? no Problem Unlock the Skill and Drag it to the slot. -Reduce the Zoom in with the Carabine by 30 Percent and added a small swing -You can hold your breath on right click with a Carabine for a steady aim in cost of air and stamina -New Carabine Ultimate Attachment. U can attach a Spyglass with high zoom on your Carabine with an crosshair but cost the Right Click hold Breath and the Reloading time is increased - Discovery Additions If u Discover a new Island and get the Discovery now all different Ressource Types u can get from this Island whil shown on the Top Right of the Atlas map if u hovering over the Island. -Quality of Life and Game Improvements -Added fall damage for animals and fixing the speed reset by dismount in middle of the air -Animal spawnrate reduce by 60% and add a respawn cooldown. Nothing is more annoying clear the beach from animals run back to get Stuff or Crew, come back and the animals are respawnd again. -Sub Biom Animal spawning. Animals spawns now in their own Sub Biomes on the Island I.e. Turtels and Seaguals are more on the Beach, Elephants or Bears are more in the middle of an Island (I.E. Croc´s are more Rare on the Beach but in the Middle island their can be more) -Sharks are now more in the Open Sea and not in front of your anchored Ship None Spawn Areas for animals. Mountains and Structures have an small No spawn Area for Animals. Bey bey Dumbo Elephant trapped on a Cliff :,,( -Adding a Leaver to every Boat to raise and lower Anchor´s -The Emergency Ladder have now a better trigger box and will shown up (in that Blue build a Structur Design) -Removed collision on dead Bodys but u cant pick up dead bodys anymore -Hitbox are fixed no more clipping in structures -Ressource Box can only placed on Ships an can only Stack items to 5000max and don´t reduce the weight.(see Cargo Dock on Ships) -Ghostships will now come out of the Water (like in Movies) and Spawns only at Night -Reduced the Amount of Ghostships on a Grid to 5 per Night in random variations (High low Medium Typs) The Medium and Large Ghostships now have Larg Cannons( Sorry for the Hit and Run Players.... we want that you fight agains the Ships ) -Removed Ghostship Loot Crew Gold cost Ghostship Crew are so Happy that you saved them and dont want gold for 24h... after a Day they realy want some gold for Buying a cool hook -Rework of "Rename the Company". Now the Leader had to pick up a "Letter of the Company" Item from your Company Flag and travel to a Freeport. Now you can give the letter to the [ Librarian of Goverment NPC] and you can choose a new Name. The Name change after 12 Hours. The Letter of the Company have a spoil time to prevent "Player Parking with an Letter in front of the NPC" ((or maybe only a 12h Waiting time? )) -On Ship Building Redesign. Hell yea we love the Freedome of a Free building Warship With fucking lots of Cannons. But we have to balance this. ;X -Increas the Weight of Structures -Gunports reduce the Wight of snapped Cannons all time now not only opend. -Increase the weight of Cannons yea this is the real way. (now Top Deck Cannons are heavy as shit) Now u must choose wisely... A Big Tanky Ship with a lots of Topdeck Cannons but slow as Shit or a "Normal Ship" that moves much faster. Add: If we get 100 Upvotes, i will make Pictures from the Ideas . Writing down all that notes consumed a lot of weekend time. if you agree with that Post and share it in the internet i will start making some Pictures. Because Pictures are more understandable Make an Upvote here If you want that the Dev Team notice that Post Love and Kisses a Player want a cool and Great Pirate Game with lots of Content
  18. *NOTE* Originally posted on Reddit May 19, 2019... Wendigo paid us a visit tonight. They came with 3 armored brigs with cannons mounted mostly on one side. The first brig did the most damage. On the first pass, it damaged the Corpus Christi (an armored brig) and removed a rear plank from the San Jacinto (a standard brig). They posted in global chat "Texas, anyone on? Knock knock. Come out and play." To which I responded, "Hello?" while we were on a nearby island collecting metal. I informed the Texas Volunteers that Wendigo was paying us a visit and I jumped the bed to the San Jacinto to find it already flooded and sinking. I replaced the missing rear plank and ran up on deck to see the Wendigo brig #1 circling and lining up for its second run. I decided to try to back the SanJack out of the shipyard and targeted the brig. As she passed within range I began landing hits as well as our other ships in the harbor. The captain of the Corpus Christi arrived just as the enemy brig turned to fire. I couldn't tell how damaged the Christi already was, but as the brig's salvo landed she went down. I was about half-way backed out of the shipyard when the brig landed a full broadside on the SanJack and removed two more planks. A second volley knocked out the main deck and myself and my entire crew fell into the bottom of the ship in a hail storm of debris. As reinforcements were spawning in the zone, I abandoned the SanJack by demolishing a lower plank and whistling the crew to follow me to shore. Some made it, most got hung up in the wreckage and the shipyard, eventually to drown or feed the sharks. Once on shore, I whistled everyone to hold their ground and I jumped onto the little Rockport fishing sloop which I had just completed an hour or so earlier. She was fitted with two rear-mounted cannon and a freshly installed ballista...as well as a forward swivel. Even though she was not intended as a ship of war but strictly for whaling and fishing, her guns were manned and ready. Most of all, she had gone unnoticed by the raiding party thus far and was undamaged...and only a few yards away! As I was raising sail, I noticed that a second enemy brig had arrived and rammed the SanJack at the end of the shipyard. The first enemy brig was just then firing on the Dallas (a schooner) and I saw her shipyard destroyed in that moment. I targeted the second brig and my rear cannons began firing over the SanJack's shipyard and through her rigging to land on the enemy. Upon clearing the shipyard, the SanJack took her last breath and fell beneath the waves. Her service was ended. Our harbor defenses began issuing notices that the enemy was on shore. The puckles were firing and several kills were scored against at least one enemy player. Where ever he was, he was being persistent. The Rockport was under full sail and I turned to bring my rear cannons and ballista to fire on the first brig (#1) which was making for another approach. Her bare side faced me and I felt confident enough to run up along side her within easy range. Ballista and cannon shots landed true but as I turned around to see where I should be turning next, a third armored brig was bearing straight for me. I was being caught between the two enemy vessels, so I lowered my handling sail and made to turn hard right to pass behind the first brig as she passed me....midway through the maneuver, the third brig rammed me at full sail and as the Rockport spun away from the impact I was thrown from the deck and landed in the water. The third brig was armed with fire swivels and the surface of the water lit up above me. I dove under the Rockport and could hear her medium cannons still firing as I swam below her keel and made my way for the second brig (#2) which was still pinned against the SanJack's wreck and shipyard. I came up with grappling hook in hand and caught her rigging. I climbed aboard and found myself well hidden between the enemy's hull and her outer armor plating. I resigned myself to stay aboard and see what would happen next. A few moments later, the enemy began to withdraw....as there were no more surviving Texas vessels in the harbor, the skirmish had been little more than chaos amid the puckle fire. Crew losses were filling the screen with deaths due to cannon, fire or shark attacks and comms were excited and hectic. As the enemy ships departed, I noted on the Atlas map that we were heading south, so I finally took a few moments to announce in Alliance chat that it looked to me like the Wendigo ships were heading south to their next destination. As recovery efforts were getting underway in the Texas harbor, the Wendigo fleet ran through a SotD patrol and began taking fire. One of the crew aboard the brig that I was hiding on was running around and making repairs. He spotted me in the ship's armor and attempted to route me out with sword and pistol. After taking a round of musket ball and black powder I elected to throw myself overboard and risk the sea. It was futile as I succumbed to my wounds and shortly died. Upon arriving back at our harbor, the Texas Volunteers were already busy at the work of salvaging what could be had. Some gold had already been plundered or lost from the wreck of the San Jacinto, but most all other material was left to rest. The Galleon which we had framed only hours before was left undamaged save for a few hits to the shipyard itself. All other vessels of note were at the bottom and ready for plunder. We lost the Dallas and the Riptide shipyards. However, a small yard and two large shipyards remain intact. We lost the Dallas, San Jacinto, Corpus Christi, Rockport and at the time of this writing, a recently acquired schooner claim was un-accounted for. I'm not sure if it made it back to our support base or if it was lost in the fray as well. We lost many crew. However several survived and were relocated to the crafting hall taming yard. Of a humorous note, one of our fine captains put together a small salvage sloop for recovery efforts and was able to salvage the wreck of the Rockport which was beyond swimming distance from shore. But upon returning to the docks, the Recovery was also lost due to an unfortunate mishap which I witnessed first-hand when she ran up on the dock and lost her entire forward planking. It was quite the spectacle and a huge laugh was enjoyed by all. For what it's worth, it was fun...but also somewhat discouraging to see the work of the last two weeks so easily destroyed by such a well practiced enemy. We have enjoyed some success in small skirmishes in nearby grids among other similarly sized groups...mostly fighting over resources and ship anchorages. But with this raid by a much larger group, the Texas Volunteers are looking to up our game. Wish us luck in our endeavors. And join us next time for more adventures on the Texas frontier. ~Remember the Alamo!
  19. As the title suggests I am going to outline why Mega Companies (and tribes in the case of Ark) are good for the game. Myself I am what would be considered as a small 'bob tribe'. I have played ark since its released and now Atlas since its release on PVP official servers. I have always been either solo or playing with a small group of 4-5 friends, so this post will be from the view of a small tribe/company pvp player. Mega Companies/Tribes have been a large part of the game for a very long time, ever since games of this style has been created much to the love or despair of many different players. They do however have a very important role to play in the creation of the complete fun experience of Atlas and Ark Survival Evolved for many reasons. 1. Mega Companies and tribes create an incredible political side to the game enabling security and trade for your small company. One challenging yet fun aspect of these games is the politics within the games. As large mega companies grow and take claim to vast areas of the map, they create large empires that often war with each other. As a small company/tribe within the world that gives you the opportunity to get involved in global politics and wars. On your own your strength and power is limited to whatever you are able to do in your small group. With such a vastly large world such as with Atlas there is only so far you can reach and so much you can do to survive on your own. Even if mega tribes were non-existent there will always be groups out there that will seek you out and destroy you even if it's just to be a troll. Allying yourself within the empire of a mega-company gives you security as they will often protect you. Being within the mega-companies empire it also enables a much strong ability to trade. The mega-company has access to far more resources then you ever will, and even if you don't trade with them directly, having other small groups within the empire gives you easier access for trading resources you otherwise might struggle to get. Being part of the same 'empire' will make the other small tribes around you view you automatically as friendly, and an ally and more willing to trade you those valuable resources that would be otherwise hard to get due to travel time or having to fight hostile groups that control those resources. 2. Mega Companies force you to improve in pvp. A critical part of all video games is of course to improve your own ability to play them. If you do not improve you will lose and in a game like Atlas losing means being destroyed. There are many different types of mega companies out there. Some that are more friendly and will keep the peace with you if you do not provoke them, or even protect you from trolls and other mega companies that might seek to conquer your territory. There are of course highly aggressive mega companies that will destroy you without even pausing. These highly aggressive companies are critical to keeping a pvp environment competitive. If all mega companies were all roses and chocolates you would settle within territory under their protection and just let them defend you. You will never improve at the game and eventually, someone will wipe you. An aggressive mega on the map keeps you always on edge as any ship could be the one to end your existence on the map. Sure you can argue even if it was all small groups its the same but a small group only has as much resource and manpower as you do making the fight more even and easier to win. A mega-company however its game over. You see an unknown ship, shoot it, and you have 10 galleons on top of you and wiping your base in no time. You cannot win against such massive power, or can you? If you learn from getting wiped and improve at the game a small team can cause a lot of damage even against a mega. Anytime I get wiped I don't mope and cry about the mega-company and how unfair it is. I get even. Rebuild and be better. Learn how to rebuild stronger, learn how to fight better. Nothing is better than going up against that hyper-aggressive mega and have them waste more resources, more time only to have them lose more than you even had to start with. Hey, you may get wiped again but the satisfaction to know they lost half a fleet to wipe out 5 guys with 2 ships is worth having to rebuild again. A powerful lion with a thorn in its paw cannot hunt nearly as well, and will eventually die of starvation. Become the thorn that killed the lion, or just quit and play PVE noob. 3. Mega Companies keep the game alive. In any game there will be trolls, and there will be some players that are just simply much stronger at the game than everyone else and trust me I've played many games that have suffered this very problem. As sad as it is some players just simply will never 'get good' enough to beat the trolls, or beat the few elite players, and will eventually just quit altogether. What can they do? if they can't get better at the game, and the game just isn't fun anymore why play? I don't blame them. However, if you can team up and become a bigger meaner beast then the trolls or elite players they are less of a problem now aren't they? Having the ability to form a mega-company in itself keeps the game alive. Let's look at it this way, and yes I am Canadian, but imagine the elite player or troll being a large aggressive Moose. That Moose will go around and thrash around wrecking everything in its path just because it can and nothing else can contest it. Only another moose can but there are only so many other moose, and soon enough you will only have a small group of moose out there. However to take down a moose you have a pack of wolves. Alone or in a small group they are not very strong and will never beat that Moose but with a large pack they will eat that Moose for lunch. If you cannot form that large pack however because the game forbids it then the wolves will just all die off. Being able to become that larger pack to take down the strong threat keeps players in the game. If there's no way to be able to group up to take down the trolls or elite players the game will soon enough be only a few trolls and a small core of elite players. Mega-Companies ensure that doesn't happen by keeping those players in check and keeping the player counts high. 4. "But Mega Companies just kill all small companies" - no you are just dumb... Many people will argue that mega companies just kill small companies. They wipe all us small companies and force us to join them or quit. Well no I'm sorry you are retarded. As I stated before there are two types of mega-companies. highly aggressive and more friendly ones. If you find yourself getting wiped and told "join us or die" well I'm sorry to say you are living in an area of the highly aggressive company. Just pack up and settle elsewhere, OR get better at the game and become that thorn that I mentioned earlier. Most mega-companies don't give two shits about the little guy that is not allied with them or living under their protection. Every mega-companies main focus is that other mega-company. They pose the greatest threat to each other and the entire goal for them is to wipe each other out. They spend vastly more time and resources fighting one another then they do anywhere else. out of every 4 mega-companies only 1 usually has that 'join us or die' mentality and honestly joining them is going to be worse than just relocating anyway. 9 times out of 10 the company with the 'join us or die' mentality is full of toxic people with retarded leadership. If you have the motivation and skill to fight back and stay within their territory then do so and make their life hell, or if your more of a pve player who wants to casually play pvp go settle in a more friendly mega-company territory. Oh, but you don't want to 'submit' yourself to the mega-company? well then band together with other like-minded players and form your own mega-company as clearly a small company is not the place for you. Either that or go play PVE because PVP is not the place for you. Summary: At the end of the day, mega-companies are what keeps these games alive and create more complex and fun dynamics within these games. PVP environments are meant to be competitive where players fight over players. PVP = Player VS Player remember! Mega-companies keep the game competitive and really drive the pvp in the game. You have to either learn to get better at the game to stay competitive, form your own mega-company, or learn to play a more political game to ensure your survival. They keep the trolls and elite players from killing the game, and really make the game into what it was designed to be. If you don't like it then go play PVE or play a different game because this game is clearly not the right type of game for you.
  20. 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!
  21. This is a list of items I have talked about with those I play with that we have decided we hope to see. Some have taken some research, and others were created with a list that we put together during our conversations. I thought to put it here, and then expand on it as more items are discussed below – if they are – or as a group with those I play with. So please read through it if you too are interested in the possibilities that the game to bring with it and add them below if there is more that you would like to see, and the next time I am pop on I would be happy to add them to the list. Section One: Ships Sloops – In Game Barque (Bark) – A sailing ship with from three to five masts, all of them square-rigged except the after mast, which is fore-and-aft rigged; a small vessel that is propelled by oars or sails. Schooners – In Game Brigantines – In Game Square-rigged Ships - These were more often than not merchant ships, identified by their large square sails and three masts. The large hold meant that they were slow but great for longer crossings. Not very agile, pirates were not likely to choose a square-rigged ship as their first choice, but would be great for stealing large amounts of booty. You might have seen these kinds of ships among a pirate fleet. Galleons – In Game Clipper - A fast yacht-like ship with three sails and a square rig. Cog – A small warship Gally - A low, flat vessel propelled partly, or wholly by oars. Jolly Boat - A light boat carried at the stern of a larger sailing ship. Long Boat - The largest boat carried by a ship which is used to move large loads such as anchors, chains, or ropes. Pirates use the boats to transport the bulk of heavier treasures. Lugger - A two-masted sailing vessel with a lugsail rig. Man-of-War or Man-O’-War - A heavily armed vessel designed and outfitted for battle. Pink - A small sailing vessel with a sharply narrowed stern and an overhanging transom. Pinnace - A light boat propelled by sails or oars, used as a tender for merchant and war vessels; a boat for communication between ship and shore. Pirogue - A small canoe typically used in the Caribbean often used by pirates to overtake much larger vessels. Caraval - The caravel was a small, highly maneuverable sailing ship developed in the 15th century by the Portuguese to explore along the West African coast and into the Atlantic Ocean. The lateen sails gave it speed and the capacity for sailing windward. Carrack - A carrack was a three- or four-masted ocean-going sailing ship that was developed in the 14th to 15th centuries in Europe. Frigate - A frigate is a type of warship, having various sizes and roles over time. In the 17th century, a frigate was any warship built for speed and maneuverability, the description often used being "frigate-built". Junk - an efficient design that is fast, easy to handle and able to sail upwind. Its most distinguishing feature are sails divided into a number of horizontal panels by bamboo slats (battens). These give the sail better aerodynamics and allow reducing the sail area for different wind conditions East Indiaman Ships – Batavia, Gotheborg, Amsterdam, & Arniston – Meant for large amount of weight and long journeys. Section Two: Building Expand Wood Building Items: We have so many different resources, but seldom do they come into play unless you are crafting an advanced blueprint. My suggestion would bring and additional use to the different types. Using a new bench, called the Lumber Mill, the following items could be crafted; Wood– Standard, crafted in your inventory with any type of wood Wedgwood – Advanced, crafted at Lumber Mill, adds slightly better temperature control to enclosed areas, resembles a log cabin. Darker in color in comparison to Agedwood variant. Strongwood – Advanced, crafted at Lumber Mill, adds slightly higher defense, resembles wooden wall from Ark. Darker in color in comparison to Softwood variant. Ironwood – Advanced, crafted at Lumber Mill, adds slightly faster repair rate, resembles lumber wall from Ark Primitive +. Lighter in color in comparison to lightwood variant. Softwood – Advanced, crafted at Lumber Mill, adds slightly higher defense, resembles wooden wall from Ark. Lighter in color in comparison to Softwood variant. Agedwood – Advanced, crafted at Lumber Mill, adds slightly better temperature control to enclosed areas, resembles a log cabin. Lighter in color in comparison to Wetwood variant. Lightwood – Advanced, crafted at Lumber Mill, adds slightly faster repair rate, resembles lumber wall from Ark Primitive +. Darker in color in comparison to Ironwood variant. Expand Stone Building Items In a similar manner to that which is present with the wood types list above, I suggest the following. Using a new bench called the Construction Table, the following items could be crafted; Stone - Standard, crafted in the smithy with any type of stone. Coquina – Advanced, crafted at Construction Table, adds slightly faster repair rate, resembles stone structures from Ark. Light in color Granite – Advanced, crafted at Construction Table, adds slightly higher defense, resembles a brick-like structure. Light in color. Limestone – Advanced, crafted at Construction Table, adds slightly faster repair rate, resembles stone structures from Ark. Dark in color Marble – Advanced, crafted at Construction Table, adds slightly higher defense, resembles a brick-like structure. Dark in color. Sandstone – Advanced, crafted at Construction Table, adds slightly better temperature control to enclosed areas, resembles short bricks and stucco, red in color Slate – Advanced, crafted at Construction Table, adds slightly better temperature control to enclosed areas resembles short bricks and stucco, grey in color Expanding Decorative Items Not all of these items may be appropriate for ships, but should be available when building on land: Beds: The one we have is a cot at best and not a very good looking one. Cot – in game Simple Bed – cot with a mattress and blanket Fancy Bed – bed frame with mattress, blanket, and pillows. Large Fancy Bed – double wide bed frame with mattress, blankets, and pillows. Chair – in game Fancy Chair – with cushions Kings Chair – with higher back, larger size, and cushions. Bench – small wooden bench, looks cheaply made. Fancy Bench – has a back and arm rests Table – in game Square table – just a smaller version of the current table. Wall lamp – in game Hanging lamp – resembles the lamp in Ark Primitive+ Standing torch – resembles the torch in Ark Braziers – resembles those in Ark Primitive+ Table lamps – a light to sit on a table Wall Sconce – a light to hang on the wall Candle – something to set on a table Lantern – a light that you can carry when dark. Woodstove – a campfire in a small stove – can be used for cooking Fireplace – a campfire in a small fireplace with a 3 wall high chimney – can be used to cook meats A chimney add on could also be created it the click-through menu in order to expand the chimney so that it will go higher if needed. Grand Fireplace – larger fireplace with large fire, gives off warmth, can cook meat, and has a 3 high chimney that can be added too. Section Three: Food & Cooking Cheese Pickled vegetables Chicken – could be changed to Poultry as another meat type Porridge Bread Butter Pottage Pie Apples Pineapple Oranges Lemons Melons Bananas Section Four: Clothing Thus far we have a handful of craftables and a number of skins available for purchase in the market. However it would be nice to have it expanded a bit and to have different types of clothing available at different markets. Each “Freeport” could have a style to it and that style could including clothing from that region, both men’s and women’s – not just gender neutral. I say this realizing that yes, it is a pirate themed game – however it is also one that allows people to build homeports and villages and having a few female NPC’s in dresses could make if feel a bit more authentic. This would also allow the use of clothing themes from different nationalities including those from the different types of pirates that exist in the world. Section Five: Creatures Deer Antelope Elk Moose Camel Zebra Cougar Panther Eagle Sea Lion Killer Whale – Orca Beluga Narwhal Donkey Turkey Prairie Dog – Shoulder Pet Otter – Shoulder Pet Llama Emu Goat Panda Walrus Puffin Gorilla Leopards Arctic Fox – following attack pet Cheetah Jaguar Koala Lemur – shoulder pet Okapi Hippopotamus Reindeer Bison Takin That is what I have thus far. But I am sure more will come up. Personally, even if these items aren't added - I will continue to play and can't wait to see what will.
  22. I've bought the Majestic Kraken to test it out. Basically i thought i would never do this but i got lucky in some points. 1. I got a market and warehouse so i tested trading in general and earned about 200k gold now.(My main reason to reinstall the game) 2. I used my only Brig to do all Power Stones Solo and defeated the Kraken.(Never done this solo before) 3. I used the submarine to discover the Depths and get the first Essence of Power. While doing so i killed 7 Squids and got 60 squid legs as well as i used the squid meat and tamed 3 crabs Lvl 28 that passed my way. 4. After testing the Dolphin taming with the shark terminator(submarine) supporting me i thought about what to do now(Solo on PVE) 5. I remembered that i have 60 dried squid legs that i could use to make some testing of the Majestic Kraken pre build ship so i went to freeport to buy it. costs: 22000 gold and 50 dried squid legs The ship itself: You get a ship with 200% quality from Vendor which means you can level up to Level 60. The ship starts with 2000/9000 weight and two large Speed sails. This is enough to reach about 16 knots speed with strong wind(no storm) So the Kraken is about 4-5knots slower than a empty Brig. All shipparts show weight 1kg... no matter if it's the gunport, or the castle or the deck... that's quite weird. But you have 12 cannons on each broadside in two layers of each 6 which makes a total of 24 small cannons. The ship starts with 22 Crew capacity. Each cannons weight is 40kg when gun ports are closed so this makes about half the weight of the standard ship - 960kg. The masts weight is 100kg. I also tested 3x small handling sails with each 1,7 sails points(max 6 points) but that got very slow about 11 knots. You can't place 2x small and 1x large as this would be 6,1/6,0 points. So i ended up with my favorite 2x large handling sails which speed is than about 13-14 knots. Light brigs are about 2 knots faster. The ship has the same length like a Brig but is much higher and has less width. You can't customize the ship so you basically need a storage for some repairs and a bed to respawn. You can place a ship storage box for crew gold. NPCs can repair the anchored ship without the need of repair kits or repair resources. You do not need any spare planks as you can't replace the ship parts so far. The ship has only a few parts that can take damage... some ship parts do not have any health. I guess some parts just do not take any damage like the decks. The masts are only placed on the upper deck. On the cannon decks there is no Mast because you could not move between the cannons(closed gun ports) and Mast like on a Shooner. You have 12 gun ports which each consists of two cannon ports. You can't remove cannons and you can't replace them. Each gun port has 7500 HP which is more than a Brig but a Brig has 2x 6000 HP instead. Also Brig Gun Ports crafted can have about 15000 HP on official servers. You can't repair this gun ports from the deck... so you have to go on each cannon deck to repair them. For Solo Player this is a massive Pain! Also to repair you need a Repair kit -> in your inventory!!!111. So if you have a repair kit and a repair hammer you can hit the gun port and repair it for a fix ammount of 1000 HP each repair kit. But the repair will take 3 seconds and you can#t do anything else during this time... if you go away from the part you are repairing the repair will not finish. So to repair one part that got 5000HP damage you need to stay there for 15 seconds... But at least each 1k repair is instand healed once you finish waiting 3 seconds. I don't like this system... in 15 seconds you could hit like 10 planks of a brig that repair automaticaly up to full life! To repair this ship system is zero fun! and you have to do it after every combat with a SoTD. Also not to mention the costs of the repair kits. It's 100 fibre - 200 wood and 120 thatch -> for repairing 1000 HP of one ship part. A common complete medium plank cost 400 fibre - wood - thatch which is rughly 2x the ammount of wood of the patch kit. So if you want to go fighting some SotD you may take 100 patch kits with you that stack up to 10 and each weight is 3,5kg made with 56kg resouces. So this is a hugh weight reduction or the patch kit crafting resource amount is totaly broken. For a kraken fight solo with my brig i needed 1000 wood to repair the ship over 45 minutes = 5 patch kits = 5000 HP ????????????????????? So if i take 100 patch kits with me it's 20000 wood !!!! THat's enough to craft 1,5x the planks for a shooner. Also the ship consists of a front castle castle with 15000 HP that you only can repair from the top deck. In the mid deck there is a front part that does not show any HP as well in the bottom deck where there is also a front bottom part with no HP shown. So damage will may only be received by the front castle. In the rear you have also 3 parts. The big rear castle on the top deck with 15000 HP including the railings and the deck stairs. The mid rear part with 10000HP including the first stair case. And the bottom rear part with again no HP including the bottom deck stair case. Front as well as rear castle is only 1 part so you do not have left or right ship side on this parts. So far i tested it the ship has a health indication. If parts get damaged you can see this as a 100% or less value in your bottom right screen. THe parts show holes and look damaged but there is no water entering the ship. So you can't use a bucket to keep the ship alive and this health % is not the standard ship health value. If you have two much crew on board the standard health value moves down like the old ships... but again no water and no bucket... so you better not exceed the crew limit on this ship. I will test next what happens if a part gets damaged to 0 HP... i guess it can be repaired and does not get destroyed/removed from the ship. If all parts reach 0 HP the ships should be destroyed. So if you have a repairs man that repairs the last surviving ship part every 3 seconds by 1000 HP you may not get sunk. But i also heard about bugs that some ship parts have critical health and once they are 0 the ship will sink. Quality of Life on the ship: The overview with two sails is good. You can't place additional robe ladders so you have only the rear one - that is placed very stupid on the rear and you will drop several times from it's top. Getting up with the hook is difficult if you do not hit the railing from above... to hit the masts is difficult becuase of the height and the railing. You may often drop from the railing while climbing the ship. The Stair case is very bad and even with my PvP size character(very small) i have to crouch at some points. You do not have much space for beds and boxes... not to mention food storage(for the crew) and you do not have space to place a workbench or simmilar things. The ship is only constructed for minimalized PvP equipment. You can not place diving attachment, dingy dock or cargo rack. You can not place cover above/around the steering wheel. Ship optics: I like the basic appearance of the ship... but the kraken design is ugly. The front kraken has collision with harbor structures and ships unlike the figure heads optical parts on old ships. This ship could have a place between the Brig and the Galleon but also between the Brig and the Shooner... because... length = Brig... width = Shooner ... cannons double of a Brig... handling like a Galleon... weight between Shooner and Brig... you get the point this ship has no place where it can shine... it feels like a worse part of all ships. Only 2 large Sails so larger than Shooner but smaller than Brig. My first impression after killing some SotD green and yellow up to Galleon: The ship turns much slower than a Brig and feels much more like steering a Galleon. I guess this is intended due to the height of the ship and it's small width. While you are turning the ship at high speed it does not roll to the outer side so you can't increase your small cannons range by this move. I tried to zick zack before a yellow SotD Galleon to shot it with both broadside but i got everytime into it's range and took damage. So I guess for kiting SotDs without taking damage the ship has too less maneuverabilty and is too slow even with Handling Sails(I use blue 110+110%). When i put Crew on all cannons(24 x 40kg + 2x sails) and take 100 patch kits with me(350kg) + right now 830 cannon balls (17xxkg) i have a ship weight of 5300kg andwith open gun ports 6800kg(max 9000). So far i think i will have to skill full 300% resistance to make this ship work and also add some levels to weight.(increasing only by 200 each point) So the damage of the ship will be low... repairing a pain... skilled fully on resistance to have less repair.... speed is lower than a Brig... you can't remove weight besides less ammunition. I guess it's impossible to do Kraken fight with this ship... if it survives Golden Age farming and gets up to Level 50 i may try this one... PVE: There is no reason to play this ship. No weight. high costs. Huge maintanace effort. No customization(besides Sails like all ships) You can't make a whale hunter out of it. There is no reason to transport tames with it. PvP: No reason to play it as well. Repairing is a pain. Speed is only a little competitive with Speed Sails(vs Handling Sails) and only use would be to use bar shots with 12 cannons broadside if you can get a decent angle on the enemy which is unlikely.(bar shots have less weight than common balls). What should be changed to make this ship competitive for PvP at least? The ships strength could be to be a fast frigatte type ship between Galleon and Brig. It has a very long shape but a small width so it's terrible to turn as it could simply roll to the side. But it should be faster than a Brig. So you would have a fast ship that can use the wind to get in a position where it can work with it's broadside mainly to cut sails with the 12 cannons shot. Currently Brigs are often build with only 4-5 cannons on the boradside to reduce weight... some may only use 3 cannons to be fast enough to win the speed race. So the Majestic Kraken would be only that fast mainly using Speed Sails as Handling Sails have no real influence on the turning speed. This would be a very special propose of the ship but enemys with handling sails could escape pretty easy by just turning their ship fast in another direction. The 24 cannons currently have no purpose to be used by PvP Players. The health system and repairing of the ship should be adjusted. Currently it has low HP compared to a brig and even a BP crafted Shooner. The repairing should be one hit consuming an amount of patch kits or resouces like old system and increasing the heath over time. To have a player look 15-20 seconds on a ship part to repair it if it's high damaged is pretty stupid. The auto repair on current ships is working well and consuming a decent ammount of resources. To heal fix HP with the patch kits feels pretty worse. The repair costs/crafting patch kits have to be reduced !! 26 crew on board will never be the case on a PvP ship... their weight is to high even you make them nakked. If PvP Players could they would remove cannons from this ship to safe weight! This ship testing is a very sad feeling. If all new ships get this system the fun on the seas is pretty much over. Even if you can place some modular pieces in the future i don't like this ship at all. My Brig behind can be a multi purpose ship. I can go farming and add 2 cargos without getting supper slow. I have the submarine attached and also a diving attachment. I have cannons below the Deck to fight the Kraken as well rear cannons to fight easy SoTD. I could place Balistas to hunt whales. I have a work bench and tannery on board so i can craft or tame if i see a target on my way. Yes that's all for PVE content but i fought lots of PvP battles in Season 3 and ship combat did not change besides the current use of rear catapults for barrels.(no fun) I could turn this Brig in the background into PvP playstile in less than 10 minutes reducing the weight to easy 3500kg.
  23. Which is because in Ark there are only so many map types... if you are on one that is full / too PVP / too PVE spammed you go to another server OFF THE SAME MAP. So you are basically left alone with whoever is also living there... Now think about the Atlas, where you change grid to be on the exact same map with exact same resources and tames... why even sail to the next grid...? Would be a small world... and the only reason to go to the next grid is to grief the neighbors... because why would you want their island...? you got the exact same one in your grid... and all the Powerstones and the Kraken and Ice Cave... What the "small" guys do not want to understand is, that you are small, compared to anyone that is bigger. But you want it all, Gallies, large bases, hundreds of tames... and they have to be safe...! while you can go around and get the attacker PVP when you like. You are like small squirrels wanting all the nuts and complaining that you have to work for it by your little lonely, while there are bigger predators out there... It is called a SURVIVAL game for a reason. It is not for Dodo birds... You are small, how about you join a faction (player alliance)? How about you live on an island of a big company and enjoy there protection? How about you live like a squirrel, small and hidden - faction-less like you like it...? But there is always complaining... I want protection! - get a dock and or play smart... It cost money! - do some maps or steal it, yarrr...! Too much work! - get a trade setup, free money, free resources... I don't want to do that, thats not piratey! I want to be left alone, live for free, have all the marbles handed to me and attack PVP without fail even against 80 player company! At least those 80 players beg to differ... and wipe you back to your size... WaHahahahah...!!! Everyone is bad to me...!!!
  24. Introduction Looking around, I have found a need for a comprehensive guide on the most efficient use of speed sails, cargo racks, and long-distance resource hauling. Especially now that singleplayer mode allows for quick and easy testing, we need to get more factual information about ATLAS out to the public. For simplicity's sake, I will avoid discussing weight sails, handling sails, and item quality (maybe you can look forward to a guide on those subjects from me in the future). Outline: TL;DR results Answering individual questions Quick summary of results Explanation of singleplayer testing Summary As a TL;DR, here are the questions I will be answering today and a quick summary of the answer: How do ship speed, sails, and weight work behind-the-scenes? Every ship has a max speed, if it theoretically weighed 0 lbs. Each sail you add contributes to the max speed, linearly. The speed is related to the square root of the percentage of your ship weight that is not filled. The following table has a few notable percentages (the speed % is compared to the max speed). For each type of ship, what speed sail configuration (small/medium/large) gives the fastest ship? sloop: 1 medium and 1 small speed sail schooner: 1 large and one small speed sail brig: 3 large speed sails galleon: 6 large speed sails What ship is the fastest? Contrary to popular belief, with optimal sails, galleons are the fastest, followed closely by schooners, and then brigantines and finally sloops (rafts aren't real ships :P). How many cargo racks should I put on my ship to get the fastest ship? This is a very complex question that depends on your ship type, the total weight you want to carry, your max weight, and the "empty" weight of your ship. As a rule of thumb, add a cargo rack if you have another 4,000 lbs in resources to put in one, and make sure you fill existing cargo racks as much as possible before adding more. What is the optimal way to haul resources long distances in as little time as possible? Once again, this depends largely on the factors in the previous answer. As a rule of thumb, load up your ship to around 50% weight when you are hauling resources. Here are some related questions that I Won't be answering today, but I will include some links to people that have answered them in the past (to varying degrees of thoroughness and accuracy - be your own judge on the matter): How accurate is the in-game depiction of knots (speed)? Do higher-quality (fine/journeyman/etc.) sails actually give any benefit? For a more in-depth discussion on each of these questions, keep reading! I will lead you through the testing I have done in singleplayer mode, and we will discuss factors that I had to ignore while testing, etc. Onward to information! IMPORTANT NOTE BEFORE WE BEGIN: I am going to use the terms "maximum speed" and "speed" throughout this guide, and these each refer to a different concept. The maximum speed of a ship is the theoretical maximum speed it could go if it weighed 0 lbs. The speed of a ship is the actual speed of the ship, with whatever weight it currently has on it. Most of the math is done with the maximum speed, not the current speed. I will start by talking about how to use the speed and weight of a ship to compute the maximum speed. How do speed, sails, and weight calculations work behind-the-scenes? Ship speed depends on the type of ship you are sailing, the number and type of sails your ship is equipped with, the number of cargo racks on board, and the weight percentage. We will discuss all of these things here. I will lead you through the testing I did and try to explain some of the nuances that I had to think about First - The effect of weight on ships: My results: Ship speed is related to the weight of the ship according to the following equation: speed = speed_max * sqrt(1-weight/max_weight) NOTE: This does not take into account cargo racks - see the equation below for a more complete equation. This results in a graph like the following: The maximum speed depends on the ship you are in and the sails you use - we will discuss this more in a bit. Since the speed changes as the square root of the remaining weight, you can see that the weight drops off really quickly as you get closer to 100% full. Thus, any weight above around 80% starts to really slow the ship down, and for that reason, I suggest never sailing above 85% capacity, since you just travel too slow. My testing method: I spawned each ship in using ssf <sloop, schooner, brigantine, galleon> (pick one of the arguments in the <>). I set up the wind using the commands setwind 100 and setignorewind true (both are necessary for consistency). Then I opened the sails to full and marked down the current weight of the ship and the speed, once it stabilized. Using this method, the ship speed is very stable, unlike in the actual servers, where the speed bounces all over the place. Now, I used the admin command gfi gem_base 500 0 0 to get 500 gems, and I recorded the weight and speed - rinse and repeat until the ship stops moving. We now have a data for ship speed versus weight. Plotting the speed of the ship versus the square root part of the equation above, I got a straight line with the slope equal to the maximum velocity for that sail arrangement: NOTE: Keep in mind that this method will spawn a schooner with 2 medium speed sails and a galleon with 5 large speeds sails, both of which are not the optimal sail arrangement. The max speed I got from these tests just correspond to a sub-optimal layout of sails. The important part here is how straight these lines are, which proves that this equation is correct. This is a great fit, so I am pretty confident about the equation and the max speeds we get from this method. From now on, we can just manipulate the speed equation to solve for speed_max if we know the weight and speed of the ship. This will be useful in the next section. Second - The effect of sails on the speed of a ship: My results: Sails add linearly to the max speed of a ship. That means that half as many sails will push the ship half as fast. However, I found it surprising that each type of sail increases the max speed differently for each ship. The following table summarizes my results. If you can find any patterns in that data, please let me know - I couldn't find anything. The main thing to note with this table is the speed per sail point. Remember that small sails cost 1 sail point, mediums cost 1.7, and larges cost 2.66 (ATLAS rounds this to 2.7, but it actually is 2.66 when you add multiple). The sails get more speed per point the larger you get (looking at a single ship). This means that it is always beneficial to use as large of sails as possible, and fill in any remaining points with smaller sails. This leads to the following optimal configurations: Sloop: 1 medium speed sail (max speed is 16.03 knots) Schooner: 1 large and 1 small speed sail (max speed is 21.05 + 4.55 = 25.6 knots) Brigantine: 3 large speed sails (max speed is 23.79) Galleon: 6 large speed sails (max speed is 26.88) NOTE: I discuss the optimal sail configuration more in the next section. This means that galleons are the fastest ship, followed closely by schooners, and then by brigs and sloops are the slowest. This is important, since many people tend to believe that schooners are the fastest ship, but this data shows that they are actually over a full knot slower on average. My testing method: I spawned the ships as I did above. This time, I removed all sails and set up the configuration I wanted to look at (for example, 16 small speed sails on a galleon). I marked the weight and speed while slowly removing sails. Plotting the maximum speed (calculated as mentioned above) versus number of sails gave a line, and fitting a linear trendline in excel gave a slope that you see in the table above. If you want to compute the max speed of a ship, just add together the values for each sail from the table above. Third - How do cargo racks affect speed? My results: A full set of cargo racks (2 for a schooner, 4 for a brig, and 6 for a galleon) will reduce your maximum speed by 40%. This means that each cargo rack reduces your speed by the following amounts: Schooner: 20% per cargo rack Brigantine: 10% per cargo rack Galleon: 6.67% per cargo rack If you only have some of the cargo racks, it affects your speed linearly (for example, 2 racks on a galleon reduces your speed by 40% * 2/6 = 13.3%). However, the racks also reduce the weight of anything inside of them by 80%, up to 8,000 lbs pre-reduction. This means that a full cargo rack reduces your ship weight by a total of 6400 lbs (80% of 8,000). The weight reduction will make your ship go faster, but it must counteract the speed reduction just for having the rack on the ship to be beneficial. This is complicated enough that I gave it its own section toward the end of this post. In general, always drop empty racks, and fill up your existing racks before you add another. My testing method: In singleplayer, spawn in ships as mentioned above. Get the ship up to speed and start adding empty cargo racks. Make sure to take note of the weight each time you add a cargo rack (they weigh 50 lbs each). You can then compute the maximum speed as mentioned above, and the plot of maximum speed versus number of cargo racks gives a straight line. The slope of this line is the maximum speed decrease per cargo rack. This will vary based on your sail configuration, but the percentage speed decrease (speed decrease / maximum speed) will be the same for every ship. Assuming you read the section above about maximum speed, we can update our equation to include the number of cargo racks: speed = speed_max * (1 - 0.40 * num_racks/max_racks) * sqrt(1-weight/max_weight) In addition, I added weight to the cargo racks to verify that the rest of the equation still holds with cargo racks. Indeed, you see the same square root behavior. This means that the cargo rack has only the two effects listed above: max speed decrease, and weight decrease. What speed sail configuration makes the fastest ship/ what type of ship is the fastest? My results: The table in the previous section summarizes my results about the how each sail type affects the maximum speed of a ship. Using this data, you can see that larger sails are generally more efficient than smaller sails. For example, look at a brigantine: Large speed sail adds 7.93 knots to your max speed, whereas the medium sails add 4.24 to the max speed. This means that the large speed sails add 2.94 knots per sail point, and mediums speed sails only add 2.49 knots per sail point. This is the reason that you should always use larger sails first, then fill in any remaining points with smaller sails. Using the table on the left, you can see that galleons are the fastest ship in the game, when used with 6 large speed sails. This is followed by a schooner with 1 large and 1 small speed sail, and then by a brig with 3 large speed sails, and finally the sloop with 1 medium speed sail. My testing method: I mentioned it above, but once again, briefly - spawn in each type of ship and mark down the weight of the ship, the speed you travel, and the number of sails as you vary the number and type of sails on the ship. The plot of maximum speed versus number of sails is a line, and the slope is equal to the max speed increase per sail. As for the optimal sail configuration, I did not test every combination of sails possible for each ship. Although we previously discussed why larger sails are more efficient, this does not automatically mean that using only the largest sails is always going to be the most efficient, since there are some leftover points that could, in theory, be used more effectively. I set up an excel spreadsheet (on the left) with all possible combinations of sails for which you cannot add another sail. Some of these use all of the sail points, and some do not. I then computed the maximum speed with each configuration and looked for the maximum speed out of all combinations. This just so happened to be the result where the largest sails are used first, as mentioned above (and everywhere else). This just proves definitively that there is no odd combination of sails that uses sail points more effectively that beats the tactic above. How many cargo racks should I add to my ship to maximize speed? Another way to phrase this question would be - how much cargo would I have to put into a new cargo rack to justify the additional speed decrease? This depends on the ship max carry weight, your ship's "empty" weight, and the number of cargo racks already on your ship. First, let's categorize the weight into "free" and "fixed" weight, by whether or not you can put it into a cargo rack. Fixed weight includes plank weight, repair materials, and crafting stations, to name a few examples. Free weight can include whatever cargo you have on board, armor or tools, or even blueprints (although you shouldn't store blueprints in cargo racks - there are only 100 slots to fill up with 8,000 lbs to be the most efficient). The reason we want to categorize the weight is because the fixed weight is just dead weight, there is nothing we can do to reduce it. However, it will affect when we should add racks, since the speed is not linear with respect to weight. This means that we should add a rack when the amount of free weight we can store increases the speed of the ship (by reducing the weight) more than the extra cargo rack would decrease the speed. Mathematically, this gives us the equation (where x is the free weight and n is the number of cargo racks currently on the ship) Obviously, this gets complicated fast, since we want to solve for x... Well, I did that for you, and here is the equation for the amount of free weight you need to store when adding a cargo rack: where the empty weight is your fixed weight, and f(n) is listed below: ok, this is still quite complex (we haven't even touched what to do when the free weight is outside of the range between 0 and 8,000, for example), let's unpack this a little. Unpacking the results: If the math makes you queasy, that's fine. I assume most people don't want the math, just the rule they should follow. Unfortunately, there is no simple rule, because the math is so complicated. But, we can get a few interesting tidbits from it: The heavier your ship is without any cargo (the fixed weight), the earlier you should be adding cargo racks If your galleon is very light (no fixed weight), the you should add a rack if you have 15.6% of your weight capacity in free weight. For a stock ship with 30k lbs capacity, this would be about 4,700 lbs of cargo. Of course, this assumes you have all your other racks filled already. Here is a graph comparing the speed of a ship with optimal use of cargo racks versus no use of cargo racks. The flatter sections show where racks are added (for a default galleon with no fixed weight): This may feel a little underwhelming, but you can get much more accurate numbers if you actually compute the free weight from the equation above. As a note, the amount of free weight needed changes with the number of racks on your ship, so it will change as you add more and more cargo. I suggest you add a sign on your ship, noting the ship capacity and fixed weight right after you make it, and then keep track of when you should add each of the 6 boxes on another sign. What is the optimal way to haul resources long distances in as little time as possible? This is another very complicated question. In addition to the problem of the cargo racks (addressed thoroughly above), you now have the added complexity of changing your goal. There are (as far as I can see) 2 main goals when it comes to hauling resources: Haul as many resources as possible in a given amount of time. This usually occurs when you have a supply route and you will keep making return trips indefinitely. Haul a given number of resources in the shortest time possible. This usually happens when you are trading or want to go on a relatively small-scale resource expedition. For the first goal, you want to minimize the time spent on each pound of resource, so you can move as much as possible with the time you have. For the second goal, you are trying to minimize the total time spent, which is not always accomplished by moving the fastest at any given time. This is more complex. Let's look at each one individually: Hauling indefinite resources in a given amount of time: If you haul more at once, you move slower but get more across in one trip. If you haul less, you move faster but get fewer resources in one trip. We also have to consider that half of the time you are sailing, you are just bringing the empty ship back to the resource location. This means that the fixed weight of your ship makes a big difference in the optimal strategy. If your fixed weight is high, you should haul more cargo to avoid making many trips. If your fixed weight is low, you should haul less and move faster, since the wasted time on the return trip is quite small. Working through some of the math, I made some plots for the item transfer rate versus the loaded ship weight (with optimal cargo racks). Here they are, and we will discuss them after: It turns out that for 0 fixed weight, you should carry 12,530 lbs to be most efficient, and for 10,000 fixed weight, you should load up to 19,600 lbs. However, you can see from the 10k fixed weight graph that it may be possible to improve the efficiency further, since the cargo racks are optimized for speed, not item transfer rate. Specifically, adding the last cargo rack earlier would translate into extending the rightmost section of the graph further to the left, where it looks like it may reach a higher rate than this optimization allows. This is an area that can certainly be improved in the future. More unpacking: In general, you should load your ship up to about 50% of the way between the empty weight and the full weight to get the most efficient run. It can get better than that, but this will get you a majority of the way there, if you use your cargo racks optimally. Not much else to say here, that is the main rule-of-thumb of this section. Hauling a fixed amount of resources as quickly as possible: The goal here is just to minimize the time taken to get the resources back. Since speed drops off quickly as your ship fills up, the strategy will be to split the load up into equal-sized portions and take the same amount of weight each trip, so you avoid a few heavy/slow loads. Then, since every trip takes the same amount of time, we can just optimize each trip. However, the optimal weight HEAVILY depends on the amount of cargo you want to haul back. Look at the next graph (of optimal haul weights versus the target weight you wish to carry back), and let me know if you can make any sense of the chaos: One bit of information to be gleaned from this mess is what happens when you need to haul a LOT of cargo. The chaotic mess converges to the same number that we got for the case where we wanted to haul an indefinite amount of cargo at as fast a rate as possible. Here is a zoomed-out image of the same graph I just showed. Obviously this behavior is much more complex than the behavior when you just want to maximize the rate. Therefore, I suggest that you just follow the advice there and let this section be more of a curiosity than actual advice. I mean, if you want to calculate the optimal carry weight every time you want to haul cargo, be my guest Summary Here, I will just list a bunch of bullet points that summarize the findings throughout the rest of the guide: As weight increases, your ship speed will fall faster and faster. Therefore, you should aim to keep your ship at around 50% capacity as a rule of thumb. This balances the amount of cargo you are hauling with the speed decrease from the additional weight. Galleons are the fastest ship in the game, followed by schooners, and then brigantines, and sloops are the slowest. When you are putting sails on these ships, start with the largest possible sail and fill in smaller sails afterward, to get the fastest sail configuration. As a rule of thumb, add a cargo rack when you have 4,000 pounds of resources available to store in it, and always fill up any existing cargo racks as much as possible. The heavier your ship is without any cargo on board, the earlier you want to add cargo racks when filling up your ship. The perfectly optimal weight arrangement is very complicated, and depends on many factors. You can look through the rest of this post for more info, but just know that these rules-of-thumb may not always be suitable for your exact scenario, and you'll need to use a bit of common sense. Thank you for reading through this quite long guide. If you didn't understand a part of it (or any of it), I will be keeping up-to-date with the comments, so feel free to ask any questions there. If you have any ideas you want me to look into further, I am open to suggestions for another guide. If you liked this extremely thorough type of guide, please let me know, so I can be motivated to make more in the future.
  25. What makes you think they've removed claimable lawless? The post says all claim types. They SHOULD have removed claimable lawless several seasons ago. A tower can flip an armored dock while you're offline. Only noobs would waste time with that mechanic. It's good for troll / funzies, but not serious play, and ultimately results in wasted land space. If they wanted to solve the problem of small company viability, they should have adopted Eve Online's wormhole system. They SHOULD have never put barrel bombs back in cannons. They SHOULD have never charged gold for ships. They SHOULD have never killed parking ships on freeports (the game felt so alive when you'd pull in and find hundreds of boats). They SHOULD have never killed the incentive to trade, travel, and fight for regional resources for blueprints. They SHOULD have never released / replaced the ship building system, but instead provided new base constructs to work on. They SHOULD have taken player reports seriously when exploiters started breaking the game in season 9 ish. They SHOULD have left the world map as a large traversal system instead of weird regional play. The list goes on and on.
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