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  1. atlas developers everyone including me hates you but unlike many of these people who are your fans but at the same time hate you and i do see an effort being put in to atlas that was not being put in to it before and its quite easy to see that speaking the changes you have made although many in the wrong direction the few things i can suggest to redirect your path matey is: make it so you have to reveal the map because it adds a great sense of exploration i remember first couple weeks of atlas i was shitting myself going in to any new area because i didn't know what to expect and look at another game with pre-revealed maps sea of thieves all exploration is gone within a month because just look at the map to see where to go what to do everything, the portals seem iffy to have as the only way of transportation between the zones maybe make the tradewinds have paths going between as well or just having it so you can well sail from zone to zone like you used to and of course none of these things i have typed may have mattered but this is the one thing that does listen to the non-schizo people in your community 90% of the comments are out of a horror movie starring a psycho but a few are great
  2. To begin with, I am purely a PvE player. So yesterday, I mated 2 wolves with each other around 20:00, expecting me to be able to at least get the babies to a stable point before 24:00/01:00. I was shocked to see that the gestation would take ~3:30, and knew that there was no way of cancelling the pregnancy now. I decided to give it a go anyways, hoping that I would be able to make it work before I had to go to bed. When I went to bed around ~1:00, the wolves had about 2½ stacks of meat on them (yes, i got twins on my first go), and half a feeding trough full of meat as well. My hope was that the animals would go into some kind of stasis, where they would not eat as fast, or diminish their food slower or just something. Somewhere I read that they will become able to self feed from a trough once they reach 10%, but this morning I immediately jump into the game around 9:30 to check up on them, and in the log it says they starved to death... literally less than an in-game day later... When I left the game to sleep, they were around 2.2%, so if I had to wait for them to get to 10%, i had to stay up for around ~4 more hours, making it 5:00 in the freaking morning. I am pretty annoyed that I wasted so much time and effort on breeding, yet the game decides to punch me in the face because I need to work, eat and sleep irl. This makes me not only annoyed, but also very confused as to who this breeding system is intended for. I mean, from what I can see, it will take about ~8:30 hours in order to consider the breed a success. Even if you cut out the first easy 3:30 hours of gestation, you still need to watch over them for around 5 hours! for the safety spot of 10%. This effectively means that most people wont be able to fit a breeding session into a gaming session during a weekday, leaving it a thing you can only do during the weekend, or if you are in a company with multiple time zones, where someone else is willing to take the babies through the first 10%. What is even worse, now I have to wait more than 24 hours for another attempt? I get that you want to limit how many creatures people breed into existence, but come on, there are way better solutions to this, such as company limits. So that is my outline for why I currently dislike the current metrics and method for breeding. It is way to punishing if you fail, especially if you are just getting started. Just as a side note, I have done tons of breeding in Ark, but that was with mods enabling babies to eat from the trough from the smallest stage, as well as being able to make baby food, not to mention removal of the breeding interval timers, as well shorter growing periods. Now i am not saying it has to be like that, but the current time investment compared to the return rate is just laughable. As you can probably guess, I don't care about the "immersion" of breeding taking a "realistic" amount of time, because, realistically, their parents should be able to feed them if they are close enough, or even a surrogate parent for that matter. Not to mention that they should not be able to die overnight. Now I get that the time in Atlas runs faster, so one IRL day is several in-game days. But this is still a video game. Games are supposed to be fun, and I don't find staring into the air for hours on end fun, not to mention planning my entire day around this game. Of course, I also have some ideas for how I would personally address the current issue, so here are my two cents if you will. Some of these ideas do work in synergy with each other. 1. Make babies go into complete stasis when the person imprinting them goes offline. As long as you also limit the upbringing to the person who did the imprinting, this should be fairly easy to implement without the need for new assets. I would mean that the "wants care" timer should also freeze. Since breeding is already a very personal thing due to the imprinting and time required, this approach would work well together with how the system is currently portrayed. Sure, it would mean that you actually have to be online for your babies to grow to maturity, but at this point, it would be more viable to also start tweaking the actual time it takes for babies to grow. The gestation phase can pretty much stay the same, because it would mean that you can go through the gestation phase one day, and start caring for the babies the next time you can play the game. This would be a huge improvement in terms of respecting players time investment into the game, without completely screwing up the balance. 2. Allow imprinted breeder to "remove imprinting/allow company caring". Like the previous, this should also be a relatively easy addition to the current system. I would mainly advocate this idea in synergy with idea 1, as this would be a way for bigger and more time flexible companies to do breeding faster, but at the potential cost of imprinting. Essentially, once the original imprinter would allow company caring, you would pretty much just be doing the breed as the system is right now, where the creature will not go into stasis when the imprinter logs off, but at the same time allow others in the company to care for it. For this to be a bit balanced, you make it so that only the imprinter or owner will be able to allow/disallow company feeding, sort of like how if you have personally owned creatures, only the owner can rename etc. You could also make it possible for the rest of the company to disallow company feeding, which would effectively put the creature into stasis if the owner is not nearby, you know, in case something pops up in the lives of the others who are taking care of your creature. 3. Reduce or reset the breed timer upon failed breed. Now this one is a bit more tricky, as it means you have to hook up the parents and babies so that the parent creature checks whether the babies have died or not. This would just make it so that if you fail a breed, you don't have to wait several days in order to try again. Sure, you could just go and tame some more animals in that time in order to get more "go's at it", but to me that is just a huge disrespect to the player already willing to invest time and effort into a breed. 4. Allow grown up animals to tend to the young. This one is also a bit more tricky, and there are several ways it could be done. One way could be to just have the female parent loose its own hunger in order to feed the young. That way the female would effectively convert feeding trough food into "baby food". You can leave hand feeding in the game as well, just so you have a way to both use the parent and feed the babies at the same time. To me, this seems like something that would not only make the whole baby process less tedious and boring, but also make it way more immersive. You can pretty much just imagine that milk producing animals would feed their young that way, while non milk producing animals would imaginatively feed food from the trough straight to the babies. One way to outline the conditions for this could be for the babies and parents to be within range of the same feeding trough, or just the parent needs to be in range of the trough, and the babies would need to be in range to the parent, similar to mate boosted. It would require an icon asset to be made to indicate that the babies are being tended to, as well as for the parent which is in range. 5. Allow us to make baby food. Having used this stuff in Ark mods, I can say that I am a huge fan. In case you don't know how it usually works in the mods, baby food weighs way less than regular food, allowing you to have much more of it on the babies. It comes in a carnivore and herbivore variant, and is made using meats or vegetables. The stack size is also way bigger, due to the sheer amount needed for babies, and also to address spoiling time. You could make it so that babies will eat baby food out of the trough from as soon as they arrive into the world. I really like the idea of baby food, especially for Atlas as it would be a nice added synergy between cooking and breeding. It would also make for more use of the various meats and vegetables in the game, though I would still simplify it to something like 3 of any combination of vegetables, 2 types of meat + 1 vegetable etc. Naturally, there aren't as many types of meat as there are vegetables at the moment, so generalizing the recipe would probably be a good idea. Since you are making a separate food for bringing up babies, you can also tweak their spoil, consumption rate and so forth, without messing up any taming in the game. It would also get around the problem of balancing baby consumption rate in relation to the spoil time of their preferred food (vegetable vs meat), personally, I advocate more options and paths that you can take in order achieve anything in the game over just tweaking the variables to a point where it is either super hard or way to easy. Players want challenge and player choice in games, that is why interactive experiences like this are so liked. As game developers, we should be aiming at empowering players, not punish them for things that are out of their control. Make breeding more accessible to people, but don't completely remove the challenge of course. I really want breeding to be a fun alternative to taming, but at the moment it is just annoyingly frustrating, punishing and super boring. I hope some of these ideas resonate with the community and the devs, so feel free to discuss them further. For now, I guess I will just have to wait for another breeding weekend boost before bothering with breeding again.
  3. First, i had to google what "JACK SQUAT" means - i learned a new expression, ty I have a market+warehouse combo, i set up some a few trade routes - with you too (im still from The Valentines) - and then nothing happened for a week. No ship, no income, nothing. Then last night it started working. How? Dont know, but maybe caused by that i deleted almost every offer, i reconnected the warehouse and suspended/unsuspended the whole bunch. Then i set up only a few offer with same input and output. For example strongwood for strongwood, with 1:1 ratio, Fronds for Fronds, etc. (because of the same grid limitation), then i logged out. After i logged in this morning during my cafee time, there was 500+ gold in my warehouse (with few cannon balls (200), with a 4 fertilized parrot eggs and with some random stuff (10-20 piece random wood, stone, etc) - probably got them from some random "event" of the market ship's journey). As i saw the log, in every 5 mins a new ship started to another market with 1700 strongwood for 1700 strongwood in return. This gave me sometimes 1 gold, sometimes 9 gold, etc. / trade. 500 gold is almost nothing in these days in Atlas. You cant do anything with that ammount (okay, you can hire some sailor to your sloop(s), but nothing more), and from 2-3 wrecks you got the same ammount of gold in a half hour. But as passive income, well, it can come handy anytime. I agree with you, this game and its mechanics is so broken, so untested, so messy... I never saw or experienced anything like this. The only thing keep me in the game is designing and building a ship. But, in this season they took away this aspect, not completly, but they made it hard.
  4. Currently, after 3 seasons very successfully building large-company un-raidable bases and harbors, yes... because at some point I would like to sail and not be land locked hiding in my bunker... Every day without fail, one person will get online to do the 5 min repair, yes... It is good to not be alone and/or have a notebook just barely running the game while traveling... But if I fail to repair in time, well I lost all ships... at least I did not loose them on daily basis, and they are easy to replace and level... Actually not yet use gallies...They require ~6,5x the resources to repair to repair than a brig. A brig needs ~2600 wood before it starts sinking - that is like farming for a minute. Actually brigs are better than schooner, as the are easier to repair, because the lower planks are not under the lowest deck, which makes it extra effort to make sure you hit every plank (you miss one plank it sinks...) But I consider a gally, as it is so easy to get enough material and do the repair, and it would allow to park more tames safely (because tames on Freeport a subject to griefers). And just to clarify "every day / a few more hours" is ~12 hours (at max resistance) after one day has passed. If you want to level the ship differently (i.e. more damage, as anything else makes no sense for PVP) you can go 268% resistance for 24hrs. Could even go lower, if you have enough people available (allies count) to repair say when the come first online for the day and again when you log out. But as in PVP speed is everything and repair material are heavier than ammo for same amount of damage, the resistance gives better speed for the damage you give and take... It is actually ~10 days at full resistance. But consider this from your own mouth: So while I "replace" a ship every 10days, you replace it daily, making your cost of having a ship 10x higher than mine... Also my ships have high level (apart from resistance) and I can afford to use BP items. And I can use my ship 5 mins after going online, while you have to first bash a tree with your bare hands, farm a full ship in resources, maybe tame new tames (which also always gets killed), then build the thing... and then - if you still have time - maybe go around with your ship until you loose it = going offline. Is there a other thing for a PVP ship? Again Resistance is better than Damage in the Speed game. I can see that an offline griefer could make more use of damage over resistance, but for me that would be a ship like you play it: build it for one day and forget about it. But again consider that I can afford BP cannons with higher damage, so need less level in damage, but have higher level in resistance. You seem to have a misconception about material use... First the shipyard cannot be in Freeport, so I build my ships in sectors with special resources. Second common BP can be made with basic resources, so even if I make the planks in Freeport, I loose nothing over your common BP planks. Third to get anything better than common BP stuff you have to go to other sectors to get the different types of special material you need. So you and I have to go out sailing to do that anyway. And on the upside, after playing the base building game for so long and to the max, I find it dull to build for weeks and months for a perfected base with many people for thousands of player-hours and knowing that it will not work in the end, wasting all that time spend... Lets see, when I log in I do the less than 5 min repair and restock of the ship I want to use go out and do the sailing thing... When you log in - in best case scenario with planks, etc. ready (which you still had to build before-hand taking time anyway) - you build a new ship for 30-60mins before you can go out and get the NPCs you need from a Freeport or slowly grind new ones by working the wheel, sails and one cannon (because obviously the old ones got killed with you ship and base again), so another 30-60mins for that... So I can do my sailing thing for the better of 2 hours before you even get going... Next: "have to go to Freeports"... Well first of all I own 16 fully protected "islands" all over the map... I also can use the same islands you could use for parking your ships, but with the same risk you have - as you say 100% you loose your ship... Having allies that are at peace is helpful obviously, but highly risky still. Parking at unknown claimed islands at least risks loosing them to the owner... And while your wasted your time building up a new ship in the beginning, I can "waste" a few minutes at the end of the day to get in Freeport, and have my ship ready to go and continue (not start again) my travels. Obviously most of my stuff and tames is in one Freeport, preferable where I can breed my main tames and I have to return there, but that is what beds are for. Also what is the difference in returning to my Freeport and you returning to your base island? Other than my stuff is still there while yours is griefed again...?!?! So by your own description you "can't sail the Atlas" all the time, while I practically live on my ship and basically only sail all the time... Some famous quotes for that: "On a long enough timeline the survival rate for everyone drops to zero" "There are levels of survival we are prepared to accept." And what would happen to me really? If I loose my ships in Freeport I would have to do the thing you do EVERY FREAKING DAY... make a new ship... If I cannot get on for 10days my Tames can be claimed... 20days my shops despawn... Put if I plan a long time of offline, I could park the ships at an ally island and hope for the best or recycle them right away. I could put my tames with allies or just hide them somewhere on an island, hopefully no one is looking. Could put stuff in a underwater FOB as everyone else giving me 30days (?) on the storage containers. You see when I cannot maintain Freeport life, I can go back to your form of existence with the higher risks and take my chances... Well, your problem, does not make my proposition invalid and still it would help you to "sail the atlas" in the times you can go online regularly... at least not waste your time every day not sailing the Atlas again... Also this being an MMO, if you can find allies, maybe other people living in your Freeport, they can maintain your ships, so you can be offline for 10days before your tames get claimable. Your do the same thing for them... Or find just one company member that is there when you are not and possibly maintain everything "for ever". You are somewhat right that they have to do something to make ships fully save while offline, because it is killing the player-base otherwise... But there are risk to that, like parking your FOB at your enemy island and he cannot do anything about it... In the meantime - as the devs have abandoned the game - there is this option to have your stuff offline protected if you play regularly...
  5. Hi, For a while now, I've noticed my C8, my home grid box, is acting weird. The water level goes too high/low. When I'm sailing, my boat looks more like a submarine than a boat. The water lever covers all of the boat except the sails. The floating chests, I forget what they're called, or floating above the water. And my character experiences a lot of lag. I feel like I'm programming my character, rather than controlling it. But when I leave C8, the game goes back to normal. Update. I left C8. I moved my ships and tames, and settled somewhere else. But now something weird is going on. I can only fill my waterskins from barrels, that are located in the same grid box, I created the barrel and the waterskin. So I can fill my waterskin from a water source like a pond or a lake. But if I try from a barrel that is filled, it won't work. I have to create the waterskin in that grid to work. Can anyone suggest a fix?
  6. Before wipe I was traveling around the world and saw like huge monstrous bases with 15-20 lvl-1 Galleys parked around. After I wipe I saw same huge monstrous base with like 30-40 lvl-1 sloops parked around... so it's not big difference for me : )) But anyway. I do love the idea that ships should worth something, so players could buy one, care about it, use it, keep it safe. So expensive ship itself is NOT a problem. The game is. If player able to set his trade route - it's fine. If not - it's just same Atlas as before with only difference. DEVs force player to sail sloop, and sloop is just bad. You need to get honey and bear, to make it possible to do treasure maps (same problem with no alternative to tames). So you have to sail for them. Then maps. Higher maps - is farther travel, and sloop is just not designed for that. You can barely put anything you need for far travels. Storage box, resource box, bed, grille, mess table, barrel, smithy, steering wheel... and of course you need to put bear somwhere. Size of a bear is around 1/5 size of a sloop. It will be very cramped and uncomfortable. Then it goes 11 knots downwind when it's full wind and 6 knots when it's calm. So that means if you go for map around lvl-10, the ONE WAY sailing will take around 3 hours. And there were a lot of words about current fascinating sailing. All problems are here as well. Empty ocean. Low distance SOTD rendering. Whales and SOTDs camping borders. Fog that affect only player. Stupid pacman game with 100 tornadoes. It's actually a bit worse than before, because due to lack of Brigs and Galleys around - no players are clearing the areas. And of course dodging SOTD with a Schooner when you ride 18 knots are way different from when you dodging them at 9 knots Sloop. And of course with Schooner you can catch a wind and get to your desire destination. With sloop you won't make it in time, wind will rotate and you'll anyway experience calm and counterwind (3 knots sailing is FASCINATING!) Also with sloop there is just no resources gathering. Because it just can't carry em all... Players just need to suffer for some time. And that's it... IMAO in good pirate game, all ships from small to big could serve their purpose. Tiny boat for local purposes, some fishing, earn money for bigger one. In Atlas you have to use tiny one, for all you should do with big and fast and that's WRONG!!!
  7. Hello Everyone, I think the game devs should rethink the whole speed sail idea. Having different sail types is a great idea but i don't think they should impact speed. Right now we have Speed sails, handling sails and weight sails. Weight sails are never used and handling are super strong when you get +20% acceleration. Because for some strange reason that makes them as fast as speed sails. This makes it so people who lives in the game an farm a lot can have a clear ship superiority when fighting. Great for crushing the hopes and dreams of new people in the game but not a great game mechanic for interesting gameplay! I would like to suggest trowing the speed sails in the bin. Make all sail types have the same top speed and replace the current speed sail with an acceleration sail. You can keep the look of the speed sail just rename it to acceleration sail. Then remove the acceleration stat form the handling sail. Handling would still give better handling for your ship and give you the better wind angle. This should make the different sail types viable and you can then easily make more interesting sail types. You could make an "armored sail" that again has the same top speed as the other sails but has more hp and is more resistant to sail damage. This make it different but still something you can use if you want and all the sail types are now something that can be changed to your play style and type of ship you like. Just a note: Weight sails would also benefit form a change to the stat it gives to weight, consider giving it a % bonus to weight. If it has the same top speed as the rest of the sails then they will finally be used. Maybe even in some heavy combat ships or large fortress like ships They would be bad a turning and accelerate like a brick but could be fun What do people think about this idea of making all sail types have the same max speed? Do you have some interesting ideas for new sail types you could make for the game? Give me your opinion and like this post if you think this might be a better way of having the sails work in the game. Please remember, i am writing this to help improve the game not to hurt anyone feelings. Best regard FightzGamer
  8. So it seems that this latest Mega Update has been for the worse for my company. I have not been having issues until today. We have all been having multiple issues when it comes to connecting to the game. I am trying to give as much information so we can get a Developer response to this. We have several users in our company that cannot connect to the game at all. They get stuck at at a loading screen with PrimalGameData_BP in the lower right or just blank screen. Now my experience just now is I jumped off my boat onto land and picked up a rock on the ground and then stalled and went to a Battle eye not responding error. Now when trying to log back in after starting the game I am Getting the stalled PrimalGameData_BP error. The users that are still to this moment having issues getting in since the patch launched are getting this no matter what they do. Verifying files, deleting the game, reinstalling the game seems to make no change. However, the odd part is if someone that is in the game finds and kills the character on the ground the user is then able to spawn this fixed a few of the company members' issues. Now we have seen where if the body is under a crap this can happen but there is no direct correlation to animals or tames being in the vicinity of the person's sleeping body. I am not certain if this is directly related to our island or grid that we are on (J14). But this is making the numbers we have even smaller due to them quitting out of frustration. My steps to correct so far: Since I am stuck at the PrimalGameData_BP screen I brought up Task manager and force quit Battle eye and stopped the service. Ended Atlas with task manager. Exited steam and relaunched Atlas with the shortcut once more. The game slowly loaded again through PrimalGameData_BP multiple times and never loaded the game again. Force ended through task manager. Opened steam and began a Verify Integrity of Game files... 1 file failed to validate and will be reacquired (same response everyone gets but does not resolve underlying issue) Downloaded file ant attempted to start Atlas again. Repeated same process of loading PrimalGameData_BP multiple times without loading the game. Rebooted PC, relaunched Atlas. Same issue repeated again force quit Atlas again Launched Atlas again, instead of rejoining my region. Selected Join a new Atlas, made it to character selection screen and was able to load in without issue. Exited Atlas back to main menu. Clicked Join New Atlas once more and attempted to load back in to NA PVP once more and got Host time out message, a short stall and the game finally loaded back into the world. No labels on any items and not able to interact with the environment at all. Attempting to open inventory only opens it for a split second and then closes again. Exit the server and Exited Atlas regularly. Loaded back into Atlas. Attempting to Rejoin Atlas once more. Option disappeared and the logo remained on the screen with Join New Atlas, Options and Exit. Exited the game once more. Loaded atlas again. Clicked on Rejoin Atlas, also noting that the server information is missing but the grid information is displayed (screen recording captured and Linked below) . Getting the same issue as before now with the slow loading PrimalGameData_BP. Force Quit Atlas Loaded Atlas again, went back to another server. Exited back to the main menu. Attempted to go back to NA PVP, was able to enter the game again but again no labels on anything and unable to interact with anything. Ended up killing myself and was able to respawn but not in our grid it forced me to go to a Freeport location. Once there again killed myself and now I was able to spawn in on our regular server and collect my equipment. The main issue I have is something this trivial is making good players quit the game. With good people leaving or not wanting to deal with these issues it degrades my gaming experience in the same turn as everyone knows good players are hard to come by these days. I hope I can get a prompt response from a developer so we can get this addressed. One should not have to go through everything listed above to correct the issues experienced. Thank you for reading. https://youtu.be/mGF19mT970s
  9. Hey, i will put some simple suggestion here to increase server performance and allow to finish ships and bases with more useable details. I think these should go into Phase 1 or soon after. So we would need the following build parts added to the game (this can be expanded as seen fit, since buildparts are stored in the local client and should not effect server performance, depending on potential engine limitations): Floor and walls for ships and bases with the following sizes (tiles) -> 2x2, 3x3, 4x4, 1x2, 1x3, 1x4 When Building for example a 8x8 ceiling or deck, it doesnt make sense to fill it with 64 single tiles, that all have their own collision, health, links, weight, color and so on when you could do the same with 4 (4x4) tiles that would greatly reduce the server lag generated buy ships and bases in general. Sails with climbable rigging, and ladder parts with the size -> 1x2, 1x3, 1x4 This will remove the need to put ladders on sails and reduce the needed parts for ladders on the ship. Again saving alot of parts for building a ship. Foundations with sizes -> 2x2, 3x3, 4x4, 1x2, 1x3, 1x4 Foundations with more height (best scaleable when placing) -> from 1 to 20 This will greatly reduce the parts needed to build the foundation of your buildings and ports saving alot of items to reduce server load generated by land bases. There is no need for new visuals just merge the smaller part into bigger blocks so they will fit smoothly with the smaller ones. Other usefull changes: Smaller crafting stations that prevent some unnecessary large buildings where one doesnt want to build one. Clientside visuals that fill the gap between a ships hull and a placed wall. Larger XL sails for the galleon. It does not only look better having three sails of appropriate size, it will also reduce server load needed for calculating speed, position and stuff compared to having six sails instead. -> This will allow to build the same ships with fewer parts so we can complete them and not just build empty hulls to meet the item limit. In the future it allows us to put more interactive objects and stuff on ships to allow building them into a mobile base to live on the sea and offer more gameplay, rp and social value. -> Same for land bases there often goes an incredible amount of parts into building foundations and basic walls and ceilings that can be greatly reduced. So there is more room for building more fancy stuff and keeping server lag low at the same time. -> With the decreased server load it should be easier to add more details to ships like more sail types and sail locations like fore and aft sails. Cabin details like windows, balconies, interactive objects to outfit your ship. Damage visuals for planks and other stuff that helps to locate where you need to repair and judge the condition of your ship in an intuitive way. Or a more realistic way of handling the water line and sinking of ships. And many more things like seen among the other suggestions. Happy sailing, arrrrr!
  10. Other threads: Ramming Galley. Mortar Ship. So. With great help of @Kummba I bought this brand new Majestic Kraken and... well I wanna speak with DEVs. But before that I just wanna say to all other players reading this message. DO NOT BUY MAJESTIC KRAKEN if you plan to do some seas battles. I'm sorry to say that, but right now it's not suitable for naval battles. Now DEVs. Guys. Seriously. This is not gonna work. If you want to expand this modular ship concept, you should make these ships attractive and desirable for players. In this state the ships are right now - they are not! It's like players put hell lot of efforts and get some unplayable raw jest, which brings just doubts, question, and in some case disappointment. +++ + It looks really epic! + It rare. You'll get players attention from all around. - - - - Raw design. Very tight especially around ladders to 2nd and 3rd deck. Only emergency stern ladder to climb and sometimes tentacle-cosmetic just push you back to the ocean. - You can add there just 8 custom objects. - Handling is average. It's ok full speed and completely horrible while you stay. Totally not enough for boardside battle. - It has lack of payload. Equipped for battle it'll have more than 50% total weight. With opened 24 gunports the weight rises for more than 67%. - It has average speed, but in battle conditions (equipped for battle) it's slower than sloop. - Extremely expensive in maintenance. 200 patches requires more resources than it need for full Brig creation. - Player's POV is too close to the ship. Sails blocking most of the field of view. - Can't manually aim and shoot. Just automatic shooting. - Broken gunports hit area. Single volley of low level damned galleon takes out ALL gunports. - Broken sinking time. With 140% sturdiness and all skills increasing sinking time - ship sink it like 3 seconds (which making it not suitable for the battle). Broken: * Crew leaving sail's stations every time ship cross the border. * If you try to replace cannons in gunports, new ones will be placed pointing forward. Getting the ship. This time I've tried to sail to the shop with weight sail Sloop. Didn't work for me at all! With strongest rainy storm downwind it runs just 7 knots. I experienced upwind - and most of my time I sailed 3 knots. It's... well... eh... I mean, I hit freeport and then went for a walk with my corgi dog. After we back I was still on my way to grid center. So... non of any sails works. Best choice so far is mid speed sail. Also 22K gold. Devs do you realize how do player carry that many hah? For example my pathfinder can pick from the chest just 13K. If I wanna pick more I need to drop some gold to the ground then pick some from the box, then pick all I dropped from the ground. Now imagine I came to the shop, drop some golds to the ground and some troll-player appeared and while I was picking gold from my chest - he just steal my gold I dropped to the ground??? Seriously. Reduce goldweight a hundred times. Make it attached to player as it is in all other MMOs. It's just no point to make it as it is now. Raw design. First impression - those holes leads to 2nd and 3rd deck made totally wrong. I mean it's OK for a dwarf, but I play mid-sized pathfinder (around 60% tall) and to get to 2nd and 3rd deck I need to crouch. If pathfinder will be 100% tall he just wont make it. Imagine, I need to do emergency maintenance during the battle and... I stuck in the ladders. You allways do ladders through 2 block holes!!! Some textures were also broken. I guess this one is somehow connected to ship damage and just showing wrong textures set... this is the rear castle. Snap point for ladders would be great at boardside between gunports. And it's not just about every1 hates this emergency stern ladder. Majestic Kraken have those tentacles cosmetic and sometimes tentacles on stern just push you back to the ocean. It also might be critical in some cases. You need to climb onboard fast and tentacles pushing you back from the only ladder. Paint is fine, but front and back castle doesn't follow other parts regions. For example. You can paint railings to red and body to black. But front castle allows you to paint either body and railing to red, or both body and railing to black. Same within rear castle. Something strange with name of the parts. Like I have: - Rear castle with 15K hp. - Rear mid below which is undestroyable. - Another Rear mid below Rear mid with 10K hp. Oh, and if I look at ladders, it shows: "Hold E for additional options". I'm holding and nothing happens. Bad news. You can put on this ship just 8 objects. JUST EIGHT. So you can't put there all. Like in Brig I put there several boxes (to make all in order), all for food, cooking and storage, couple of beds, smithy and mortair-pestle for ammunition resupply, all those resources, munntion boxes. 5 wallhooks with lanterns. etc. Well. Not anymore. Just 8 objects through whole ship. Choose wisely. Crew issue. Yeah this ship CAN NOT handle all required crew by default. So if you wanna put 24 crew to cannons, 2 crew to sails and drive the ship yourself you need to raise crew capacity from 22 to 27, meaning, you need to spend 5 points for that. And you do know that all default ships are capable to carry all their basic needs. Sloop has 3 crew - 2 for sails and 1 for player. Schooner has 14 crew - 10 for cannons, 2 for sails, 1 for player and 1 for extra... for a friend or tame for example. Brig has 16 crew - 12 for cannons, 3 for sails, 1 for player and 1 for extra. Galleon has 59 crew - 52 - for cannons, 6 for sails, 1 for player. Sailing. Yet another bad news. Crew still leaving sails station after each border cross. This ship turns way slower than Ramming Galley. In fact. With full speed it turns more like schooner. So boardside fight with damned ships is questionable. Of course I'll try this later, and write my impressions. As for turning around with no speed... well... errr... It's slow. I mean it's S-L-O-W. It slower than Galleon. I just wanna say that it makes 360 degree turnaround in (you wait for it).... in approx 21 minutes. So when you visit tundra freeport with cliffs lagoon, you make sure you parked your ship right. Or you will do 180-turn departure within 11 minutes, just sittin and holding A (or D) key. I'll continue this thread later, so stay tuned. More screenshots and impressions to come.
  11. I've seen something similar with my servers, but not to the extent you're seeing. If I log in near an edge, sometimes I see that the adjacent servers are red, but that disappears after a few seconds. If I'm starting the entire cluster and join, sometimes the red sticks around a little longer but I have never had to restart the cluster, or even individual servers. I think the issue is your hardware is under powered. There are 3 things to keep in mind with your CPUs, Overall performance, and Per Thread performance, and Cache. All aren't that great compared to modern CPUs, even though you have 2. There are a lot of operations that don't parallelize well, especially in gaming. It would be great if the game server(s) could be parallelized evenly across all of your cores, but realistically don't count on it spreading out across. When a server boots, it pegs a core at 100%, there's some stuff on the side, but for the bulk of it doesn't parallelize. https://www.cpubenchmark.net/cpu.php?cpu=Intel+Xeon+E5450+%40+3.00GHz&id=1236&cpuCount=2 Your chips were released in 2009 overall performance you're looking at 4179 per chip, or about 7499 overall. Their Single Thread performance was great for the time but lacking today. They score a 1266, most modern mid-range chips are double that. For comparison, my old 6600k has an overall score of 8061 and a per thread score of 2147. I'm currently running a Ryzen 3700x, overall 23840 and 2907 per thread. Cache is also important. https://en.wikipedia.org/wiki/CPU_cache . If you don't know, CPUs have cache, which is like a faster form of memory. CPUs have different tiers of cache, Level 1, Level 2, and sometimes Level 3 and Level 4 these days. L1 is the fastest and smallest, L2 is larger and slower, but still faster than main memory. L3 is slower than L2 but still faster than main memory. They all mirror chunks of main memory. so everything in L3 is in main memory, everything in L2 is in L3, etc... Long story short, the CPU can only operate on stuff in cache, if it's not in L1, it looks in L2, if it's not there, L3, etc until it finally has to get it from main memory. This takes time so the more cache the better. We can ignore the levels and just think about it as a single cache pool because the differences between in cache and not is what really matters. If we have to hit main memory it's orders of magnitude more of a performance hit than between L1 and L2. Each of your CPUs have 12 MB of cache. If you're running a lot of active processes you may run into a situation where the working set doesn't fit into cache, it's going to have to keep swapping out the contents of cache for each of the processes. This takes time, and can result in cache thrashing. https://en.wikipedia.org/wiki/Thrashing_(computer_science) Knowing all of that, here is what I think is going on. When you log into the server, it checks the adjacent servers those 4 servers start processing. So you've got 5 servers trying to run at the same time. The processes are trying to run at the same time and fighting for cache. Instead of getting meaningful work done, it's thrashing. It spends more time swapping memory in and out of cache than it does processing the actual work that needs to be done. I did some experimentation on my server and when I joined a server after not being on for 8 hours, after I joined I did see several other of the servers spike in CPU usage for about a second. Also when I was working on setting everything up a few weeks ago I ran into a thrashing issue (disk, not cpu) when I tried to start up too many of the servers at the same time. Everything ground to a halt. Next time this happens, open up Resource Monitor and take a look. Are the server instances (ShooterGameServer.exe) pegged at 100%. Also check out the disk too. It could also be an issue with all the servers trying to hit the storage at the same time and thrashing on that. If you really want to dig in read this over https://software.intel.com/en-us/articles/intel-performance-counter-monitor/ If you want to experiment, have only 2 servers running, let it sit for a while, then log into 1 and see if you still have the issue with the edge that connects to the second server... then do it with 3, 4, 5, and then 6.
  12. I did they are already working on it (as Dollie said on discord). Btw you cant test it with sextant and only 1 ship. You need 2 same boats going side by side with different quality sails to see its not working. We did tests multiple times, 2x lvl 1 brigs with same weight, 2x lvl 1 schooners with same weight. Results are all the same - speed of these ships was exactly the same. Problem is 1 ship had common speed sails and second 120% legendary sails
  13. Same issue with the 08/17/22 update (and no news about fixing it). Can't even log into official PVE server....keep getting home screened.
  14. You must be confused. The sunshine and rainbows went out the door 2 years ago. Maybe we can get CNN in here to give a fluff piece lmao. game has been failing all along and nothing will ever change that. Once again, there have been plenty or poor or stupid people that think they have the perfect solution. Same old same old.
  15. Ahoy Pathfinders! In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update. Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)! Mega Update 3! It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know. Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice. Wild Pirate Encampments! We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future. This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode: “Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task. In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered. Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality). If you decide to enable WPE on an Unofficial Dedicated Server please note that: Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time. An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled. With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer. We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future. Non-Dedicated Multiplayer! Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players! Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files. We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month. ISO: Blackwood We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month. Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Live Game Patches Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL. We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future. An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions. With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island. And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change! Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here! Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future. We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more! And now for the rest of the patch notes: 209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay 209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended Show 'N Tell #9 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! LUNNINGSTOOKS This shows some dedication to aligning and individually painting each canvas. Love it! GUNSLINGER Kudos to the builder, this is meticulously designed and executed. OTAWA72 Otawa never fails to impress with well-framed and creative shots. Honourable mentions MESCALIN PIRATESS Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  16. Ahoy Pathfinders! In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update. Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)! Mega Update 3! It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know. Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice. Wild Pirate Encampments! We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future. This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode: “Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task. In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered. Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality). If you decide to enable WPE on an Unofficial Dedicated Server please note that: Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time. An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled. With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer. We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future. Non-Dedicated Multiplayer! Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players! Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files. We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month. ISO: Blackwood We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month. Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Live Game Patches Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL. We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future. An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions. With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island. And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change! Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here! Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future. We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more! And now for the rest of the patch notes: 209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay 209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended Show 'N Tell #9 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! LUNNINGSTOOKS This shows some dedication to aligning and individually painting each canvas. Love it! GUNSLINGER Kudos to the builder, this is meticulously designed and executed. OTAWA72 Otawa never fails to impress with well-framed and creative shots. Honourable mentions MESCALIN PIRATESS Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  17. So, as the title says, my ship won't move. My friends and I built a Brigantine yesterday and it was working just fine. Earlier today when I logged back in, the anchor wouldn't drop or raise but I thought maybe it was a bug. We sailed to a different region to find supplies and stopped at a nearby island. While on the island, there was a hurricane with waterspouts that may have hit the boat, not entirely sure since we weren't on it. After a little bit of difficulty getting off the island, we got back to our boat and tried to take off. Sails down, pointed them towards the wind, and tried to steer the ship. It didn't budge. Tried to lower anchor and then raise it, as I said earlier, didn't do anything. We have claimed "land" on the water our boat is on, so we're definitely not on enemy territory if that makes a difference. I was hoping someone might have had the same problem and know a fix? TL;DR: Ship won't move no matter what we do. Advice?
  18. Ahoy Pathfinders, This season has been one of the hottest on record and, with its end coming soon, we’ll be refitting the fleet. We’re making preparations and changes for the next season of adventure, starting with our Summer Tune Up! This maintenance patch is dedicated to fixing many of the bugs and issues that have accumulated over the past few months and hopefully, put Atlas in a manageable game state leading into the new improvements coming in the Fall. What changes, you ask? Well, you’ll have to bottle up your excitement for now but we’ll have more details on the changes coming in our next patch over the next few weeks. We are always grateful for the support and feedback the community has provided along our journey and hope it continues into the future. With that said, ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Released Patch Notes v549.6 Originally slated for 8/10, this patch will be released on 8/17/22 at 7PM PDT New Content Poison Arrow Causes a debuff that lowers food and water on the target for 60 seconds. Getting too close to an affected target will spread the debuff. Requirements: Secrets of the Bow Mortar and Pestle 1 Stone Arrow 10 Toxic Compound (any combination) New Region: Trackless Waters Trackless Waters has reappeared into the Atlas as a Lawless Tundra area for pathfinders to explore and conquer. Bundle up and find rare resources and dangerous beasts. It is accessible through portals in Antarctica and North Pole Bug Fixes Fixed instances of all treasure maps in single player going to H6 Fixed instances of text inconsistencies Fixed collision issue with the stairs on the Turtle Ship Fixed instances of graphics quality lowering after loading in Fixed some UI issues Fixed an issue of unloading tames when accessing fertilizer barrel Fixed an issue with floor tiles not snapping to same height as the floor foundation Fixed an issue with railings facing the wrong direction on the right side of a Pegasus Fixed an issue where demolishing a ritual pedestal casting unnatural fog crashed the game Fixed an issue with sail placement on mortar ship blocking the door and ladder. Fixed an issue where a player gets blocked ascending 1 side of a ship's side scaffolding. Fixed an issue where the spyglass and sextant overlay did not display in the maw waters Fixed an issue where players were able to go prone during circular slice Fixed an issue where players were able to reset the heavy shield bash cooldown Fixed an issue with invisible walls around Tramp Freighters being built in the Basic Shipyard Fixed an issue where sails could be placed on the rear castles of the Tramp Freighter and Carrack Fixed an issue where sails could be placed and block the Front Castle door on the Harrier Fixed an issue where sails could be placed on the steering wheel and rear stairs of the Ramming Galley Fixed an issue with the transient tracker tutorial text Fixed issues with normal and Kraken style railings Fixed an issue where Medkits could not be used on Tames Fixed an issue with Ore Miner and Grave Digger blocking other farming structures Fixed a text overlap issue in Industrial Smithy recipes for structures with long names Fixed an issue where structures would continue to auto-repair forever Fixed a collision issue with the stairs on the Carrack Fixed an issue that allowed players to place certain Industrial structures on a shipyard Fixed an issue with baby spiders dying on server restart Fixed an issue wherein holiday vendor was selling outdated items at Freeports Fixed map collision issues. Fixed an issue where interacting the progression table on the Industrial Wonder caused the game to crash. Fixed an issue with a missing description for Large Storage box item. Fixed an issue about naming inconsistency for the Verse Book item. Fixed an issue wherein spyglass was not displaying title/description when viewing sunken treasure. Fixed instances of railings not snapping while in Simplified Chinese Fixed an issue where the discovered banner would appear each time the player fast traveled Fixed an issue where cobras could not be targeted by a puckle gun Fixed instances of player’s being able to place bed underwater Fixed instances where players would lose functionality after logging out on ships in shipyards Misc. The art for the advanced dock has slightly changed Adjusted trade wind routes to better match map art New art for Orichalcumized Rock New art for Sulfurized Rock Tames born in the tame house are set to follow the player when unloaded Tames born and raised in the tame house or tame hatchery can have their imprint timers paused manually inside the structure Players can now zoom in/out on the world/region maps to transition between them using mouse scroll wheel and controllers A button has been added to server selection screen to join with new character. This allows players to delete their current character and start again Artifact keys can only be used on the island the boss was defeated on Removal of underwater effects and maw waters fog effects have been disabled in .ini files Removed inventory access from Cursed Temple Equipment slots on the Ritual Pedestal have been removed Blueprints for modular ship tiles and railings will now drop from SoTD flotsam Xbox Only Reduced memory usage in certain areas Known Issues Visual effect on the poison arrows will sometimes last longer than intended Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  19. Ahahaha, well, then let's add an atomic bomb to make solo players even easier ... otherwise, why are big companies insolent! They spend their free time and energy to bring themselves regional resources and craft a mythical ship for themselves! They are completely insolent! But seriously, everything that you wrote my friend is idiocy. I have played both in big companies (ED, TOE, etc.) and in small companies, even solo. And even my solo player had regional resources to craft everything from staff to legendary / mythical planks for the ship, as well as equip it with no less good artillery.What kind of experience in pvp can you talk about if you do not even realize that on the same lawless you can build entire bases under water, closing them from above with platforms, none of the big companies stupidly pays attention to these fobs / caches or will not demolish them because it is too costly, and some hideouts in general, in principle, cannot be blown up with barrels, because they are generally closed by a rock under the water from above! But most likely you are one of those noobs living in the Lawles region who build bases near the coast or on the pillar and with a 24/7 phase, which is essentially wonders how he is constantly being demolished and robbed. Nobody prevents a smaller company or solo player from joining a medium or large company or alliance.Of course, if you are not a noob who runs around with a carbine or blunderbuss (without using melee weapons) and shout that the levels of your opponents are too high for you to kill them. Oh yes, now you do not need a carbine or blunderbuss, you can run and put Puckle, which will start shooting almost immediately (after 30 seconds), while you are demolished 1 Puckle you put 10. Cool game, baby! Do you know what big companies that you hate so fiercely will do now? They will spam the island with thousands of Puckles as they have no limit! xD And in any phase you can not even land there in solo or with friends! I need the title of Puckle Warrior, Supa Fighter! Supa Warrior! With a gray ship with barrels, you will not present any danger to the fleet of you hated large tribes. Why are there still idiots in this game and those like it (ARK) who think that if the developers break the balance towards small companies and solo players, then this broken balance will work only for them and for no one else ?! Why have these people, apparently not having convolutions in their brains, have not learned anything yet ?! Do you think your ship with barrels will survive the salvo of the same ship with only mythical barrels? With mythical guns? Seriously? Do you think Puckles spam works only from your side? Or what? It's hopeless ... People playing atlas with blood from their nose proved to me that Atlas is not a casual game, that it will never happen the same as with ARK ... As a result, ARK still has more or less normal online, overwhelming at times online "non-casual" Atlas. It took me 2.5k hours of playing pvp (also from the 1st season) to understand how this game and its valiant developers were crap. Good day to you, friend!
  20. Hello, I would like to share my opinion on the game. I very much appreciate the odds ark without the horrible odds of always taming half of the wildlife. On the other hand, the same mechanism for raid is always the same to see extreme simple for the one who attacks. The positive points : -Taming is no longer really an obligation (It is a precious help, of course) -The ability to assign npc to various tasks -Longer permissive constructions -An addictive universe - An unlimited general resource box -The wind stress for traveling -A punitive game (See too much) -Good naval battle potential The negative points: (Too recurrent from the same mechanism of ark) -The attacker is always favoring, structure too weak, very easy to design the ammunition for raids, the mortar is the ultimate weapon to besiege and makes useless defenses designed by the defender the time of his absence. So even when the anti-raid system will be implemented, I'm still worried about a big attack from the attacker, who will have taken the time to prepare it, in order to target the defending mortar. Among other things, it is too easy to destroy any structure set up, with or without a player. Respawn time being not enough to raise for the one who attacks. (This is a big negative, because that's what makes the game too time-consuming and kills some rp, which is to make it very hard to besiege, we go completely to usur) -The appearance of horribly revered animals -The ghost ships horribly relook -The hitbox completely missed - Defense too expensive for the result too mediocre. -Tornadoes at sea completely missed -System of age of the perso in order to send it in power stone too punitive, one is already spending too much time to defend its territory, and to cultivate permanently the resources for the maintenance and the expension, there are already very little time to explore. -The useless freeport in my opinion, it wastes server, or player could settle, because the decay of ships is just anything. -The mortar kills the game system (I rementionne) -The guns this recharge really too quickly (the cooldown of the rifles is too slow limit ???) -The attacks of body-to-body, completely failed For me, all the negativities is not for the purpose of rotten the development of the game, but to really support the fact When really invested a lot of time, to see our work at stake it make smoking not even 30 min and this whatever the architecture. We have resisted 3 weeks of raid off with just a wooden hut, which hide our resources, full. We then create a stone tower with a 360 ° barrel, and make it fart at the same time 1 hour by a single mortar, on a sandbar, where the guys exploit the small centimeter of building land to build. That's the purpose of the game? exploit a small flaw to then completely shave structures raid off? As needless to say, the guns do not shoot that far. So that's the goal, not to be constructive. Because after the wipe, I tell you, even if there will be anti raid off, and this kind of system is not correct, the guys will take advantage of your absences to come see your base, installing mortar and ready to attack As soon as one of you connects, then yes, it will be more off, but completely worse. To the point that I imagine they will come in cannon stick to your walls and no defense will have the angle of fire For my part it would be interesting that the dev create a special bed that allows immediate and infinite respawn, but can only be placed once every x hours or day, the possibility of placing a simple bed, but with a terrible penalty of time, thus deter the most suicidal. The possibility to finally put npc mortar Very heavy cannons that can pivot only terrestrial. The goal still that it is really a challenge to attack and not a method of farm, there is already enough ark to satisfy the ultimate basic fodder effortlessly This is only my opinion, that I share, because I would like to see a game or different communities invest an idealism specific to their style of play, and not the same mashed between the choice of pve or pvp, because I am convinced that if the settings of the game were correctly thinking, everyone would find his account. cordially
  21. Atlas islands are shapes placed on the ocean floor using a map editor. The biomes are local to the island, which makes it different than Ark which had mixed biomes on the same island. To theme the biomes over the same set of 40 island shapes, the server loads different rocks, flora and fauna. The map editor just loads these variant islands as library references. Islands can be added to any grid, and southern/eastern grids can be added live without wiping. Eastern tundra is not changing existing island library references as that would force unofficials to wipe - and they specifically said unofficials are not being forced to wipe. This is how eastern/western tropical was already done by expanding the variant set, they just did not do it for tundra at release. The only islands that exist in eastern tundra right now are copy pasted western tundra and those would get deleted and replaced with eastern tundra islands so that the biome region lives up to its name at the expense of a tundra wipe. Island additions do not cause a wipe and they clearly said on the video that the additional islands outside tundra will be more copypaste - there are no other new islands and no map based reason to wipe other servers. The only reason for an unofficial to wipe tundra servers is if they wanted to mimic official and replace western tundra with eastern tundra - but there is no need for them to do that. Unofficials can put the eastern tundra in with existing western tundra without wiping - many of them do not have enough servers to have massive biome regions and instead prefer more dense grids and much smaller biome regions. For unofficial it is purely just a different island template they can add into their existing grids without wiping or they can add southern or eastern grids without wiping. Same as the trench - find some empty ocean and drop it in the map editor. I say this as the map creator for our new 5x8 unofficial, we have no intention of wiping. We will just add eastern tundra and mix it in with western tundras, or expand to a 5x9 and add it as a row depends how many new islands there are. Unless our players in eastern tundras plead to have their copypasted western tundras wiped so the carefully balanced map is preserved - no need to wipe. Even if unofficial used the same 15x15 map, they need not update to the new one, otherwise it would wipe tundra. But there are very few full size unofficials. Where in the VOD did they say anything about redoing islands for safer harbours, that seems to be just wishful thinking. The only thing being wiped on unofficials is the flags and I am not sure they want to add a setting to use the same old buggy flags. Even though they work on unoffical because they have rules and admins that prevent flag abuse.
  22. So day two and I'm locked out of game. I click rejoin game and get stuck at the loading screen _BP. What I think Caused it, Me and my friend loaded game same time, He got in before me, He was in the middle of moving my Character as i was loading in i guess, So my game didnt load in. Then 2nd try and he crashed lol while moving me and i was coming into game. Then he couldnt load in and i couldnt load in. Then he tried to join game using the other link Join online servers, and he got in BUT he cant click on anything ingame.. so hes stuck in the boat house and cant open doors or windows nothing, So we cant play. I tried loading game the way he did. And behold I also got in and cant click on anything, cant open doors nothing so i too am stuck on our ship. I try opening my inventory and it quickly Closes, I dont know what server im on i logged out as he was sailing to a server. So i used my number pad number 8 to open the atlas map and BAM! my game crashes. and not a day later still cant get into the game.. I went to steam and did the file check thing, I rebooted my comp and had to do a steam update then ia atlas dowload started after i tried to join again.. still nothing.. I am now in forms and see some others with the same issue. going back 2019 Same thing that happened to us.. This going to be fixed or am i unistalling this game. I left this game about a year ago.. after getting chopped up and feed to the sharks by you guys. Just started playing it again you guys said New patch and fixed so much and are working so hard to fix this game i get it.. but i still a year later and this is still happening.. how many others left game to never return that this issue happened too and didnt take the time to come in here to tell you what i am now.. PLEASE FIX! or i'll just be another lost player of atlas lost in time to some other game. FOUND A WORK AROUND: OK found a fix... STAY OUT OF F3!!! lol had to kill my guy spawn back on another server log out back in then kill my self again then spawn at a Free port build a ship fast then take it to my ship on the F3 server then get it the hell out of their! lol ya left the new ship to sink more Skeletons for the dev's to remove.. working fine now
  23. It's not. Someone forgot to send the devs that memo. Same base code, same engine, same mechanics. Don't fool yourself, this is Ark, just re skinned, re packed and sold as a bold new idea by the same devs who can't seem to find away to think to far outside the Ark box. Hell they even make the same mistakes they made in ark
  24. (Lets try to keep this to things that actually help people play the game, and not "wish i had known not to buy an EA game" type posts. Ill try to keep the list updated with additions.) This is meant to be a list of things the game doesnt tell you but that is very helpful to know. Get water to drink by hitting X and lmb on grassy area and do a short minigame, you will get about 60 units. If you use a shovel to do the minigame you can get about 600 units. These cant be used to fill waterskins You can use a grapple to get flotsam rather than jumping into the water. Fire arrows do amazing damage to most critters and pc and set things on fire, including oil globules (Greatly nerfed but still useful) Bees give up chasing you if you jump in water. A level 2 pig is a different level of difficulty compared to a level 2 bear. You can respec 1x/level for free by hitting the respec icon above your XP bar when you hit I. Respec potions are sold at freeport for 250g When you have the map out, holding left-ctrl turns the compass into a poor mans spyglass and camera You can search for items in the skill list, crafting search field, to find the item and what skill / station it uses (works for almost all items) There are more attacks than LMB and RMB, and some give combo bonuses. Starting in tundra = death due to cold if nothing else, dont go there till you have furs or can take the dying. Putting food on your hotbar in same order as the vitamins lets you keep track of what food you need for the Equilibrium bonus Eating in this ratio keeps vitamins balanced: 5 vege / 1 meat / 5 fruit / 1 fish (assuming not prime or cooked meals) A sloop with a single medium speed sail placed far back position will let you solo sail it without moving from wheel position. (still not as efficient as having a PC or AI crew member) You can build platforms even on sloops, and other ships, to let you place forward facing cannons (making it a glass cannon boat). You can sort your inventory by weight, ascending or descending Hitting T while moused over an item in inventory/container will transfer all of it. Hitting O while moused over an item in inventory/container will drop all of it. Build with defenses in mind, AI NPC's and pets will defend your area with cannons, weapons, or themselves. Not all islands have all materials, its intentional, but can be brutal aka Tundra where fiber is missing or very rare (modified some to make tundra easier) Different biomes have different materials, i.e. Sap is found in temperate regions. You can only equip one back item at a time (bow/spear/shovel/etc) Metal Tools from Advanced Tools should be first priority, you can build a smithy on a raft to make them. Holding H without a tool out shows you info about the world and any buffs/debuffs Holding H with a tool out shows what can be gotten with that too from the current thing you are aiming at. Freeport decay rate is super high, it is not a "safe" place to leave your ships overnight. This is intentional. Blueprints with numbers in upper left like 24x means you can use it 24 times. You can use a shovel to dig for potatoes pretty much anywhere there is grass and potatoes are a vitamin A food. I found keeping vitamin A in check to be super frustrating until I knew this. Also taking all three vitamin decay skills and pumping fortitude to at least 20 if not 30 changes vitamin management from a time consuming PIA to extremely manageable. When a blueprint says 2x or 3x of a mat it means you need 2 or 3 different kinds of that mat category. Luring wolves and lions into the water makes them easy to kill. Levels don´t mean that much. A level 30 character still dies really quickly to a level 1 predator. You can cut up your own corpse for free skins and meat. Water barrels fill with rain even if you don't see rain. Open the lid to collect it, close the lid to stop it depleting. (Same for reservoirs) You can prone to deplete vitals slower / recover stamina faster Your ship gets slower when it gets heavier, weight sails combat this. (There are 3 types of sails, speed, handling and weight) Don't build too close to water as you can get sieged by ship cannons Pressing the " ` " key give access to commands. Type "gamma 4" to raise brightness and make night time nicer, type "gamma 2" to lower it in the morning. (or use gamma slider) Ride bears and right click to farm fiber. You can get about 3k fiber in like 10 minutes with one. (Elephants for wood, etc, if needing mass materials, tames help) You can whistle T at your boat to get the ladders down and Y to roll them back up. The transfer all inventory arrow that's in top right and top left when accessing an object with storage. Giant whale tails are a surface only animation that slap the ever loving hell out of your ship. Serious damage. To get new players into your Company, have them spawn at a Freeport that is open, you die and set that Freeport as your home region, invite them to Company, then both die and respawn at your base beds When you craft an item from a blueprint, it will tell you how many times it can be upgraded and then show how much gold and mats required for each upgrade Ships have robust customization, from where the sails go to being able to build walls and platforms on them to mount cannons in positions they normally wouldnt go. A sloop can be configured to sail solo easily by putting a medium mast in the aft most position and the wheel right behind it. Then you just let go of wheel, adjust sails, regrab wheel, no movement. Instead of spamming left mouse button on a tree to hopefully get wood...use left and right mouse button one after another to use your magic punch and get more resources When anchored, NPC crew will do repairs if removed from sail/cannon and set to neutral and not follow (it looks like they are sweeping the deck) In the Captaincy tree there is a ship storage chest that NPC's will use to conduct repairs, along with a Mess Food Locker that they will eat from With a NPC on sails, Z is full stop, SPACEBAR is full go, LEFTSHIFT-A and LEFTSHIFT-D rotates sails. Turning General Shadows to Low removes weather Fog (not fog of war) When on the wheel of a ship, hit X to drop anchor and close sails at same time if you see the light grey anchor symbol on right indicating its shallow enough You can make folders in your inventory and storage chests. Double Tapping M only takes out the compass, Holding M only takes out the map, Pressing M Once takes out both the Compass and Map When placing items on a ship they look different than using them for a building. When placing any item, hit T to see if it has different functions (ie a wall is a doorway and a railing and a halfwall, etc) Where you place the Wheel for your ship becomes its pivot point. Crew Storage Boxes do not have a maximum capacity will stack every resource up to 500,000. Use this to hold all of your harvestables instead of large boxes. These guys only hold harvestable material and gold. Shift-Drag on any stacked items only drags half of them, Shift double Click retrieves 5 instead of 1. Craft wall hooks. Attach them to any surface on land, put torches/lanterns there. Craft and put somewhere a lever. Set the same pin code to lever and hooks. Now lever control all light on hooks with same pin code You can put skulls on wall hooks. If you screw up the rifle mini loading game just drew your one handed weapon and it will cancel the load. You don't lose ammo. List your TIWIHKS items and Ill add em to the list.
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