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Found 14,987 results

  1. Grapeshot, please stop adding in things that none of your fans have been requesting and address the current and older bugs and broken game mechanics first. Here is a list of what I have experienced since launch and would love to see addressed: There needs to be a more defensive option for players when protecting their bases. Currently, the NPC system is very inefficient. NPC units require too much food, ammo, and coins. It is too much upkeep for most smaller and solo companies. I suggest that the AI units have a one-time gold cost to recruit and then only require an upkeep cost of food and ammo. AI units should not be invulnerable to damage. Instead, I suggest setting base values for their damage, stats, hit points, and armor rating. This would allow players, to further enhance their AI units by crafting better armors, weapons for them to equip and cook recipes to increase their stats. AI units should actually have meaningful combat capabilities in melee combat just like players do. Construction blueprints need more diversity and interesting components to allow for more elaborate and functional constructions. Player armor and weapons are too limited. How about adding more unique costumes that cover aspects such as robes, cloaks, helms, and hats. Currently, there is no uniqueness as everyone looks exactly the same. It is unimaginative and boring! The boats from offline players should not be able to be stolen or sinkable or at the very least their timers and hit points should greatly be increased. Currently, a sloop can be stolen before many people can even wake up from sleep or get off from work. The Cyclones are not acceptable. They behave like heat sinking missiles, stick on you like glue, always move into your path so you cannot steer clear of them, and they perpetually re-form themselves to envelop your ship. This makes them extremely unrealistic and the damage they inflict too great and I have lost so many sloops to them it is not even funny. The lions and wolves are too unrealistic in their behavior, making them erratic and extremely difficult to deal with up close. Arrow and bullets tend to miss them despite the fact that the shots were solid hits and despite that the arrows are still lodged deep into their head. Their movement is very unnatural and very erratic. Instead of a realistic jump, they actually defy physics and logic and seem to fly/teleport to their prey instead. Ships need fewer restrictions for building upon. Maybe add more ship specific additions or remove the current build restrictions that prevent player structures from going too high or wider than the ship. This will add greater diversity in ship appearances and functionality and ultimately enrich ship to ship skirmishes. It would also allow players the ability to create floating cities. Please remove the mini-games for all actions and implement a standard timer. Reloading, foraging, and repairing is painful and distracting while we are focusing on combat encounters and these mini-games don’t even make sense as IF we already possess the knowledge to perform the action then we don’t need a silly game to apply it. Cannons and swivel guns do not require a mini-game to reload so why do many of the other actions require them? Leave the mini-game bull crap for the crappy mobile games… Bows need to have a boost to their damage as guns are more overpowering, rendering using bows extremely unbalanced. The Archery tree for "Strong Arm" shot does not actually enhance the bow's damage output as it describes. Invested points in the tier do not add any more damage than bows would deal without the invested points. Brawling is extremely useless. The brass knuckles have too little durability, so after every combat encounter, they are always broken and require immediate repair. Brass knuckles also do very little damage. I recommend that you either increase their damage output or the amount of torpidity that they can deliver. The latter would be most interesting for PVP encounters. Skill trees should require more investment in points to reach best-tiered skills. This way players need to be more dedicated to their particular spec and will end up feeling more unique with their build’s choices. Currently, the meta is the "jack-of-all-trades" and as a result, all player characters feel the same. This is boring! The skill trees also require a little overhaul or some tender-loving-care: Concerning the Archery skill: "Strong Arm" is not working correctly. I have tried both with 0 points invested and with the maximum points into the highest tier and my archery shots still seem to produce the same damage results even in their usual critical shot locations are the same values. Concerning the Music and Dance tree: The skill descriptions and lack of information about this entire skill line make this tree a complete mystery to most players. These songs and dances don’t add much to the game to be worth their point investment. I’d recommend redesigning these to be more useful to players. Concerning Brass knuckles: Since hand to hand combat uses both fists in rapid succession, the durability drops extremely too fast during just one or two combative encounters. Additionally, their damage output is not really on par with the other melee weapons to be a viable combat option. Could you consider increasing the brass knuckle's durability and damage output? There does not seem to be any skill to increase character movement speed. Do you have plans or will you consider implementing a skill to increase character movement speed by chance? Maybe it could fall under the Survivalism tree or Music and Dance tree as a Bard-Song-Effect? Stealth from the Beastmaster tree needs to be re-coded to allow the player to become invisible from aggressive creatures. Right now, there is NO difference in the line-of-sight radius with predators. They always aggro just the same. Throwing knives need an increase to their damage output and their crafting cost requires a rebalance. As a consumable, they are too expensive and deal too little damage to be worth their current investment. Maybe add a skill to the skill tree to enhance their damage and range or make the throwing knives dual-wieldable, or better yet, implement a secondary attack. One that does melee damage instead of just their ranged attack, which would end up consuming them completely. We already have to throw knives, bows, and guns, why do we have spears in the game? They are not evenly balanced in comparison to the rest of the weapons and they receive no beneficial enhancements from any of the skill trees. They just seem either out of place or require some sort of enhancement within one of the skill trees. Please increase the diving suit's visibility as the visibility is so cumbersome to be viable. Please lower the aggro radius for the dive suit as the new Shark AI enhancement has made them impossible to deal with while wearing the suit. The food recipes should provide more unique and beneficial effects. They should also have effects that may cater to solo-players too. Would be nice to see a skill tree option to dual-wield swords. Would be nice to see a skill for climbing. Increases a players’ ability to scale steep inclines, trees, and ascend up the zip lines. Could you consider adding in “foundation clipping” or a method to excavate and level out a plot of land so that ALL of the foundations may be placed down evenly? Maybe consider allowing players the ability to dig tunnels and caverns to build within? How about adding in a structure that allows for air pockets so we can build underwater structures? Could you maybe add in tripwires, stringed cans as alarms, punji sticks, shotgun and string tied to the trigger traps, hanging log trap, quicksand, human snares, deep pits, or even flammable pits? While on a wooden ladder looking up, the player is unable to close the trapdoor to their hatch frame, but if that wooden ladder were to be replaced with a rope ladder, they are then able to. (This seems like an unintentional bug). The Tool, "Grappling Hook" does not expend any stamina to use. Characters can climb, swing, and hold on to it all day long without losing any stamina. Characters can move at sprint velocity while draining very little stamina in a series of well-timed "Bunny-hops" around the map. Using this technique, one could bunny-hop across an entire island without draining the normally intended stamina sprinting the very same distance would have required. The Survival skill, "Water Swimming Speed" has been rendered useless as the SHARK'S behavior has been recently tweaked to NEVER stop their chase and they now swim Faster than maximum points invested into this skill. (Used to be fine before the recent shark changes). Would be nice to see a skill for stealth vs humans. Would be nice to see a skill for higher and longer leaps. Would be nice to see a skill for damage mitigation or hit avoidance, such as parry, deflect, or dodge. Would be nice to see a skill added to create and bait our weapon tips with a poison of some type, such as a debilitating or deadly poisons. Please add in parachutes, so I can stop taking advantage of grappling the ground and jumping down safely from great heights as this does not seem right! The paint palettes should consist of actual colors from objects within the game such as rocks, grass, lakes, dirt, trees, and leaves. The current color pallet available does not allow for adequate camouflage. The color palette is very limited in scope and does not provide logical colors that match any of the game's surrounding environmental palettes. Also, most structures and materials will NOT reflect the suggested color and often times they seem to change once applied or do nothing at all to alter their appearance! Freeports should allow players to tame. This allows a safe learning environment for noob players to learn how to tame and to actually tame their first mount. The saddles for players' tamed creatures need to provide an armor value or there should be options to craft armored barding that will. Beds should be placeable underwater. It provides more building and tactical opportunities. Spawning into a bed underwater still suffers from the obvious oxygen deprivation, so the player cannot just live underwater indefinitely anyways. The game really needs a more durable structure with increased hit points or damage resistance for storing player valuables, such as a metal vault or a heavily reinforced strongbox. Maybe you could consider adding a skill tree option to bury treasure? The game is perfect currently without a bunch of tamable flyers soaring all over the place but maybe you might also consider adding in a few creatures that can jump or climb up natural objects like trees, sheer cliff walls, and steep mountain inclines? Where are all of the castable magic spells that the trailer and official game description eluded to? The Tarot skill tree? The game needs more diversity in wildlife. Currently, almost every zone has the same usual creatures and tend to look and behave artificially. Creatures and their environment need to feel like they would in their natural habitat. Could you add in more AI units like AI pirates in their own AI towns with their own structures and defenses? How about creating a lot more unique locations and dungeon encounters using lots of different beasties such as ghosts, skeletons, zombies, humans, dogs, slimes, kobolds, orcs, meremen, and goblins to name a few. Don't make all of the dungeon encounters the same way. Well, good luck with these suggestions and I hope that you guys can manage to turn this game around and get back all of the playerbase ATLAS has already lost. Thank you.
  2. Just wanna share my experience of this quest, playing PVE Official SOLO! I wouldn't say things were easy, but it definitely doable solo, with no cheating. Because I didn't do Kraken yet, I wanna talk about getting all 9 powerstones. Perparation. Alright, all you need is: - Any ship that can shoot backward. I personally done this by a schooner with 4 common cannons on stern. - A riffle. - Gliding suit. - Couple nuclear bombs for when you'll get killed 10 times in a row by stupid leatherwing or dump bogo-wogo tiger, while you run naked, and then you freak out and wanna blow this island to hell!!! I'm just kidding, but you should prepare yourself to a lot of butt igniting deaths. I dunno, make chamomile tea, or something : ))) (I met guys hunting hydra by Brig with 17 225% damage cannons on stern. Hydra couldn't reach the shore). Hydra killing tactics. The main idea is simple. You go (or fly on glider) to a shore. Spot hydra. Shoot from far to her head. Fly back to your ship. Sail away 4.5 - 5 knots. Shot hydra from stern cannons until it die. Please practice flying. Right now glider made the way, when you fly from the rock, or schooner deck, you can fly and even raise a altitude until your stamina is out. It's down-speed-up. Pretty easy. Notice that hydra wont follow you forever, so if she far from the shore, you'll need to fly and reload your riffle same time. And then stop, shoot again and continue flying. This one is tricky part. So things to do is: - To park your ship with nose to the ocean and stern to the shore. - Put all your stuff in box. All armor, weapon, tools, etc. Go naked with just glider suit to check if hydra out there. If not - back to your ship and sail to next spot. - When you spot hydra, go back to your ship, pick riffle, then go as far as possible on the way from boat to hydra, from where hydras heads are visible. Shot her head far from the distance, then don't wait - turn around, fly and do your riffle reload. This is most tricky part. After reload is done, land, shoot again, don't wait, fly. - If you on the ship, and hydra is near - you made it! Just sail away and enjoy you hydra killing. With common cannons there are 200 cannonballs needed for each hydra. Important TIP which would save me hell a lot of time. After you kill hydra, you loot her for 2000 mythos. And if you then gather all resources from her body (hit her with axe or pick until her body disappear) she will respawn immediately at the same spot! Hydra spots: Right now we have 6 islands with hydras: G7 - with hell a lots of aggressive lions, wolves, spiders and medusas. I couldn't move from the shore, so this one is not worth it. H7 - one of my successful island. Not many aggressive animals, but anyway, watch for cyclops and rock elementals. Northern spot is the easiest one. E7 - Most popular island because all spots are easy accessible. There is a problem tho. You most likely find not just a Hydra but also guys who farm mythos by killing her. Watch for cyclops. E6 - didn't go well for me. Tons of fire elementals and this far shore it hell bunch or wild and aggressive wolves, tigers etc. I for the first time here wish to blow them out, and even spent an hour to shoot all those bastards. Killed like 30-40 of them but amount of enemies didn't decrease. E5 - is fine I guess. I could walk there for some time. Didn't see a single hydra there tho. G5 - is one of the people favorite island as well. Didn't meet a single hydra there either. So basically it's F7-E7. One more tip. If you find a guys do their mythos farming, ask if they can give you keystones. They'll probably give you like 6 stones, or 9, or like 12... because they don't need them. This happen for me and save hell alot of time. Also if they don't wanna share - just stay in the area. Don't go in their way, just watch they killing hydra and keystone appears in your inventory. Also guys told that there is a way to RESET keystones timers. I didn't ask them how to do that, so any information about that will be usefull. Keystones: After you kill Hydra, you'll get your Keystone. - You can use one to any powerstone cave. So you can kill 9 hydras in just G5 and then sail to every powerstones caves. - It'll spoil in 2 hours (there is a way to reset timer but I don't know it yet). - If you die, keystone will stay with your corpse. You not pick it up, then it wasted. Powerstones: All powerstones are in the same caves and same spots the fountains of youth are. In order to do it safe I did the following. - Put all stuff (keystone also) in my boxes. - Run naked to cave entrance, check if it save to run there. Lure dangerous animals away if needed. - Enter the cave, run to the bridge and check if there are monters there. Sometime there are like 15-20 monster staying on the bridge. So I aggro them and jump down, to lure them all from the bridge. Sometimes it needs to be done couple times. - Then I pick keystone an run to the altar. After I pick power stone I try to jump of the bridge to lure all monsters from the bridge, so next player who go there, make his way safe. I really try to do my best to take care of other players. Unfortunatelly after you gather a powerstone, fascinating book will be open, and you'll likely be killed at this moment. So devs should really do something about that. And one more thing. Powerstone cave in F5 is hell!!! The entrance is surrounded by cyclops, dinos, tigers and lions. I died there for like 15 times before I was able to enter inside. On the bridge I found like 40 monsters. And they didn't allow me to jump off the bridge. So I died there for 15 times also before I somehow decided it safe. And worst is, it wasn't. After I went there with keystone, some bat pushed me off the bridge and I died down there. And I wasn't able to pick keystone back, because each time I jump down and got hit by enemy I was then teleported to the surface above the cave. This is some kind of glitch, and I wasted 2 keystones in the cave. So do this one with caution.
  3. if you are a older gamer you will remember games like Battlefield sometimes never had an option to keep teams balanced in the past people would end up all joining the winning team the server would end up with 50 players vs 14 players in a 64 player server guess what happened to the gameplay when that happened guess how fast the server would die and become unplayable Atlas has been trying to stop this sort of gameplay happening by limiting company member numbers but this only hurts new players / casual players to make room new players and casual players are far more likely to be kicked from the company if you have no company in atlas the game becomes almost unplayable you are now forced to quit if you ever want Atlas to grow if you ever want the game to be popular do this... start by removing company member limits and add a server cap for company member's per server (tile) Lawless islands 5 player cap Servers next to freeport 10 player cap Normal servers 25 player cap Kraken Server / Event Servers no cap if 25 players enter a 10 player server 10 will enter and the other 15 will now be in a Queue limiting players from the same company from joining that same server (they will still be asleep on the ship and able to travel though this server on that ship) allow players in the queue to use in game company chat so they can communicate and organize who should be logged in or out for that tile give preference to higher ranking members of the clan if a ship of 20 players enters a lawless island server (5 player cap) the 5 highest ranked players on the ship will load the other 15 will be placed into a queue look do you want this game to grow ever? ever? you need to make the world playable for new players the only time this game is ever playable for smaller groups / new players is when a new season starts no shit people can get around the cap by leaving the company or splitting their company up SO WHAT? this still makes it harder to be zerged... this also makes the "company caps" almost worthless a function only added to get people to quit the game so remove it and use a system like this instead the more the game grows the bigger you can now make the world and maybe even add uncapped servers but right now understand you need this game to have the ability to grow a dead game is not enjoyable for anybody Daish has spoken if you disagree you are a fool or you want this game to die
  4. Need to work on optimization on Xbox, looked great on Series X a year ago but now it looks same as xboxone extremely bad, the game needs to look better soon before its to late
  5. I am positivly shoked! I would have bet all my money that we would never ever read an answer post here from official! @ Atlas Devs we invite you to participate in the forum and have a look on all the topics here. By simply tell us that you do so this forum can get alife again. I refused posting on Discord as +90% of my feedback was deleted there because it contained bugs, but if you ask around, that's most likely what players complain about the most. I truly consider to test things next season again if i have the feeling the feedback could have some impact to the development. @George Catchernice surprise that you are still around here. I hope the Devs will find our both feedback about the modulars along the last year/s. It is literaly all still actual and not improved or fixed. Indeed the wind and the sky is far from final and far from beeing good. Every Player simply turns off the sky details anyways to have better performace and less graphic card temperature. I suggest to at least increase the minimum wind speed by 30-40% and make a short period event where wind is super calm like ~5 minutes. It is a pain to always have the same (bad) wind when you get online because it is the same wind every day besides some storm events.
  6. OK ! I use to play this game stopped for a year. Saw a bunch of things on here was getting better.. Thought Why not give this game a try again.. DAY 1 Wow what happened to my toon? Lvl 1 WTF? All that work All them hard Days Farming lvling GONE! Oh wait i remember thats why i left I got Smashed into the Ground and Chopped up and spit back out to the sharks.. Damn i have some Balls to come back here.. After all that this game did to me.. I had SO MUCH! GONE! DAY 1 Build a ship.. looking around map Wow map looks Cool lets check out a few places.. Looking around I see a ton of Ship Shells.. I mean Alot of them GOD! whats going on why all these ships just sink or something? lol While i sail around i start to see each server has Ships of the damned But wait They are not moving.. time and time again more ships of the damned Same thing Not moving.. Ahhh look out ones shooting at us from within the Dead ones... Whats this a Twister! no more Twisters.. and the water starts to Go over my head then my sails are under water 1/2 way But we are not sunk just gliching out or the water is gliching out over us it looks like.. lol! OK another server Ahh land hooo.. Wait a ton more Ships bones all over near the shores lol Wow what happens going on with this game i am thinking.. So i jump off the ship to farm and explore the new found Lawless map.. Wow THE LAG!! As i am walking around its like i am getting Hit back and have to restart my walk time in and time again! This is Bad! But i still Run on and this is nonstop the rest of the run around on this server.. So it's time to leave this server.. And its So nice out love the Sky and everything! oh cant wait to drop the sails and cast into this nice day.. So i Drop the sails and BAM! Starts raining on me Winds pick up and BE HOLD! Whats that Its Alive! I knew it its back to hunt me down again Many Twisters! Shit.. So i turn around back to that Bad lag server to drop the ancor and did then Bam twisters gone.. rains gone.. 15 mins later.. Ahh wow what a nice day this is going to be to sail away from this lagging server.. Drop the sails and start to sail.. BAM! Fog again! WTF cant see anything!.. ok so soon i see more Ships of the damned and again they are not working and one i went right threw the ship.. LOL! Thinking to my self why the hell did i come back to this game its So busted!.. Hours later day later another lawless server later.. Same Deal! Same lag 4 islands now 3 lawless servers.. starting to see how this games going to be you know got a good feel of it again by now.. DAY 2 Run around same Lag 2 new islands again lawless servers.. Trying to get ore and things not much around.. But you know what i do see alot of are these new builds that are sucking up the Ore and they are Everyplace i look.. on top mountains 1/2 way under water (Working have you) And on cliff sides.. I cant find a damn ROCK! Sailing to another Server on F4 logged out then about a few hours later try to log back in.. and I Keep getting stuck at loading screen.. Wont start the game.. I try again 5 times now same thing Stuck at the loading screen.. I try Steam File thing and fix my game but no luck.. I try joining the online game by clicking on the other option and it works Yes i'm in WAIT! I cant click on anything.. I'm Stuck on my Ship and cant Click E on anything.. Not even my ship window I'm Locked inside my Ship! AHHH HELP CANT GET OUT.. I log out again Try to load back in wont work.. but the other option works but i cant click on anything! I'm now Starting to rethink why i ever came back to this game..
  7. OK ! I use to play this game stopped for a year. Saw a bunch of things on here was getting better.. Thought Why not give this game a try again.. DAY 1 Wow what happened to my toon? Lvl 1 WTF? All that work All them hard Days Farming lvling GONE! Oh wait i remember thats why i left I got Smashed into the Ground and Chopped up and spit back out to the sharks.. Damn i have some Balls to come back here.. After all that this game did to me.. I had SO MUCH! GONE! DAY 1 Build a ship.. looking around map Wow map looks Cool lets check out a few places.. Looking around I see a ton of Ship Shells.. I mean Alot of them GOD! whats going on why all these ships just sink or something? lol While i sail around i start to see each server has Ships of the damned But wait They are not moving.. time and time again more ships of the damned Same thing Not moving.. Ahhh look out ones shooting at us from within the Dead ones... Whats this a Twister! no more Twisters.. and the water starts to Go over my head then my sails are under water 1/2 way But we are not sunk just gliching out or the water is gliching out over us it looks like.. lol! OK another server Ahh land hooo.. Wait a ton more Ships bones all over near the shores lol Wow what happens going on with this game i am thinking.. So i jump off the ship to farm and explore the new found Lawless map.. Wow THE LAG!! As i am walking around its like i am getting Hit back and have to restart my walk time in and time again! This is Bad! But i still Run on and this is nonstop the rest of the run around on this server.. So it's time to leave this server.. And its So nice out love the Sky and everything! oh cant wait to drop the sails and cast into this nice day.. So i Drop the sails and BAM! Starts raining on me Winds pick up and BE HOLD! Whats that Its Alive! I knew it its back to hunt me down again Many Twisters! Shit.. So i turn around back to that Bad lag server to drop the ancor and did then Bam twisters gone.. rains gone.. 15 mins later.. Ahh wow what a nice day this is going to be to sail away from this lagging server.. Drop the sails and start to sail.. BAM! Fog again! WTF cant see anything!.. ok so soon i see more Ships of the damned and again they are not working and one i went right threw the ship.. LOL! Thinking to my self why the hell did i come back to this game its So busted!.. Hours later day later another lawless server later.. Same Deal! Same lag 4 islands now 3 lawless servers.. starting to see how this games going to be you know got a good feel of it again by now.. DAY 2 Run around same Lag 2 new islands again lawless servers.. Trying to get ore and things not much around.. But you know what i do see alot of are these new builds that are sucking up the Ore and they are Everyplace i look.. on top mountains 1/2 way under water (Working have you) And on cliff sides.. I cant find a damn ROCK! Sailing to another Server on F4 logged out then about a few hours later try to log back in.. and I Keep getting stuck at loading screen.. Wont start the game.. I try again 5 times now same thing Stuck at the loading screen.. I try Steam File thing and fix my game but no luck.. I try joining the online game by clicking on the other option and it works Yes i'm in WAIT! I cant click on anything.. I'm Stuck on my Ship and cant Click E on anything.. Not even my ship window I'm Locked inside my Ship! AHHH HELP CANT GET OUT.. I log out again Try to load back in wont work.. but the other option works but i cant click on anything! I'm now Starting to rethink why i ever came back to this game..
  8. I enjoy Atlas as well as Ark I started playing them both for the same reason each of them are a very niche game. I stopped playing Ark because with each update and each expansion the game started leaning to this space age content that ruined many aspects of the game. Lets face it nobody really wants to see a player zip passed you on a jet-pack shooting a laser weapon while you are deeply immersed in a prehistoric moment on a game. I always figured cartridge weapons in Ark was riding on the line of acceptance however it was easy enough to accept with thoughts of Jurassic park in the back of your mind. With Atlas I approached it with some apprehension same creators same mistakes? For a while no it had seemed that Atlas was going to hold true to the pirate theme (Well besides the ships of the damned which should be the same type of ships we use only modified in ways to make them unique given what they are.) But as with many other gamer's I am able to accept certain things as being inevitable. With the announcement of the submarine I am starting to think to myself here we go again. Now with the new photos of the tames. The creature with the shell sporting a mowhawk idk the other looks like someone was carrying vials of dna containing Elephant, Camel and Impala specimens tripped on a misplaced extension cord and mixed all three specimens together before creating the test tube abomination that we see in the screenshots. Many people in these forums say oh its early access be prepared for the game to change drastically and I agree with that loosely. If your calling card to the game is the logo you have created or the depiction in your cover art then you would be safe to assume that this is a pirate themed game. Ships with sails flintlock pistols blazing away sword fighting buccaneers sailing the seven seas looting and plundering the entire way should be the norm. Mythical creatures oh heck yeah Cyclops, Hydra, Mermaid's luring you to certain death with a sirens song now you have got my attention. Fighting ships that look like bad renderings from an early Rob Zombie production not so much. Fire elemental's and rock elemental's why are they even in this game seems to be a very lazy approach to a lack of villains in the cast so hey lets just copy and paste this guy from our other game and just to make it interesting lets take away any toolkit he could have to destroy these things and see what happens. The soldiers of the damned are all but laughable if your so stupid as to attack them without a tame you may kill one and damage a few more for them to only disappear below ground and regenerate for the next round providing that they don't bug and you don't get the treasure anyway. PVP claim system rework that's nice how about addressing the core issues for PVE? Starting with the PVE claim system you cant take those back without conflict and conflict isnt allowed on PVE so what is the plan with that. If you don't have some sort of system in place for claiming then building in PVE will remain a joke. Removing alliances from PVE is not going to resolve any real issues only creates more for those that are uncertain about joining a company for fear that they will be kicked out and lose what they have done. (I have seen this happen in the chat many times.) So for PVE what are the options join a company and hope they are decent people which that is a rarity in this day and age or, stay in your own company and hope you can pick up randoms that will not create issues themselves. The only answer to those problems was sharing alliances with other companies. You get to keep your company and keep the things you have spent so long earning in the game while sharing the group experience and in many cases the only way to truly progress in the game is with a large group completing powerstone's defeating the kraken etc. One thing to help with the company issues is to make things like ships tames and buildings owned by the player instead of the company. That will eliminate those little issues like players joining companies and losing the ships and tames they worked so hard to obtain. Griefing is another serious unaddressed issue companies parking ships to block your ships in building structures just outside of your base area effectively blocking you from being able to build or utilize your own ships. Giving the Chinese players their own server would go a great distance towards resolving most of those issues. And before someone says utilize a reporting system how are you going to report someone named square square square square square from the square square square company. But we have decided to add submarines to the game they will be unarmed vessels used in the exploration of shipwrecks.... Well maybe we will ad a harpoon or two. Hmmmmm can one imagine the possible ways this thing will be exploited already. Why the need for a submarine may I ask add the shipwrecks and buff the diving suit making it a viable option for sea exploration. I can't help but feel there is one person on the dev team that wants to add laser beams and rockets to every project that person encounters. I have a cure for that hand that person a pc buy them a copy of No Man's Sky tell them to make that game better. Problem solved we could get back to what the player base actually wants which is simple. Ships that work properly crew that work properly tames that work properly and an environment that works properly. You shouldn't have to go searching for tames when you log on because they teleported while you was offline. Your crew should not hop off the weapons unless you tell them to (Including those moments when your tames and or crew go floating off into god only knows where in the heavens while still in the mounted station position.) and there should be a way to easily assign crew to a station so you can hit a button wherever they are on the ship they can return to that station. When something is clearly out of range your crew shouldn't fire at it. Larders ammunition boxes and resource boxes should attach to the ship in the same way you shouldn't need multiples of each to cover your ship. Ballista spears need more speed and range you can fire a ballista alongside of a Galleon with six upgraded speed sails at 25% weight and they will go the same speed and they barely travel the length of a Galleon. Ship parameters are way out of proportion one click into accommodations, survivability or crew should reward the same results no matter what ship one click = one crewman, 10% more survivability or one hour longer added to pay period weight added should depend on what ship it is. Starting weight on all ships needs to be buffed in general If you upgrade the planks on any of your ships you cant haul enough weight to keep them repaired due to natural decay and cyclone encounters which I have had an entire Galleon with journeyman planks front to back destroyed by two back to back cyclone storms in the same grid. (For those wanting to say carry resources in your box the entirety of my resources was 20000 wood 35000 thatch 35000 fiber 5000 metal 1000 hide and 1500 gold.) I had two players on my Galleon repairing during the first storm the second storm hit less than a minute later and destroyed all we had repaired. Ship plank hp compared to resources required to repair are in desperate need of reworking you pay the punishment in upgrading planks when you craft them you shouldn't need to be punished so harshly every time you take a little damage. Bottom line fixing what is there is what is needed not adding more crap that don't work.
  9. i beg of you atlas gods creators of the seas i enjoy to sail please when you mean a larger world size please be referring to a world size similar if not larger than the 11x11 size i miss the epic voyages of the 15x15 but i understand thats unrealistic but please hear my plea o great ones a suggestion for more EPIC PIRATE BOARDING COMBAT i would like to add here at the end is: make it so npc's cant man swivel guns that are pointed inward on ships (same with puckles if you do that) and please make it so we can shoot/stab npcs that man cannons/swivelguns/puckles and such it would make people think twice about just throwing manned guns everywhere and expecting to be safe so you know you have to an EPIC PIRATE HIDEOUT with gun battlements but the reason all this stuff is down here is because it is a lot less important in my eyes so I BEG OF YOU ATLAS CREATORS yadyadayada read the one at the top again
  10. Hey I noticed the same thing, it's definitely not the same as an official server. Scouted 10+ islands and only 1-2 metal nodes are found together, and even those small clusters are very sparse on each island
  11. The course of the discussion in this topic started TOO well, so as not to stumble upon someone's disputes in the end. I want to say thank you to everyone who responded here, even if "nothing new" was said. If several people confirm the same information, this indicates that the information is up-to-date and verified. I'm just glad to read the same thing twice, it helps me make a choice. So thanks to everyone who contributed to this thread. If my hard drive survives this month, I'll start experimenting with CPU and RAM as you suggested.
  12. I am a long time gamer and an old gamer have gone from pc to console and back Snail Games aka Wildcard same folks who do Ark have potential for a great game but shrinking the servers and cutting off what is a huge client base of players aka console players will cost them in long run. How is it Ark has pc only, and crossplat (xbox on pc) with console but this game does not and has not since it came out???? And yes i have played Atlas since it came out on both pc and console and I lived on Ark from its first days on console and even after i went back to pc because i grew tired of waiting on series x's to be available.
  13. Ahoy Pathfinders! To start off the new year right, we are reinforcing our commitment to better supporting our Xbox community. Unfortunately, there have been several game breaking issues affecting Xbox players recently. To that end, our primary focus for this patch is getting out a fix so that Xbox players can log into the game without crashing. There is still a lot more we need to do to improve the Xbox experience, but we are taking the steps needed to get us back on track. Additional improvements and fixes will follow in subsequent patches. We have opened a new crossplay compatible Public Test Realm (PTR) so that Xbox players can also participate in testing out patches prior to them being implemented on live servers. Xbox players can gain access to the PTR server by filling out this form: https://forms.gle/9LEBUWF8EXx15WTt6 Servers will be going down to deploy the update on Wednesday January 11th February 1st around 12PM PST. Servers are expected to be back up shortly after. Released Patch Notes v.556.1 Holiday Event Holiday themed items can be purchased from Holiday Vendors found on Freeport islands. Lunar New Year: Paper Lantern New! Stone Rabbit Statue New! Jade Rabbit Statue New! Gold Rabbit Statue Valentine's Day: Black Giant Teddy Bear Pink Giant Teddy Bear Red Giant Teddy Bear New! Heart Cannon Skin Bug Fixes Fixed various holes in the water along island shores. Fixed being unable to fill water skins at water taps connected to Stone Reservoirs. Fixed the Barn UI becoming illegible when the player stores a large amount of tames. Fixed various Tame House data tracking issues. Fixed an issue with ships sinking unusually fast after being repaired. Fixed an issue with ships clipping into the ground in shallow waters and moving onto land. Fixed an issue where ships gridding at the same time loaded into the new grid on top of each other. Misc. Removed Thanksgiving and Christmas themed items from the Holiday Vendor. Removed Grog crafting from Water Barrels. Grog can now be crafted in Cooking Pots or Grills. Improved performance on several structures/items. Reduced the decay time of fast decay objects from 12 to 10 hours. Updated the Tame House UI to show tames in a list. Xbox Only Fixed instances of crashing with tame structures. Fixed issues of not being able to use a tame structures option wheel. Known Issues Rabbit Statues lack collision. Xbox crashes when viewing tame information while a tame is mating or gestating inside a tame structure. Xbox crashes when scrolling through the menu too quickly. Xbox players are unable to purchase or use some holiday items. Xbox players are unable to reload mounted weapons. (Cannon, ballista, puckle, etc.) Incorrect UI for the tame hatchery and swarm house. Overlapping player inventory UI. Tames are unable to be unloaded from Tame Cargo Railings. We realize there are still a lot of known issues with this patch, but our priority has been getting out a fix for Xbox players crashing near tame storage structures. There will be another patch soon to address the above issues. Thanks for your understanding! Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  14. Ahoy Pathfinders! To start off the new year right, we are reinforcing our commitment to better supporting our Xbox community. Unfortunately, there have been several game breaking issues affecting Xbox players recently. To that end, our primary focus for this patch is getting out a fix so that Xbox players can log into the game without crashing. There is still a lot more we need to do to improve the Xbox experience, but we are taking the steps needed to get us back on track. Additional improvements and fixes will follow in subsequent patches. We have opened a new crossplay compatible Public Test Realm (PTR) so that Xbox players can also participate in testing out patches prior to them being implemented on live servers. Xbox players can gain access to the PTR server by filling out this form: https://forms.gle/9LEBUWF8EXx15WTt6 Servers will be going down to deploy the update on Wednesday January 11th February 1st around 12PM PST. Servers are expected to be back up shortly after. Released Patch Notes v.556.1 Holiday Event Holiday themed items can be purchased from Holiday Vendors found on Freeport islands. Lunar New Year: Paper Lantern New! Stone Rabbit Statue New! Jade Rabbit Statue New! Gold Rabbit Statue Valentine's Day: Black Giant Teddy Bear Pink Giant Teddy Bear Red Giant Teddy Bear New! Heart Cannon Skin Bug Fixes Fixed various holes in the water along island shores. Fixed being unable to fill water skins at water taps connected to Stone Reservoirs. Fixed the Barn UI becoming illegible when the player stores a large amount of tames. Fixed various Tame House data tracking issues. Fixed an issue with ships sinking unusually fast after being repaired. Fixed an issue with ships clipping into the ground in shallow waters and moving onto land. Fixed an issue where ships gridding at the same time loaded into the new grid on top of each other. Misc. Removed Thanksgiving and Christmas themed items from the Holiday Vendor. Removed Grog crafting from Water Barrels. Grog can now be crafted in Cooking Pots or Grills. Improved performance on several structures/items. Reduced the decay time of fast decay objects from 12 to 10 hours. Updated the Tame House UI to show tames in a list. Xbox Only Fixed instances of crashing with tame structures. Fixed issues of not being able to use a tame structures option wheel. Known Issues Rabbit Statues lack collision. Xbox crashes when viewing tame information while a tame is mating or gestating inside a tame structure. Xbox crashes when scrolling through the menu too quickly. Xbox players are unable to purchase or use some holiday items. Xbox players are unable to reload mounted weapons. (Cannon, ballista, puckle, etc.) Incorrect UI for the tame hatchery and swarm house. Overlapping player inventory UI. Tames are unable to be unloaded from Tame Cargo Railings. We realize there are still a lot of known issues with this patch, but our priority has been getting out a fix for Xbox players crashing near tame storage structures. There will be another patch soon to address the above issues. Thanks for your understanding! 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
  15. So, obviously, we should start with gatter. Its "gather". I know it looks similar but the "th" phonic cant really be supplemented with the "tt". In this case "getter" would have been more appropriate. I feel you are being a bit hyperbolic. I agree that the ships are a little too difficult to obtain for solos and duos. They are certainly not unobtainable though. My only real complaint about this new system is the schooner. I feel it should be free or at least much cheaper as it should be the go to boat for small crews and solos. OR I would also accept the compromise of making a sloop speed closer to that of a schooner. Farms and manned puckles greatly improved the solo experience. Not having to tame multiple different animals, just to gather resources at a decent clip was an amazing addition. Not having to go and get NPCs to defend your little spot helped tremendously as well. You worded your statement as if it was better before with just tames, and implied that you could no longer do things the way you used too. However you can still have your great experience and gather resources and NPCs in the exact same way as you did before with tames and boats. Now there is an issue with the farms and WHs and markets. Ironically its the same issue with the original claiming system, limitless expansion. The bigger companies will setup their market systems on their claimed island. Then go and setup more systems on lawless islands. They will destroy and push out solos and smalls on a lawless to increase their self trades and generate an amount of gold that no solo or small will be able to contend with. This unlimited expansion coupled with the ability to trade with your own markets is why solos and smalls find it so difficult to compete. There should be some serious thought into 1 market per company, or some type of cap per company. All that aside, this is why I responded to your post; "Atlas will not be a sandbox survival, farm, build and >>sail<<game anymore" It is a fact that it is all of these things still. I do all of these things, even if I preferred free boats. "Atlas will not be a MMO that focuss on building teams. Players build companys to develop an friendly and foe environment that is not guided by the developers" The irony of this statement following the first statement. That last part is by definition what makes it a sandbox game. "Atlas will not be a fraction based game as this is not working with the current environment of a sandbox where players can build everywhere with a theoretical complete freedom in decisions." Right right, lets keep the game whole. No fractions please. "Atlas will not be Sea of Thieves or some kind of World of Warships in pirate theme... ESports in Atlas, wtf?" The Atlas devs should definitely take a hard close look at Sea of Thieves. Same engine, same theme, worse graphics but everything works flawlessly. They should aspire to even get close to Sea of Thieves. Esports? Lol that was clearly a joke. Atlas is not a talent based game, nor do even enough people know it exist to contemplate Esports. -CS
  16. The amount of actual cut paste is usually 2x from some north and south replication although tundra is more like 4x (there is no western/eastern/central tundra as region map indicates - it is all the same) with freeports being 8x. Each island shape has biome variations that loads in new sublevels (mountains, rocks, buildings, statues etc) that makes it look entirely different, and often there might be even four variations within the same biome so that even if it is used in same region it looks different. There are indeed hundreds of unique islands when you consider sublevel and resource variations. Equatorial has no mountains and maybe some easter island style statues, east tropical and west tropical have three variants of the same shape with different mountains and rocks and each of those are in turn multiplied for resource variations. So even though they might all have similar palm trees and ferns named differently, they still feel different. Likewise Northwest vs. Northeast Temperate also has a different feel much like on earth temperate rain forests can be very different. I have flown the entire map and observed the true uniqueness of these isles that share nothing but a footprint, even from the air it is difficult to realize it is the same footprint. Even that larger island with a very distinctive bay you would be hard pressed to guess you are on the same shape What we did for our unofficial server is push isles together jigsaw style, even for freeports (we did not need 8x copies). So even though a north south freeport might be true copypaste, it looks very different from the docks because we created a new harbor using another isle. We actually spent weeks of time air traveling to make sure each grid had a similar theme as there was many islands to chose from. Part of the problem is the map - it is only showing the base island shape. It is not showing the sublevels - like where the freeport dock is. It is interesting how they reused the sublevels to make things look different - even the same sublevel like that equatorial skull freeport - that same skull gets used elsewhere. This thread was worth necroing the game got a bad rap for copypaste from those who only compared shapes without visiting them in the game. I think now that more have the island editor for their own maps using the hundreds of library islands that people know better
  17. I have played over 500 hours of Atlas I understand the reason behind adding a gold price to make ships but at the same time the gold they are asking for does not match the value of the ship. 5,000 for schooner is crazy, 25,000 for a brig is insane and 50,000 for a galleon is a dream. The Drake token cost 50,000 I much rather fly around on a dragon then spend the gold on a wooden ship. It's just not equal in value. The grind to get the materials was enough for me before. I am okay with adding a gold price to ships but not this extreme. I feel like 1,000 gold for schooner 5,000 for brig and 10,000 for a galleon is still pretty expensive enough to make ships scarce but still makes the game playable. When creating a game it is important to make the game challenging otherwise people will get bored of the game and move on but at the same time the game can not be a big enough burden to play otherwise the average person will not stick around, of course you will always have your extremist like me who have alot of time to play the game but at the same time at the end of the day it is just a video game, not a second job. Players should not have to spend 8 hours a day over a course of many days grinding gold just to get a ship big enough to sail around in.
  18. Ah, sorry - I just found your question today. Here are the answers: 1) Place for maps: I know of no better place to get a map. I created my own 4x4, using the ServerGridEditor. That is fun - except that there is no official documentation about resources. And Grapeshot changed the resources in the latest patch. That means all resource lists that the player community made were voided by Grapeshot. (Question: How are people called who do something like this to their community? And without displaying any sort of sympathy even?) 2) Freeports: First make a copy of your ServerGrid.json (or whatever your map is called) and save it under a different name. So you have a backup in case something goes wrong. Now open your ServerGrid.json (or whatever your map is called) in the ServerGridEditor. On the right is the list of all available islands. You can recognize the freeport islands by their ending: ..._E (not EE). Now place new freeports on the map on your home server grid. If you want them to be in the exact same map spot as the old freeport islands that Grapeshot removed, do the following: a) open your old, unedited map in the ServerGridEditor (using the old islands.json !! -not the new one that they provided us the download link for when 406.7 hit) and look in the island list to the right, write down which freeports you had - you see that by their ending _E. (Example: One of the freeports I had was the island with the giant skull that they removed. I see on the map in the ServerGridEditor that it was called: Cay_H_WR_E). b) now open the ServerGrid.json (or what your map is called) in the windows editor (or any other text editor), use the search function to find your old freeport island in the .json, look for its coordinates. (Example: I search for Cay_H_WR_E in the text editor and find it. Now I scroll down until I see 'worldx', 'worldy' and 'rotation for that island. I copy these 3 lines.) c) now put the new islands.json that they gave us the download link for with 406.7 into the folder 'data' in your servergrideditor directory (save the old island.json under a different name first in case you need it again). Then add your new freeport island to your home server (must be the same grid server as the old map of course) in the ServerGridEditor. Save map. d) and then open the edited ServerGrid.json (or what your map is called) in a text editor, search for your new freeport island's name, again scroll down to 'worldx' etc, then replace worldx, worldy and rotation with the data from your old island. Save. e) open the servergrid.json again in the ServerGridEditor and look at the map to make sure the island is still there and now in the same location as the old one. Save. Now you can run your map again with the changed freeport in the same location. Warning concerning buildings: If you had buildings and flags on the old island then remove those before you swap out the islands. That's because the new island may have another shape or - even if it has the same shape - have other stuff on it (rocks, mountains) and in different places. So the old buildings risk being in the wrong places for the new island and maybe mess up your database. Remove them first. Better safe than sorry.
  19. Ahoy Pathfinders! We're bringing back an old favorite as we wait for the next update to come to shore. Last weekend, in our community Discord, we opened a channel to gather any and all questions from our community for our amazing Dev team. We reviewed all the questions and we've answered a few of them below. Even if yours was not selected to be answered publicly, we are taking all of your responses as feedback to continue to make to Atlas a better game for all. Thank you to all that participated. As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, what is destined we can’t foresee. We appreciate your support and understanding. Without further ado, here’s our Q&A! Hang out in our Discord for a chance to get your questions answered in the next Q&A! Q&A Would it be possible to keep QoL skills between wipes? While this is possible it is not something that should be done without consideration. The most active time is the few weeks after a wipe when players are all at the same progress level, same island claim opportunity, etc. Allowing players to keep their quest progress will give an unfair advantage to those players. We are looking into ways of reducing the repetitiveness of the progression to endgame. When will Bola's be stackable? April 13th Patch Do you have plans on expanding the lore of Atlas? Yes, there are plans to expand the lore of the game world. We are currently working on systems for this. One of the contributors to this is the addition of the “Timeworn” quality level on blueprints. Is there a way to see all the features you plan to add before you move into the fixing and optimization phase? Please keep an eye on the official roadmap listed on the Trello board. (link here) This will be updated constantly to keep features in development public. Have devs ventured into unofficial communities to see how gameplay differentiates with mods? How has that impacted the future plans for the game? The unofficial communities have done a wonderful job with creating custom Atlas experiences. We look for mods that are widely adopted by the community in an effort to absorb the feedback. If a mod is universally used, that means there was an issue with the core game that needed to be addressed. We use that information to update our plans and address that issue. What can be done to make the game more enjoyable for the solo and/or small group player(s)? We are re-working the live realm maps so that the islands that mega-companies will be drawn to are outside the main travel routes. In addition, there are going to be several smaller islands added that are not enticing to large companies, which should allow for solo/small groups to have a positive Atlas experience. Are there any plans to change/add unwanted, repetitive islands to improve the balance between islands? During our polish phase we will be adjusting these islands to make them more enticing. Do you guys have plans to adjust endgame PVE? There are seven new bosses being added so each powerstone will have a unique boss encounter. We will be investigating different avenues to enhance maps as well in the future. When I leave my ship anchored the sailors will only repair the planks & decks of the ship. Are there plans to have the sailors repair the whole ship at some point? This is something we can look into in the future, but is currently not being planned. Will you add the ability to use deck swivels for modular ships? We will be adding additional modular railings in the next few patches. A Modular railing with swivels is planned to be included. Are there any plans to create a healthier breeding system so people won't burn out from breeding on the official server? We are implementing a new structure called the Tame House. This structure will greatly improve the breeding experience. What as the Dev Team are your plans to maintain and grow the player community? For the official side of Atlas, there has been discussion around a few ideas. One of these ideas might be a smaller “specialty” realm or realms. These specialty realms may have a shorter season time, maybe just one month, and revolve around different game modes. For example, there would be one month where tames are removed from the game, or where the only weapons are swords and pistols. I know a lot of people want to see a timeline of updates/planned updates/planned wipes/etc. Is there a plan for more transparency of what’s to come for Atlas? After release, we will have a regular schedule for our wipes, new seasons, and patches. The Trello board will contain this information. Any details on the Devkit update? The Devkit gets updated at least once a season, usually around the beginning of the new season. We may update it more frequently, especially if we introduce a large system. Any more plans for livestreams like we had around launch? We have not had any discussions about this, however we would love to have a live Dev steam. Will there be temporary alliance bed placement on your alliances ships and or foundations? This feature is something we have been planning on implementing for a little while, it should make its way into the game in the near future. Any plans to update to a newer version of Unreal Engine? There has been discussion about updating to Unreal Engine 5 at some point in the future. It is a tremendous amount of work that will sidetrack us for months, so we have not made a decision yet on if that’s the best course of action. 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
  20. Right now trading is only enabled within the same grid. As for a market setup: I've had success having both my market and warehouse side by side right on the waterline of a beach. If the warehouse does not connect to your market automatically, you can connect it in the interaction wheel in the market. Farmhouses need to be within a specific range of your warehouse to connect to it. Your warehouse will tell you how many farmhouses are connected. Yes...they all have to be on the same island. Once all are set up correctly, your market will be up and running. You can then select what you want to trade from what's in your warehouse. BE CAUTIOUS -- Trading is kinda broken atm so trade something in return for the exact same thing in a 1:1 ratio (iron for iron at a 1:1 ratio, so like 764 iron for 764 iron or whatever the number is) -- However, you must get trade routes going with other players. There is a "Find new trade route" button you can press, and it will give you a list of markets from other players. Be weary though. Just clicking on the first few routes you see will NOT guarantee successful trades. Look at the number by the company names in the list. It will say things like 5/8 or 17/8 etc ... In my experience DO NOT click on the company names (to request a trade route) that have 8/8 or higher (10/8 23/8 etc). Those routes will not produce trades. If you find a company that shows 7/8 or less, go ahead and request a trade route with that company. Trading will not commence until that company accepts your trade request. You can also ask in chat if there are companies (on the same grid, ofc) willing to trade with you that have an open trade slot. You'd then just look that company up in the trade route list (assuming somebody responds). Good Luck
  21. Ahoy Pathfinders! With the new season, we have an updated Server Grid Editor (SGE) available for unofficial server owners. We wanted to ensure making a map was as easy as possible to all players, so we have added the ability to export and import server layouts. Players will be able to export/import grid layouts from season 10 or another personal layout they prefer. It should be noted that this feature and update is optional! To download the latest Server Grid Editor (SGE) click the the following link: SGE download Exporting Grids 1. Open up an instance of the SGE and load a project that you want to take grid layouts from. 2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates 3. Go to the export tab and you’ll see new options with text fields above them: a. Export Server Json (this section will be covering this) b. Import Server Json (next section) 4. In the text field above ‘Export Server Json’ type in the server you want to export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively. a. NOTE: you cannot bulk choose servers, it has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work. 5. Once the server you want to export is typed in click ‘Export Server Json’ and an explorer window will open 6. Save that file wherever you will find it and leave the syntax as its default (It will be something like: ServerGrid_B2) 7. Repeat steps 3-6 with all servers you are interested in exporting/importing. 8. NOTE: The data you are exporting will include Discovery Zones, Server Data and Island Data (instances, overrides and positioning). 9. Close this editor or File -> Open the project you are importing to. Importing Grids 1. Open up an instance of the SGE and load a project that you want to take grid layouts from. 2. Be sure to have ‘Show Server Data’ checked to see all the server coordinates. 3. Go to the export tab and you’ll see new options with text fields above them: a. Export Server Json (Previous section) b. Import Server Json (This section) 4. In the text field above ‘Import Server Json’ type in the server you want to overwrite with an export in alphanumeric format like A1 or M12 not the numerical coordinates such as (0,0) or (12,12) respectively. a. NOTE: Same as last time, you cannot bulk choose servers. It has to be one at a time. Do not try to use lists like A1,B2,C3 as it will not work. 5. Once the server you want to overwrite is typed in, click ‘Import Server Json’ and an explorer window will open. 6. Navigate and choose the “ServerGrid_Server.json” file you want to import and hit ‘Ok” 7. It will replace the layout and information of the Grid you entered in step 4. 8. Repeat steps 3-7 for all other grids. 9. Save your project. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  22. Ahoy Pathfinders! In this patch, we are preparing for a new era in Atlas. The winds of progress are coming to the world, bringing new structures and adventures for all pathfinders, new and old. Large plumes of smoke can be seen on the horizon, signaling the “revolution” to come. First off, we have the much anticipated tame house being introduced in this patch. Breeders rejoice, these tame houses will make a great shelter for all your fauna friends, while significantly speeding up the breeding process. In preparation for the new season and Wonder coming soon, the fires of the industrial forge have been stoked to produce new resources and structures for Atlas. With these metallurgical advances, the landscape of Atlas will never be the same. Discover the origins of these new technological feats in two new regions of the Atlas map. Along with the new discoveries, these areas hold new mysteries and challenges that will test even the most seasoned pathfinder. Lastly, as always, we are dedicated to bettering the gameplay experience with every patch. This patch has a slew of bug fixes and improvements for the game, many suggested and reported by the community. We appreciate all the support and will continue to keep the community first as we move forward to final release. Happy sailing! Released Patch Notes v541.07 To be released 4/13/22 ~7PM PDT New Content Tame House Tames are getting a new place to call home! Players that tend to a lot of tames will now have a centralized structure to house and breed tames at, as well as harvest fertilizer from. It will allow players to store up to 20 quadrupedal tames of many types: Bears, Cats, Cattle, Crocodiles, Elephants, Giraffes, Horses, Lions, Monkeys, Pigs, Rabbits, Rhinos, Shield Horns, Sheep, Tigers, and Tortugar. After obtaining the Beastmaster 2 skill, the Tame House will be buildable at a Smithy: Resources 125 Stone 5 Flint 65 Hide 20 Wood 40 Fibers 20 Metal Industrial Wonder Content With Industrial Expansion on the horizon, so comes its innovation to the Atlas. Generators to augments resources and Statues to ring in the advancement are arriving to Atlas Industrial Generator and New Wall Variants Industrial Generator A new experimental generator is available to build. It burns the pure sulfur, orichalcum and brimstone you’ve been harvesting and changes the Resources around the immediate area. It can be crafted in the Industrial Smithy This generator introduces Sulfurized Stone and Orichalcumized Stone into the game to use in creating new walls. Large Stone Wall Variants With all the newly augmented resources from the industrial generator, there are old recipes that can be modified to be potentially better than ever. Specifically, Large Stone walls and Gates with orichalcumized or sulfurized stone finishes. Their respective properties activate when Brimstone is burned in the area. Orichalcumized Walls and Gates will provide increased impact damage protection while Sulfurized Walls and Gates will provide increased Explosive damage protection. Tier 1 Industrial Monuments: Statues of Industry Industrial Explorer Statue This specific statue commemorates the pathfinders that explored unknown waters and lands first Its image motivates you and the crew to work more efficiently on ships Industrial Privateer Statue A statue commemorating the privateers that paved the way for industrial improvement. Its image inspires one to collect more xp and resources. List of New Craftables: Industrial Generator Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 100 Brimstone 175 Orichalcum 150 Pure Sulfur 300 Stone Rituals Available Burn Pure Sulfur Makes rock harvesting nodes drop only sulfurized rock for a short period of time Cost 150 charges 100 Pure Sulfur Burn Orichalcum Makes rock harvesting nodes drop only orichalcumized rock for a short period of time Cost 150 Charges 100 Orichalcum Burn Brimstone Activates buffs on the Orichalcumized & Sulfurized Wall and Gate Variants for a short amount of time Cost 200 Charges 150 Brimstone Orichalcumized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Orichalcumized Rock 420 Thatch 588 Wood Orichalcumized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Orichalcumized Rock 315 Thatch 420 Wood Sulfurized Large Stone Wall Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 240 Alloy 394 Fibers 1176 Sulfurized Rock 420 Thatch 588 Wood Sulfurized Large Stone Gate Unlocked in the Esotery of Building Skill Crafted in the Industrial Smithy Resources 184 Alloy 314 Fibers 840 Sulfurized Rock 315 Thatch 420 Wood Industrial Statue Base Unlocked in the Metallurgy skill Crafted in the Industrial Smithy Resources 20 Brimstone 40 Orichalcum 60 Puresulfur Industrial Statue Framework Unlocked in the Metallurgy Skill Crafted in the Industrial Smithy Resources 200 Orichalcum 200 Pure Sulfur 500 Stone 800 Wood Industrial Explorer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood Industrial Privateer Statue Unlocked in the Metallurgy Skill Crafted in the industrial smithy Resources 200 Brimstone 400 Orichalcum 400 Pure Sulfur 2500 Stone 500 Wood New Regions Added There are new areas to explore in The Atlas: Trackless Waters and Unknown Depths. Like Uncharted Waters, It seems as if Industrial Machinery was left behind in these areas by pathfinders long ago. Trackless Waters A hot stretch of Islands found off the west coast of South America. There are portals available in the South America Region to reach here Unknown Depths A hidden, tundra area that could not be traveled to via normal means. This region can oddly be reached via portals found in Africa and Antarctica. Bug Fixes Industrial Hydra and Industrial Rifle are now affected by the Lucky Loader Feat Fixed instances of farming structures not having areas of influence Fixed instances of Cursed Armor needing multiple types of Bone Chips Fixed instances of Transient nodes not moving weekly Fixed instances of snapping pillars working incorrectly Fixed instances of NPC Crew’s stats not updating correctly Fixed instances of players losing functionality when standing on a ship while it is released Fixed instances of Broadsider losing cannon functionality on logout Fixed instances of wood not being able to be re-bundled Fixed instances of rowing module displaying incorrect point value Fixed instances of misspelling in the Carrack’s description Fixed instances where the Fog of War in singleplayer wasn’t working correctly Fixed instances where blueprint gunports were not doing more damage than common Fixed instances where the Pegasus would sprout tentacles Fixed an issue with whistling at the Turtle Ship’s emergency ladder Fixed instances where the wood catwalk was not buildable Fixed an issue when placing mythos in the progress table Fixed the map zoom indicator in some regions Fixed instances where players would contact invisible geometry inside of portals Fixed various typos Replaced placeholder art for tame cargo railing Removed extra emergency ladder on Turtle Ship Fixed instances of negative storage space in some structures Fixed instances where the Sarcophagus was unable to be built Fixed essence of power locations Fixed visual issue of overlapping holiday vendors on freeports Xbox Only Improved memory loading / unloading Additional improvements coming in the next patch Misc Single Player character deletion is working correctly Multiple UI Fixes Deleted Duplicate entries in skills Removed the Industrial Smithy from Sulfur Pits The Compass’ Glowing Essences have been modified to be more in line with the icon Commodity Vendor has been added to Tortuga Reverted Blueprint colors to original values, with slight adjustments for ease of reading certain colors Bola is now stackable, up to 15 per stack After reaching rejuvenation 3, characters will no longer age past 20 years old Fixed the Descriptions of multiple items The Pegasus can now turn while stationary and in reverse Known Issues Stone cannot be re-bundled Breaking down bundles produces a different type of resource Some error messages are not appearing Industrial Statue Framework shows up as Burial Mound Framework Foundation and Framework have no time limit on when it can be picked up. Orichalcumized and Sulfurized Large Stone Gateways are not affected by the ‘Burn Brimstone’ ritual Large Weight sails still require tuning Pegasus has turning issues Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  23. Ahoy Pathfinders! A new season is soon to be here! We have new server layouts, a Winter Holiday to celebrate, some items to improve taming and tame storage, and a long list of bug fixes. With the changes to the servers, we are expecting an extended downtime to get everything up and running. Official servers are expected to go down Wednesday November 30th around 7AM PST and should be back up around 7PM PST. There were some questions regarding the status of the Season 10 Roadmap previously posted here. Since we were not originally anticipating the current season ending so soon, not everything on the roadmap was able to be completed. The information in that roadmap is still relevant, it will just be extended into the new season. You can still expect to see those trading system upgrades, factions, modular ship improvements, and singleplayer maps. Released Patch Notes v.554.3 New Content New Servers / World Maps As mentioned in our previous announcement, there are some changes coming to the size, count, and layout of our official servers this season. There will be one 6x6 PvE server and ten 3x3 sized PvP servers. Layout Variants: For the PvP servers, players will have access to 3 different map layouts. Variant 1: Mostly temperate Variant 2: All Equatorial and Tropical Variant 3: All Equatorial and Tropical List of Official Servers: [Global][PvE] Kraken’s Grasp [EU][PvP] The Shark’s Frenzy (Variant 1) [EU][PvP] Typhoon Lagoon (Variant 2) [EU][PvP] Crimson Tides (Variant 3) [NA][PvP] Cobra’s Strike (Variant 1) [NA][PvP] Red Beard’s Revenge (Variant 1) [NA][PvP] Royale Reef (Variant 2) [NA][PvP] Greedy Gulf (Variant 2) [NA][PvP] Ivory Shores (Variant 3) [NA][PvP] Seagull’s Beak (Variant 3) [NA][PvP] Stingray Bay (Variant 3) Gameplay Changes for the PvE Server: 6x6 size Quest content is available All grids are unclaimable lawless There are no regions or portals No Maw Waters Regions Gameplay Changes for PvP Servers: 3x3 size (10 total) There will be a mixture of NA and EU Servers Quest content will not be available Mixture of Island Claim, Claimable Lawless and Unclaimable Lawless grids There are no regions or portals No Maw Waters Regions Boosted Rates* * The season will start out with PvE and PvP servers having the same server rates (2x normal and 4x boosted on weekends), then will later transition into PvP servers having higher rates than PvE. Winter Event Winter has arrived in Atlas, so cozy up next to a warm fire and enjoy the jolly times ahead during this limited time event! Winter themed items can be obtained from Holiday Vendors found on Freeport islands: Gold Turkey Statue: (50g) a placeable cosmetic structure. Cooked Turkey Decoration: (50g) a placeable cosmetic structure. New! Cooked Turkey Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls. Top Hat: (200 Gold) a cosmetic skin for helmets. Santa Hat: (200 Gold) a cosmetic skin for helmets. Christmas Tree: (100g) a placeable structure that produces a random gift every 24 hours! Festive Lights: (100g) a placeable decoration that can be hung on walls. Holiday Gift: (100g) a festive variant of the Small Storage Box. Sleigh: (100g) a festive variant of the Wooden Chair. Snowman: (100g) a placeable cosmetic structure. Stocking: (100g) a decoration that can be hung on walls. Produces one Coal every five minutes. Wreath: (100g) a placeable decoration that can be hung on walls. New! Snowball Cannon Skin: (1000g) a cosmetic skin for your cannons to change the appearance of shot cannon balls. New! Sleigh Saddle: (2000g) a saddle that can be equipped on horses, bears, and cows. Barn The Barn is a structure used to store up to 255 tames. Tames in the Barn will not reproduce or require food. Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill 240 stone 40 flint 80 hide 120 wood 40 fibers 50 metal 90 keratinoid Bait Station The Bait Station is a small structure used to lure and bait nearby creatures with their preferred food. The Bait Station can be picked back up and reused as long as the inventory has been emptied. Activation: To activate the Bait Station, a Toxic Compound needs to be added as a fuel. Each of the different fuels will provide a different effect to the bait that creatures consume. Creatures will only be lured to the Bait Station if their preferred food is inside the Bait Station inventory. Toxic Flora: Will pacify creatures to allow easy passive taming. Wild tameable creatures only. Max baited at a time: 1 The tame will continue to be affected and consume bait from the Bait Station until one of the following occurs: the Bait Station is deactivated, the creature is successfully tamed, the creature is damaged, or the Bait Station runs out of food. Toxic Sludge: Will slow the movement speed of creatures. Wild and tamed creatures (tamed on PvP servers only). Will not bait tames owned by the company who placed the Bait Station (or their allies). Max baited at a time: 5 Time the effects last depends on the bait potency set on the Bait Station. Venom: Will add a bleed effect (5% health over 10 seconds) PvP servers only: Will cause aggression on affected tames. Naturally non-aggressive tames will only target players and tamed creatures owned by enemy companies. Wild and tamed creatures (tamed on PvP servers only). Will not bait tames owned by the company who placed the Bait Station (or their allies). Max baited at a time: 5 Time the effects last depends on the bait potency set on the Bait Station. Bait Potency: Players will have the option of increasing the time a creature is baited by changing the bait potency from the Bait Station’s radial menu. Tames will consume more food when the potency is higher. 1 food: 10 seconds (default) 2 food: 12 seconds 3 food: 14 seconds 4 food: 16 seconds 5 food: 18 seconds 6 food: 20 seconds Crafting: Can be crafted in the Smithy after learning the Beastmastery 2 skill. 40 thatch 10 metal 50 wood 35 fiber Cow Carts Cows (and Bulls) are finally able to pull carts, carriages and sleighs! While Horses may be faster and Bears tougher, nothing compares to a Cow when it comes to beasts of burden. Storage Carts (carts and sleighs) pulled by Cows have an increased bonus to weight reduction, allowing players to haul even heavier loads of goods. Bug Fixes Fixed instance of being able to select “Join with New Character” when selecting a new home server while in-game. Fixed an issue with bad grammar in the “Join with New Character” message warning. Fixed some instances of text overflow in the pathfinder creator. Fixed some instances of spelling mistakes. Fixed a minor text issue with enemy crewmates. Fixed an issue where ceiling tiles were not placeable after placing a Sea Dock on the FOB. Fixed an issue with the Sea Dock door and stair alignment. Fixed an issue where the FOB decay timer is reset when rendered. Fixed an issue where floors placed on FOB only had 5000 health. Fixed an issue with some structure snap points on the FOB. Fixed an issue where the damaged bark texture ended up being projected on the player. Fixed an issue with invisible collision at the center of each grid. Fixed an issue where the range of the Grave Digger and Ore Miner covered the whole island. Fixed an issue of players not being able to access pin coded or unlocked autofarm structures. Fixed an issue with the Farmhouse being difficult to place. Fixed an issue where some structures can be installed on irregular / steep terrain on mountains. Fixed an issue where the raft and dinghy showed as craftable from the Small Shipyard. Fixed an issue with the Harrier being improperly positioned while being built on a basic shipyard. Fixed an issue with being able to consume toxic sludge. Fixed an issue with holes around Sea Forts. Fixed an issue where the Swarm House could be used as a hatchery. Fixed an issue where tames with Cargo Saddles could be loaded into a Tame House. Fixed an issue with cargo saddles appearing below cows/bulls when equipped. Fixed an issue where ships made in a lower quality shipyard would have their quality improved when unbottled in a higher quality shipyard. Fixed an issue with Duplicated ships having duplicated items from the Original ship (items, ammo, weapons, etc.) Fixed an issue where duplicated ships with duplicated storage boxes leave behind death caches with duplicated items that were stored on the Original ship's storage box. Fixed an issue with having multiple small sails causing NPCs to stack on railing on the Carrack Fixed an issue where installing two small sails close to each other on a Cog will cause the NPCS to stack on the railing. Fixed an issue where installing two small sails close to each other on a Tramp Freighter will cause the NPCS to stack on the railing. Fixed an issue where installing two small sails close to each other on a Kraken will cause the NPCS to stack on the railing. Fixed an issue with an incorrect error message when attempting to place an Industrial Shack away from the Industrial Lab. Fixed an issue where a ship docked in an armored dock could be sunk by another player with a bucket. Fixed an issue with the client crashing after rejoining a non dedicated session after changing grids without the host in a previous game. Fixed an issue that caused the game to crash when using the Grappling Hook. Misc. Removed Halloween items from loot and Holiday Vendor. Reduced decay times for all standard placeable structures to 10 days. Slightly reduced light glare. The Smithy can now be placed on the ground. Increased the render range of the Floating Operating Base and Sea Dock. Skins can now be purchased from vendors more than once. Known Issues The Barn UI becomes difficult to navigate when an excessive amount of tames are stored. The Barn’s encroachment area makes it difficult to place. The Bait Station may no longer work after loading the Toxic Compound from the Bait Station’s inventory. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  24. Hello, This game is already running Season 11 and still the main game mechanics been remaning the same. For example: Why don't try fix problem, like why game dies quick and how to keep it more alive: a) "Don't have big players base" - first reasons for that is because game need too much grind and there is no way protecting your progress. You been running so many seasons, its time to start trying out different things. - Firstly 4x Increased all rates should be applied as normal rate (less grind, more fun) - Secondly, should shourten PVP servers times (season lenght), it should go with seasons (1-2 months). Players like new starts, and early racing for islands. Could also try out even shorter seasons. - Its time also to add 1-4 player companies server in the game (with no alliense, max 1 island per companies). There is more small clans and solo players out there than zerg players, so it would be nice if player can have a change to choose , which kinda of server to play. 11 Seasons all big companies always allie up with another big companies. Also kills the game real quick, every1 is getting allied up, nothing happening. -4th, try out adding ranking system in the game and reward top players/companies with permanent skin rewards (it's almost nessesary, to learn adding/ coding seasonal rewarding system in the game, so players don't want to skip seaons or they miss permanent skins - game gonna start feeling alive). This should be piorities NR#1 to get done. I dont think i should continue here... I just hope you try to do more in next year, than previously before. Happy New Years Everybody !!!
  25. Hello ranger, this is technically the first post I liked that you have done. It is not your fault because as you said you joined later on in the game(even if it was the second wipe). I found you very annoying coming in as a new player and being naive as to think everything was an easy change without realizing the company you were taking to. your posts were informative and heart felt, so I did have respect for them but they were annoying nonetheless. Now that I see you have taken the red pill, I have a new found respect for you. the one piece of advice I could give is next time you join a new game and do the same thing you do, do some research into the company first because you were way off base and that is why you got some unwelcoming introductions. you are a good talker as well as informative in your opinions but you really have to know what you are walking into before you start. Just a piece of advice. this company has done more than you can even imagine if you look into it(you also need to look into ark history) the leadership is the exact same and the team is half the same.
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