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About Me

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  1. Hello Guys, This is gonna be quite a long post, so if you want a summary, go down to the bottom of the post. I started playing this game because a friend showed me the trailer. It was epic, grand and something I really wanted to start playing! So I bought the game, tried to log on onto a server.. It didnt work, we could not enter any server. anyway, everyone knows how bad the launch was, no need to go over it again. Later, after quitting the game because of the insane lag and not being able to do anything and just rubberbanding all over the freeport, I decided to try it again a few days later. Every server seemed full so I picked a server I could actually join. I Spawned on an island with an insane amount of animals, most of them unfriendly and unkillable. I actually farmed a bit, made some tools and such. I didnt actually know what i was supposed to do except for making a base to store my stuff. I never played ARK. I found out that tools do no damage whatsoever to crocodiles and that was about it, I lost all my stuff again. The same thing repeated for quite some time until one of my friends suggested we play together because he just bought the game aswell. Great idea, but how do we do that? we tried to spawn in the same zone.. we gave up on that idea after both spawning in the water 20 times in a row at the same spot. judging by the amount of dead players in the water, we were not the only ones who had the same problem. we were trying to get together for an hour and all we were doing was drowning ourselves just to spawn on the same exact spot again, which was great fun. Why would we not spawn on land? why would this game make us spawn somewhere that only wastes our time, because we cant swim to the shore because its too far? Another friend joined our discord, he had a raft and was going to pick us up. my god we were so happy, finally an actual plan. We tried to spawn on land somewhere, my friend ragequit after another hour of trying to spawn somewhere that wasnt ocean, so i was at it alone again, waiting for the raft. after spending 2 hours losing my mind and doubting the very meaning of life, I finally spawned on a spot that would not instantly kill me. I only wasted about 5 to 6 hours, not doing anything and just getting frustrated so I could finally set sail with my friend. This was going to be good I thought. Finally our adventure was about to start. He explained to me that I could spawn on the bed on his raft now that we were in the same company.. I asked the turd why he wouldnt just invite me to the company before so I could spawn on his raft, he answered that he had to touch me with e to actually invite me to the company. Now I know what you are thinking, why didnt you spawn at the freeport, invite eachother to the company, then spawn back on the raft. We thought of that too you know, was it not that the freeports were actually full all the time and you couldnt never spawn there. What's the point actually anyway, of having people to physically (ingame) having to invite people to a company? you can just both spawn at the freeport, get invited, then spawn on a bed somewhere. its just a waste of time, because thats the only thing you have to do to get in a company. spend a bit of time on something shitty. We noticed the raft was very slow and that it would take us some time to reach land on the next zone on the map. At first we were both amazed at how good the sea looked. Compared to most objects in this game, that actually look sluggish, dark, sloppy and rough, it looked pretty amazing and realistic. We laughed when we saw a dolphin like the roleplayers we are. after like 25 minutes we were bored out of our minds. We realised it was gonna take hours to reach land. my god. we spent a day and we actually didnt accomplish anything. we reached land in a lawless region and we went ashore. so to sum things up, we spend hours just respawning in the water, trying to reach other and when we finally did, we spent hours sailing a friggin raft to some land where we could actually play the game. is this shit worth it? really? We started farming the island on the lawless region, only to quickly notice it was full of life. Unfriendly animals, and alot of them. I died after being knocked out in a fight with 3 giant snakes who followed me all over the island. My friend died aswell from the tiger that attacked him while he was running from the same snakes that killed me. 'Wow, this game is intense' i thought, I'm starting to like it. I tried to respawn on the bed but it did not work. what the F? We found out we actually sailed the raft to close to the shore and you cant respawn on a bed on a unclaimed island. wow, bad flashbacks to a few hours ago when we were trying to respawn on actual land instead of the ocean. So yes, you guessed it right. I ragequit and my friend spent 2 hours trying to spawn somewhere near our raft on the lawless island. The next day, we parked the raft somewhere not so close to the shore so we could actually spawn there. great, we could get things done finally. We soon noticed that a bed is destroyed in a matter of seconds when we watched another guy sail by in a raft, only to jump on ours and destroy our bed. It literally took him less time then it took us to swim to our raft. He hopped back on his raft and sailed away into the sunset. Luckily we could make another bed from the materials we had stored away in a box. We started to wonder how to protect our bed.. we simply made more rafts, with more beds. We made a base to store our stuff and we actually had a bit of fun. After building a shipyard, we noticed this game is gonna take alot of grinding and doing the same thing over and over again. The whole game is a big grind, but we dont mind the grind. We played other games, we played rust, we knew sometimes its about farming. We made a sloop only to have it destroyed at the free port. We found out that people can put rocks in your smithy, so the weight goes up. While we were out farming, somebody sank our boat by filling the smithy with stones. joy. Other friends started to play the game and the lag was finally getting better, we got together and started playing on a island where we could actually claim land so we could spawn on a bed. Hooray! no more constant fear of someone destroying your beds, we can actually make a base and spawn in there. They had built a schooner and were coming over to our island to pick us up. Why they would risk the long journey i didnt understand, untill they told me their island had no fiber nor metal nodes to farm. So we started to farm fiber and metal to take with us on the ship. Then it downed on me.. why would you live on an island that has no fiber nor metal? 'Chinese' was my answer. Apperently the chinese all banded together and had claimed or killed everything in decent area's. FIne then, we will live on an island that has no fiber, no metal nodes and where it is so cold that if you don't have 50 points in fortitude you instantly freeze to death. JOY! I had been playing ATLAS for quite some time now, and we got used to our new island, without fiber. We didnt make a new boat yet, because 6 of them got sunk by the damn ghost ships. There were so friggin many demon ships everywhere that there was no point in even trying to sail again. We got used to being under constant attack by wildlife. We gained some levels from the wolf and tigers that seemed to be on infinite supply on our island. Every task was a struggle... farm some wood, you die about 6 times to a wolf. Not that we didnt kill the wolves, but if there are 3 wolves on your ass and they all attacks 3 times per second, while knocking you back? it's pretty impossible to survive that. Farm some stone, a tiger will sneak up on you while you are on your knees trying to hit the damn rock. Try to farm some hide? 15 voltures will try and steal the kill and attack you if you stand to close. When you try to kill one of them, they all attack you and you kinda just instantly die. So once in a while we aggroed some voltures, drag them back to our base and shoot them when they clip through the walls. They would disappear for a while so we could actually get some hide. We noticed that animals fall down from the mountain on our island, and because of that there are huge amounts of creatures around. You get used to it and once you actually get some levels. it becomes easier. But i don't recommend this crap when you are level 12 like I was. why only so low level you ask? well, you couldnt go beyond level 8 in lawless regions. we were forced to spend too much time there, as we couldn't sail because of the chinese shooting us down, or the demon ships. Now I've came across a few alpha's before in the time I spent in this game, but alpha wolves were new to me. Boy did I learn fast. I learned that there is no actual counterplay to an alpha wolf. You can not outplay it, you can not do a certain thing to survive. If you didn't see the wolf coming, it will kill you. In the following days we killed the alpha wolves we encountered by dragging them in our taming pen, then shooting them from above. You take like 8 bows with you and a shitload of arrows, because after the nerf the bows break easier than a fat lady's resistance at the sight of cake. Or by luring them into an alpha bear, so it would kill the wolf. Or hope that it would attack some random animal it came across so we could run away and try to avoid it. -Keep in mind this is all before they nerfed the demon ships, nerfed the amount of resources it takes for boats and before the gathering boosts- I played ATLAS till late last night, because I was taming a horse. We spent hours to drive to a different zone to get sugar cane and with our second trip we actually managed to get the sugar cane home. The first trip didn't end so well. We managed to find the sugar cane, get it on board only to have our schooner "explode" without warning. We found out if was a whale that destroyed our boat`.We never saw it, it never warned us, the boat was just gone instantly. So the horse was tamed and I was so happy, we finally had a horse. I took my wolf mount out to clear the area of all the wolves and tigers so i could take the horse out for a bit and make it carry some wood while i was out farming. I was out of the gates surrounding our base for 2 minutes, hitting the trees over and over and over to get some wood, to see an alpha wolf appear out of nothing. I run for my horse as fast as I can to hop on it and run from the wolf... but I was too late, it killed the horse. There was nothing I could do, the horse was just behind me, but the alpha blocked me from pressing E to ride the horse and by the time is was on the other side of the horse it was already dead. after that the alpha oneshot me and I spent another like 30 minutes trying to get my stuff back from my dead body while the alpha killed me over and over again. All the time we spent getting the sugar cane, all that time spent taming the horse. gone in a second, by something I can not counter nor outplay. this is just retarded. and don't tell me you can kite it, because you will run away from it untill you run out of stamina, and then you still die. I managed to run from an alpha wolf once, because i was close to our gates and i could jump to the gate and the alpha clipped himself into the door and bugged so it couldnt follow. So for that to work you need to be very close to a gate and the game needs to remain very bugged. Lets not even start about the time 8 out of us got killed by one alpha while treasure hunting. all of us fully geared and armed, shooting and kiting it but it did not matter. everyone got oneshot. it simply attacks too fast, does too much damage and has too much health. I must be into self-flagellation or something because the next day, after ragequitting over the dead horse the day before, I actually started playing the game again. I took my wolf out to clear our area of wolves and voltures to actually do some grinding. I opened our gates and when I tried to shut them again by pressing E, it actually dismounts me from my wolfmount. I close the gate only to run back to my wolf to see it fighting a wolf.. you guessed it, an alpha wolf. goddamnit... the wolf dies, I die ( a little inside). Where I got the courage to actually stay playing after that I don't know, but I did. I lured the alpha wolf into our taming pen and kept it there. My thoughts were if I just keep the damn alpha wolf alive in there, the game wont spawn another alpha wolf and I would not have to deal with it for a while. So I spent about 40 minutes luring it in the pen, constantly dying, running back and trying again. But I managed to get it inside. Finally I thought, lets have some fun. I swear to god, not 5 minutes later of locking the alpha wolf in the taming pen, i find myself on the beach on my low level wolfmount. I see three wolves running towards me and for sure.. one of them is an alpha wolf level 212. I didnt try to run, I pressed escape and exit the game. Today I quit this game. I will not come back untill this alpha BS is fixed. I understand we lived on a harsh island, like it should be. I can deal with having 0 fiber on the entire island to farm, so you have to get it somewhere else by boat. I can deal with no metal nodes on our island, so we get it elsewhere. like I can deal with the cold that constantly tries to kill you, I can deal with running inside as soon as it rains so you don't die from cold. I can deal with not having any source of sugar on our island like sap, so we have to get it somewhere else. I can deal with the risk of our ship getting sunk while doing so by other players or by the ghost ships... What I can not deal with, is alpha animals that you can not outplay or battle. There is no way to counter it, no way to save yourself or your mount. and it's total BS. You can only do something after you already lost the things of value. REMOVE THE ALPHA'S
  2. Same problem on Xbox One. Crashes guaranteed when interacting with maps, or accessing storage containing more than 5 maps. Crashing when inside an islands discovery area, worse the larger the island. Pirate camps downgraded to very low level, so no decent booty. Massive polygon cliffs and mountains, with see-through glitches. Polygon creatures and textures. Open sea seems stable (unless you look at a map). Game is unplayable. A roll-back to the previous patch is preferable to the current game-state.
  3. No My base wasn't at the top of pillar was right on the ground, the half which survive was at the top of pillar, this is not the first time happened when the game come fill years ago I done the same build a base stay around for some time but one day I went to hunt for whales and i was away from my area around 3 days but still login everyday, when i come back all my base disappear the same way. To be honest this game is a waist of time, so many bug still going on since day one and they don't fix it but still put content on this game .
  4. Okay so I have spent days playing on my own single player server to get a feel for the game and I've been using a few mods - Custom Item Stacks, Regenerating Ships, Battle Stations!, Godsafe, CG Ships, HeavyShip2 more specifically I was working on a specific Location building a fortress dockyard on a recently Island I captured. D5 58606 -315660 2405. I got pretty far into building one night and exited (without any crashes, there had been some in the past quitting single player) to main menu then quit game to play another. upon returning 2 hours later I loaded into the game and everything went as normal, got in music started to cut in and out, I could move and interact normal but only for about 30 seconds before the game just closes - No Error report, nothing just closes to desktop. I try and try again with same result. I then replaced the current save with the corruption free back up, same result of crashing. I didnt have any near prior saves that didnt lose me hours work so I decide to delete my known saved location. Upon reloading I had to select an area to respawn and I had a few beds on the island itself I was working on, so I choose one closest to where I had been building.., upon spawning it doesn't put me at the bed, but rather, at the exact same location D5 58606 -315660 2405 where I had saved/quit before the issue started. Again it started to occur. I tried killing myself and respawning, I tried a combination of different beds on the island including one on a ship off shore, same result it would put me at those said co-ords and game would just close after 20-30 seconds. Finally I decided to delete my known location again and spawn from the starting point, and re-sail to to the island this seemed to work only I had lost everything I had in my inventory upon respawn. Along the way I saved multiple spots in different locations/regions and when I got close to the island, stopped offshore in a spot away from the problem location and saved. Then quit and reloaded, everything seemed to worked just fine so go back to, D5 58606 -315660 2405 nothing happened, no crashing, no body or sign of previous inventory items. I moved to another spot close to this exact location and tried to quit and reload and same result as above game would crash upon loading into the D5 58606 -315660 2405 spot. So I replaced the files with the ones I made a copy after resailing to the island from homeland and saving from the opposite end of the island I was building on. It works from this point on, and will allow me to return to D5 58606 -315660 2405 and continue building problem free, but when ever I save and try to reload from that location it results in the game constantly closing 20 seconds in which leads me to believe something with that location is causing a fatal error - an animal stuck in a structure, an item or structure itself causing corruption upon save.. Also after I built more then went back to the opposite side of the island to save and quit as it will work from this point, upon reloading one time I ended up getting back the same inventory I lost when all this occured and anything I had remade after was lost but everything else still seems to work so long as I do not try to save/quit from the mention build location or anywhere within visual range of it. I am hoping someone can help me pin point what could be causing this issue so I can eliminate it without having to lose countless hours of creation. The Save was on location ocean x3 y4 (The biggest Island in that region)
  5. Firstly, to the devs - you have made a good(ish) game - I have put 376 hours into the game already Now, i came here due to the marketing and advertising and references to the similarities of what this game is compared to EvE, and how it rivals EvE... After 376 hours, I can safely say, It is nothing like EvE, It never will be, this was false advertising/marketing at a seriously bad level... There is no economy, no market, no "Safe hubs", timers are seriously way over-timed, You don't have too much of a reason to go out and exxplore, it is forced gameplay to the point, where you literally cannot play the game how you want due to devs introducing permanent stat debuffs unless you go and do something, Age is completly screwed - In 1 month I have aged 100 years, The lack of player choice is somewhat blatantly in the face but disguised due to "The freedom to move around" - The building placements next to enemy territory, all well and good, but now I can lliterally place a cannon 8 steps away from someones building... I don't even need to think how to attack a group, I can do it solo, Just wait untill the players are asleep and then attack, 1 cannon, 50 - 100 rounds... There is no reason to group up, if you do your skill tree right you can literally have armour, cannons, etc to be able to attack ON YOUR OWN... There is no thought of consequences, 90% of the time if your not in a big group you will be grindingg 100% of the time... Fire arrows are ridiculously nerfed, 10 shots and a bow breaks with fire arrows... Its fire and cant even burn through wood without 400+ arrows being fired at it... All I see is another Ark game, falsely advertised, wrongly marketed, painted with pirates.... I am dis-appointed that I was lured here under false pretenses - The whole "Define your own character" stuff is rubbish, I age 100 years every month.... then get perma de-buff stats unless I ggo to the FOY, which I will have to do every time, just to ensure my character is not weaker than everyone else... Just to be "Normal", How can mercenaries work, when it is too easy for everyone to get the best stuff within 1 week of game time... EvE literally takes 6 - 8months to get anywhere near competitive at PvP... I am not saying the game should go full swing EvE... But it certainly HAS to turn away from ARK... This whole 18 hour rubbish to capture a ship is ridiculous... Even if everyone is dead.... There is no incentive to be a mercenary, a Pirate etc - Sure its fun going round blowing up peoples stuff, but you are building a perma grind game for all the solo players/ small groups, you are catering to the carebears of PvP world who lets face it dont have what it takes to play a game with half a brain, there is no incentives for anyone to do anything other than "Build, Build Build"... Oh apart from the forced gameplay... There is no diplomacy here, Racism is far too rife in the community, All I see is weapons getting weaker, tames getting weaker, buildings getting weaker but harder to build.... Griefingg is a serious issue, a serious issue.... But you guys don''t care... You wont divide the map to safe portions etc... you wont merge the PvP and PvE servers and just make the map 4 times bigger... You wont spread the resources proportionately.... There are currently 4 ships, and all are about the same in ease of sinking - There isn't a reason to build a galleon when it can be sunk as quick as a brig, by a brig with 30 spare planks on etc... There is rarely any PvP on the server its more PVsleeping raids.... I'm writing this, because after all the game time I have put in - I am extremely let down by the ggame, It is literally one big rip off of Ark, painted and sugar coated, and at this point, I think it might be wise if the devs / company stepped up and explained to the community exactly where they want this game going... With a solid floor plan of what is expected, and not in one months time for the next update, but for the next two years... where are you taking this ggame? what are you doing with the game? are you continously going to cater to the carebears of PvP.... I would like some sort of answer, as, as stated I was lured hear under false pretenses and marketing, The game is good, but it is not at all why I came here and has left me feeling very disappointed and mugged off, kinda like asking for a mint choc chip ice cream and given a cabbage on a stick with a bit of mud....
  6. so i answer your question and the best you can pull off is an insult followed by a tantrum and then another insult (not even a different insult)? is that the lenght of your argumentation? well well this conversation sure was short lived. Rockstar is already on my black list for programer misstreatment and exploitation EA? the same EA that was called dishonest by the UK parlament commettee? the same EA that buys studios and then shuts them down? the same EA that technically speaking invented lootboxes?, no ty. 2k? The same 2k that release NBA 2K20 trailer that included a literal casino roulette and slot machine in their advertising trailer? rofl Bethesda....the same bethesda that was forced to refound players in australia after the nilon bag scam?? same developer wich bigger fallout 76 title is well known for how bad it is? Ubisoft... i played tera for a while, they took asset recycling to a whole new level(hence why i left), game is literally dead ( no surprise there) as dead as their new title Ascent infinite real will be when people discover its more TERA assets mixed with the p2w mechanics of black desert online (mark my words on this one), ofc i will never touch anything they release, not even with a 2 meters long stick. Activision/Blizzard... what can i say, activision never released anything that was of interest to me, and blizzard had a somehow decent reputation because of wow, then they went full retard and released a movile version of diablo and banned a heartstone player who was rightfully giving his support to hongkong also last time checked Ogame it was so full of p2w elements that it literally was not worth playing. right now the best games are being developed by small/mid size developers, 7days2die, oxigen not included, satisfactory, factorio, etc. (no, not you ATLAS) so yeah they are to be avoided, first thing we can agree on.
  7. Restart wont help. Me any my company got the same problem since yesterday afternoon. J5 to J1 in central waters. After the restart yesterday evening nothing changed, today is the same.
  8. So, I am PC... downloaded recent patch, 538.6, and loaded game. It freezes at the load screen after I try to join a server. Tried several times, same result. Tried to validate files through Steam twice, both times it told me it found a bad file and would acquire it... still freezes at load screen. Uninstalled the game, reinstalled, still freezes. Tried validating two more times, same result. I am hoping someone on here knows how to fix it. One thing I find odd, is that the patch notes say that this is version 538.6, but oddly enough the main screen says 539. Not sure if that has anything to do with it, but I need help. Thank you in advance.
  9. ALL INFORMATION BELOW IS SPEAKING OF NPCS FROM A LEVEL 1.6 PIRATE CAMP AND A LOW QUALITY JOURNEYMAN MAP. TL;DR, The Lowest Level Stuff. Level 1.6 Pirate Camp As of 26/10/2020, npc pirates mounted on weapons are immune to all hand-weapon damage I can find. Pirate structures can't be damaged by anything inexpensive, and can't be damaged by anything in your hand (with the possible exception of grenades, which I haven't had the time to try). You can't even use picks or axes to break down walls. Frankly, this is bad enough in my opinion. You can be killed in seconds by basically any pirate, even when wearing good gear, if you're not confident with the combat in Ark sorry Atlas. However, the devs seemed to think that this was not bad enough, because it keeps going. Pirate camps are equidistant from each other on most islands, meaning that it's nearly impossible to settle anywhere that you will ever be safe if you go a hundred metres off to the left. Oh, and did I mention that level 1.x pirate bases can spawn pirates (just in my experience) up to level 78? (that's not the highest level I've seen btw, just the highest one I remember for certain) This all means that a troupe of people having just left a freeport, with no real possibility of having equipment blueprints or equipment past common level will land on a new island, be under constant threat, and be basically incapable of dealing with even the lowest level threat without essentially cheating. I did find one way that works. It's to go up in a mountain, with a rifle, a lot of ammunition, and, at ultra long range, start shooting the pirates. 5 shots per pirate is about reasonable, and they all run around when you shoot one, so you're going to be here for a long time. I assume that's the griefing you (devs) were worried about though. Oddly, that's the path we've been forced to go down. (I will address tames later) Journeyman Quality Soldiers of the Damned Likewise, as of 26/10/2020, Soldiers of the Damned do take damage from ranged weaponry, which is a far cry better than them being immune as they were some time ago. However, as of now, from a journeyman quality treasure map, they take so little damage and do so much damage that a man in plate armour is killed in a few hits, while we can shoot them dozens of times without any results whatsoever. In melee, because there are so many of them, that are not in any way tagged to the number of people in the area of the treasure map (at least so far as I can tell), and they are not significantly slower (if at all) than you are, a small group of people get overwhelmed, and die. Oh and if they don't swing at you for x amount of time they decide you must be griefing and they despawn, just in time to respawn when you try to get your equipment back from your body. Tames Okay. We got here. Yes!!!!! We can at any level defeat pirate camps, and soldiers of the damned. All we have to do, is use tames *happy noises*. And you know, I think that's totally fine. What isn't fine, is the fact that tames are not the only things in the game. In fact, there are many other forms of weaponry that have been implemented into the game, and, supposedly, these other forms are useful. One very important piece of game design that you (devs) seem to never have been taught is that nothing should be added into a game for the players to use that doesn't explicitly have a use. Essentially what I'm saying is this: I get you want people to use tames. Great! They will. Let us use the rest of the stuff you put into the game too. As of right now, it's incredibly difficult to use what you are given at the beginning of the game, to beat what you need to beat to get to the next stage of the game. And to the people who would say "well you said it yourself, it's possible, game design done"... I... just... go away. Possible is not the same as fun. If you give me a gun, I should be able to shoot things with it. If you don't want me to be able to, fine. Delete all the guns. They're clearly not meant to be part of the game. Why You (Devs) Did This I have read up on this as much as I can, so please correct me if I'm wrong about any of these things. In terms of Tames, I'm not going to say that this game is a copy paste of a game where tames were inherently more important, but... I'm also not going to lie. Pirate Bases were being effectively cheesed, and so were Soldiers of the Damned, and the way that both of these were being done was by staying at far away range with either a person or a ship (or sending in one person to kite) and then using time, or ships, to destroy all hints of resistance with no difficulty at all. Frankly, I understand why you thought that a fix needed to happen, and I agree. However, allow me to give a potential set of fixes. What Should Be done (give or take) I'm not trying to write your game for you. Please take these suggestions as genuine suggestions from someone who wants to love your game, but can't, and not as some stuck up prick trying to tell you what to do. Feel free to change numbers, dismiss ideas, etc., but please understand that these are suggestions that I have passed by many people, and that we all think would make the game better. 1. Here's the kicker. Outside of npc aggro or "chase" range or capabilities, you can't damage npcs. At all. I'm gonna try to clarify. NPCs in Atlas have a range where, if you shoot one of them, they will come after you, and at some point, after running far enough, they will return to base. It's possible I've misread this, and it's only based on time, in which case add it. Add a maximum radius around the npcs. Make it the same size as the range of the longest ranged npc, possibly excluding mounted weapons. So: If the longest ranged npc is an Archer of the Damned, then you can't hurt the Soldiers of the damned, unless the Archer can hit you. No matter what. They might not aggro until you get the first shot in, but once you do, they can hit you, if you can hit them. This is simplified even further because, done right, you can't just have 1 person kiting with no consequences to anyone else. If you can hurt the soldier, the soldier can at least try to come over to you and hit you. Make this obvious by having the reticle simply not register them as an enemy until you're in range. What does this fix? If worried about people hitting things from a ship, totally fair. Can the npc chase/shoot far enough to get onto a ship? If not, then people on a ship can't hurt npcs. Worried about people hiding in a mountain to shoot the pirate camp? Totally fair. Can the npc shoot high enough to hit the mountain? If not... see where I'm going? Perhaps artillery range has to be equalised, meaning that artillery can damage the base as long as the base can damage it (at least conceivably), and the range should probably stay the same even if all ranged units are picked off, but this should be a relatively simple fix that makes griefing and cheesing impossible, as well as making it very possible to play however you want. 2. Everything needs to be damaged by everything (Without violating the first rule). An enemy with armour can have resistance to arrows and bullets, but it should never be more than 50%. Frankly, 50% is, in this game, barely reasonable for a bow, and completely unreasonable for a gun. 3. Low level Pirate Bases have Low Level Pirates. Make a reasonable progression. If you want one boss pirate, then maybe make that one pirate level... I don't know, 10 levels above average? Every other pirate should be an equivalent level to the average level of random animals wandering around (10 or so), and then scaled for level of the pirate base. This would mean a level 1.6 pirate base would have most pirates of level 16 (Base level 10 * 1.6), a few above, and a few below. And not above as in level 78, above as in level 18, below as in level 14. The highest level pirate bases may need a buff after this, and that's okay. Maybe instead of it being a flat 10 * Level + ((level/10)*10). This would mean that a level 1.0 base would have level 10 pirates, a level 2 would have level 40 pirates, level 3 would have 60 etc. etc. I really don't care all that much how the scaling is done, I just care that it is done, and that the low level bases actually have consistently low levelled pirates. 4. Mounted Pirates have damage reduction from ranged weapons. Maybe 50%, maybe even more. Frankly, npcs on mounted weapons are the only reason I can ever see a damage reduction above 50%, so go wild. 80% damage reduction if you think there's any reason for it. I feel that fix #1 would fix most griefing with mounted weapons anyways though. 5. Npc Structures (namely pirate camps) should have high, high damage resistance, and maybe even immunity, to weapons like the bow, sword, and guns. They should have damage resistance (only resistance) to tools, and explosives. 6. Normalize Soldier of the Damned Spawn Numbers and Levels. Again, some kind of arithmetic with the levelling of SotD would be great. However, the biggest issue that is the easiest to fix is the number that spawn. Right now, as far as I can tell, it's a fixed number, or at least it's quite high. So, make it 1+ party number on common maps, 2+ on journeyman, etc. etc, along with the basic levelling that is being done. Make this number tagged to the same damage radius as in #1, meaning that if 1 player character is inside the radius of a common map, we get 2 soldiers. If another player gets into this radius, which they have to do in order to hurt the soldier, another soldier spawns, and does not despawn until all players exit the radius. And, because of how Soldiers of the Damned work right now, when all players exit the radius, all soldiers retreat into the ground. Obviously, there would need to be a counter to avoid having 1 player in the radius, 2 soldiers, 1 killed, another player joins, and two pop up, as that would be unfair (at least unless there was some kind of timer), and the number should perhaps not reset right away, but I'm sure that can be figured out by people smarter than me. 7. Soldiers of the Damned should not be able to respawn, or regain health if there is active combat going on. Just... this is violently frustrating when you've whittled down the numbers through skill and then suddenly, poof, everyone has full health and the four you killed are right back up shooting you in the back. Afterword I may edit this if I remember other things that should be added, or to clarify things that are unclear. However, this is a genuine plea from a casual player who wants to introduce people to your game, and wants to play your game, but simply doesn't feel comfortable doing so because of how badly balanced it is. I understand that these changes would be a major change to the balance. However, lets face it. The high level players looking for a challenge are not going to journeyman treasure maps, or level 1.6 pirate bases. They're going to the Hydra, the Kraken. They're going to level 10 pirate bases (assuming those exist and I haven't blanked). The higher level balance of this game might be amazing. It really might! The issue is I don't know, because I've never been able to muster the caring, or capability, to get to those higher levels. Frankly, I'd love feedback. If you, Devs, feel that some of these requests are unreasonable, please tell me why. Maybe I can offer another option. If you, other players, feel that you have something to add, please do. All I'm asking for is a some changes that would allow people just getting into the game, to get into the game. Without these changes, taking down one pirate camp, on the lowest level island we could find, with our basic equipment, would take (at rough calculation) over 6 minutes. And not 6 minutes of adventure, or fun fights, 6 minutes of potshotting from a mountain side, and waiting 10 seconds in between for the pirates to calm down so we can shoot them again (that's ignoring the mounted pirates). And without these changes, a party of three people, at level 25-30, are literally incapable of taking down a journeyman treasure map without use of the only mechanic that you've allowed to work on it (tames). This does not make for a welcoming environment for new players! It's viscerally frustrating. What makes it worse is that Atlas has so much potential. It's the Pirate game I've always wanted, and never got. But right now, it's still not here. I have gotten three people (and counting) into playing this game. And so far, we've stuck with it, because we like playing together. So if we need to randomly tame 10 boars in order to get our first treasure map, even though none of us wants to have boars, or wants to go into the taming tree, we do so, and make it fun because we're friends. We like playing the game, because we like playing games together. I guess what I'm saying is, I'd love to be able to play your game, not because I like who I'm playing it with, but because I like playing the game.
  10. For me the coins started to come / the system started to work when 1. i changed the market private then back to public (probably it means nothing, but why not?) 2. Suspended then unsuspended the Market (remember the first rule if something is wrong: reboot - Gomez destroyed then rebuilt the market and that worked for him too) 3. Then i deleted all of my offers and i put back only a few, manageable offer from a same input and output with 1:1 ratio. For example, i had 4 offer: strongwood for strongwood 1:1, Fronds for Fronds 1:1, Granite for Granite 1:1 and Honey for Honey 1:1. 4. I had 5-6 accepted trade routes, 2 canceled and maybe 1-2 sent or received. I made business only with 1 tribe/company, i sent to them wood and received the exact same ammount. Same with thatch. For 30 hours, in every 5-6 mins a new shipment has been generated beetween us. Sometimes i got 9 gold from it, sometimes only 1 gold, sometimes the ship captain stole my whole cargo, or got different materials or parrot eggs as bonus reward. These random mini events/random stories probably are there only for some fun. I could trade in the same region only (because of the dev's limitation), and in these 30 hour period i got 3000-3500 gold, so this gave me around a 100-110 gold per hour passive income. I think, later, when the devs will allow trading with different grid, this ammount will be higher, much higher. So, if you have a warehouse+market combo, this system can generate the gold ammount you need for tier 2-3-4 ships in a few a days/weeks. But, then suddenly this morning it was over, dont ask why, i dont know. After i go home from work i wanna figure out...
  11. Summary: Use what you have already developed. You can achieve a lot with very little effort. For each new possibility create an option to activate/deactivate. This gives you direct feedback on what players think is good/bad. What they use and what they don't. On all the platforms discord, forum etc. you only get feedback from the loud players. Is that the majority? I don't think so. And please maintain a page with all settings you have. In the game, in the Wiki or somewhere else. Detail: Here are my thoughts. The game is good, has great potential. Only the long-term motivation suffers at the moment. Why? I look back on e.g. Rend. The crafting was solved differently there. In order to produce better weapons at a higher level, a certain number of weapons of this kind had to be produced with lower quality. I.e. you want to craft a better bow/gun? Let's say 110% instead of 100%. Then you first have to make 10 bows with 100%. Or another example. You want to build stone walls? Then you must have mined a certain amount of stone to be able to learn this skill at all. It was a somewhat more natural approach as currently in Atlas (or Ark). Here it means find a blueprint and you can make it right away (if you have the resources). (And which is completely illogical. You can only make a certain number. That's like if I can only build 5 cars. Afterwards I am then again too stupid and can only horse-drawn carriages.) Furthermore, this approach has the advantage that when playing in a group, the skills/activities have to be split even more. Vitamins and food. The vitamin system has already been quite defused and certainly still doesn't have too many friends today. Too bad actually. Yes, I admit it. I'd rather let my character die than take care of the food. Why is that so? It's the recipes. For pretty much every recipe, I need special resources that I can't grow myself. So actually it's pretty useless to build a small farm. Everything I need for the recipes, I should be able to grow. For example, why can't I grow olives, lemons, etc.? Should I sail halfway around the world to get the materials? Yes, I do that exactly 1x, so that I have the seeds. Then I want to be able to plant it myself. I have to travel a lot because of the different resources. I don't feel like doing that because of the food. Is this a sailing trip simulation or a game with fun? Speaking of sailing. Much has already been written. More ships etc. Yes it is true. More different types of ships are needed. One that can transport a lot but cannot be armed. One that is fast but weak. One with thick armour but slow. One that can shoot further, one that I can ram with, one that only makes sense in the shore area for defense. Different tactics should be possible. That makes it interesting. If this causes a lot of work for the developers it will be done later. But why can't I apply boost to my ship? That would certainly be relatively easy to implement, a quick win for everyone. Makes a recipe for faster sailing, one that reduces weight... There is already the possibility to shoot faster. When I activate a homemade magic cake, a temporary boost is triggered. Especially the PVP players certainly have a lot of great ideas for this. Discovery Zones and Skill Points. I think that's a bit stupid at the moment. It only leads to stopping briefly at each island, setting foot on it and then immediately sailing on again. And the fact that there can still be different zones on an island makes this system even more confusing and impractical. I don't find it very motivating. And the islands in general. The following situation. There is a coconut on the beach. I let it be picked up by my character. I get cactus. It is definitely a coconut on the beach and not a cactus. I expect then also a coconut in the inventory and not cactus. Unfortunately, it is still the case at the moment that the same thing leads to different resources on different islands. This means that each island must be tested: Is what looks like Resource A really Resource A? I think it's a big mess. On one island the tree gives Strongwood on the other the same tree gives Softwood. I find it chaotic. Tax. I didn't understand that, what should be the principle behind it? Why should I pay tax to someone if I don't get anything in return? Give it all a meaning. For example, if I come into a tax area I have the possibility to pay the required tax or not. (After all, we are pirates here and certainly do not pay taxes voluntarily). And if I pay tax, then it is e.g. not possible to kill or rob me. Yes, this might become a bit complex in the implementation. But as it is currently implemented, quite demotivating. PVP or PVE. This question has been discussed controversially several times. From my point of view, a way should be found to bring these two worlds together. Because the game world is too big to support only one of the two. Why not decide when logging in, do I want PVP or PVE? Players in PVE mode are specially marked. Killing them or stealing their equipment/ship is then not possible. Maybe you can only steal their goods. Or they have to pay tribute... Maybe it would also be good to give players a score about how good/bad they behave and accordingly the player who kills another player gets more/less XP. As I said, this is quite controversial. And either the developers already have a solution in mind or they should discuss it with PVP and PVE players. Animals. There are a lot of different animals. But useful? An elephant is a must for the wood. Or a bear for the fights...but most of it is unfortunately quite useless. I would like to be able to use animals for certain purposes and each animal has also a special meaningful use. The implemented features are currently sometimes too weak to be considered meaningful. And also other features like the Para in Ark. An animal indicates when enemies are approaching. And then wolves, tigers etc. should be able to defend my home independently. Snake? Dead. Player? Dead. Currently they cannot be used well. They either run too far away or you just can't find them anymore. And if they are injured, they don't return to a safe place. The result is always the same. You lose them relatively quickly and the benefit has been small. Breeding/Farming. That I can't breed all animals/plants on all islands...I personally don't think that's a good design decision. Many players want to settle on the same biomes. If the penguin with its temperature regulation could be used here, it would certainly help some. And why can't I also use the penguin with the plants? 3 penguins and I can plant an olive tree in the Arctic. Wouldn't that be fun? Wild Pirate Camps. My current experience with it is somewhat disappointing. Pirate ship sunk (needed about 200 cannonballs). reward? zero. The pirate camp with 2 stone houses cleared. At the end 2x3 explosive barrel. reward? 2 pieces of standard cloths and a little bit of gold. Costs and benefits are out of proportion. Why should I fight these pirates? What should motivate me? No relevant reward. And that you can't hit a pirate at the cannon (he is immune to damage) other player have already complained. That I can only carry a killed pirate...only my animal able to mine him and get armor and weapons? The base for the Wild Pirate Camps is now available. Now this concept does. Fixe the illogical elements and expands it. I have an extremely bad reputation? Send me pirate ships or SoD chasing me. The difficult part, the AI, is already there. Use what you've already developed! The game knows my strengths. It could react to it and make the attacking pirates (or group of pirate ships) accordingly strong. SoD only occur in groups. No more single ships. How about a little more variance? At the latest after the x-th ship it becomes boring. And also these ships should be dependent on the wind. Otherwise it is quite unfair and weird. The same applies to the Treasure Maps. Almost impossible without an animal. Try different strategies? Useless. Only melee weapons still work. At least in the Single Player ...always the same procedure is boring. It should be possible to recruit your crew (NPCs) without freeport. The following happened to me earlier. I got my first NPCs. Then my ship was sunk. New NPCs? Sorry, max. 10. The fact that they were dead in the meantime did not interest the game. I thought it was pretty uncool at that time. Also the repair of the ships was criticized already several times. So I haven't had ships repaired by NPCs for quite some time. Probably I have hired simply lazy / stupid NPCs. Here I think all structures connected to a ship should be repaired automatically as soon as an NPC has no other task. Even on the high seas, as I can do myself. And please indicate if any materials are missing for the repair. And why can't I skill the NPCs for their purpose? The NPC on the sail can then turn the sail faster. The NPC that repairs can work more effectively. On the gun, they shoot faster... And if we already have NPCs. Can't I assign other tasks to them? Cut down trees and bring the resources to the camp? I'm supposed to spend more time at sea, so the activities on land should be done by the NPCs. Every pirate needs a base on land. Therefore, something useful should be done there during my absence. Today they just stand around senselessly. Gold. What can I do with gold? The NPCs pay, yes. But I only have a handful. They can't do much. Buy all resources? I haven't looked at the Freeport lately. At least a few weeks ago not all resources etc. were available to purchase. Seeds? Fruits? Food? Low Level Animals? Standard Weapons? Planks? Trading in Single Player? If there are no other players/dealers that can buy from me. At least on the Freeport I should be able to sell surplus. Much of what I wrote here has already been suggested by others. Try to communicate even better. Take single points. Discuss them (in writing!) with the players e.g. here in the forum. The player have from time to time the easiest and greates ideas. Let them participate in the development. At least give them the feeling. If the players can't bond to the product, you'll lose them. Sorry for this long text.
  12. Video games and (social) darwinism----------------------------------To start off with this essay I want to recall the definition of social darwinism:A theory that inherent dynamic forces allow only the fittest persons or organizations to prosper in a competitive environment or situationWhile this is true for reality and competetive games in the genres of rts, moba, fps and others, where the only point of the whole game is to compete and perhaps best the enemies, this shouldn't be the case for many other genres, in this case speaking of (massive multiplayer) open world games.The biggest problem with unrestriced darwinism in such titles is the discrepancy of player types. You will find the hyper casual gamer, playing an average of 10 to 20 hours a month but you will also find very dedicated, or flippantly said hardcore, gamers with the same amount of playtime in just a few days and of course, everything inbetween. The biggest problem that arises by this is the makes gradient between those players. The person investing more time will naturally progress faster and in fact will be way more powerfull and have more knowledge about the game overall compared to a player with a much lower playtime. This for itself is no problem at all but it becomes a problem in the moment where any player at any state of the game can unrestrictedly engage every other player at their current state. But why is this a problem? In fact such an environment creates a prey-predator relationship between competing players with a rapid expansion in the gap between those players/groups. When you can (and will) lose almost everything you accomplished in the previous hours of gameplay the level of frustration in those players on the losing side will rise very fast to a point where they just won't continue playing the game due to the lack of positive reinforcement. Lack of prey, as observed in reality, leads to death of predators who cannot maintain to nourish themselves. Transferred to a videogame it's the boredom of the 'predator player' that will starve their interest to play to death due to the lack of (interesting) enemies. In other words, the joy of winning will become meaningless if the fight was decided all along. Of course this could lead to a balance at some point, but as this point is reached the overall playerbase might have decreased to a point where people won't find other people in a reasonable time and therefor get bored and finally quit the game aswell.Current gameplay and player interaction in 'ATLAS' (v8.56)----------------------------------------------------------The world of atlas is vast. Still it's at an estimated minimum of 80% water, some zones you cannot build in, or if you can, your buildings will persih in a short amount of time (96h of real life time at maximum). There are areas where you can claim a patch of land and build up a base that won't perish, yet there is no restriction for a single player in this claiming system. A single company (the name for a player formed faction) could be able to dominate the whole map with close to 0 chance for another group or soloplayer to ever place a foot in the playworld and become a 'worthy oponent'. Of course those claims can be contested, but only on a pvp server. On a pve server as a new player starting on a server that is running for even a short amount of time it will be impossible to claim land and build a base other than waiting for a whole company to become deserted (and still you would need to wait a pretty long time before their claims will perish by simply not logging in). In fact a relatively small amount of players will live like kings, while the others will play in a constant 'fear' of losing everything they played for over days in just some minutes due to the simple lack of some space they could retreat to. Conclusion----------In the current design of the main elements of the game, a server with an aimed population of ~20-30k players is completely utopian since the environment can't maintain those playercounts. Real social darwinism is for a world where people can face real loss and therefor are more cautios with their personal decisions. In a world where a 'life' is worthless, because you just respawn. You face no real moral downside of acting like a complete moron. Ultimately you don't have to live with your decision. This is good. This is what games are for, but still a game designer can create a system which almost feels fair. Life isn't fair, but our games, which most of us spend our freetime on, for amusement and recreation, could and should be.But this trick is to be done by the developers and designers. Discuss! and of course feel free to debunk my ideas on possbile changes for core game mechanics https://www.playatlas.com/index.php?/forums/topic/21804-two-wrongs-aint-make-a-right-various-suggestion-on-obviously-broken-mechanics/
  13. The wind is always turning clockwise and some say it is also always the same direction when it blows with full power or with lowest speed possible. It is also every day always the same direction at the same time. So you can learn the wind according to your playtime and grid and you can always drive in the same direction if you want the wind to blow in your sailes. Well if you need to go in another direction you have to counter the wind.
  14. I keep hearing that, but sometimes I doubt about that. I mean... What's the core of sailing? - Ships. - Weather. - Ocean. In two years they added just 2 unplayable, unbalanced ships. The weather stays the same as from the beginning. It's pretty basic, simple, predictable and sometimes absurd, like playing Pacman with tornadoes or facing the rain in polar while it's -30*c (-22*f) or heatwave +30*c (+86*f) in snowy Tundra. We have same unchangeable sky. Random rainstorms, cold/heat waves and fog. All those occurs by RNG. And that's it. The whole overhaul of weather needed. So the would be different weather, windy or calm, warm sunny days (freezing sunny in polar and tundra), or cold cloudy (warm cloudy in polar and tundra). So there would be storm fronts or just gray drizzles. Snow blizzards or just fluffy snowflakes like Christmas. So we would see puddles or snow cover on surfaces. So we would see amazing sunshines and sunrises. Thunder anvils and even supercells. Rainbows, and st. Elmo's flares. So we could teach meteorology in skills to predict the weather. I mean even SCS which does just a game about truck drivers do a lot of job to create amazing skyboxes. Altho it seems why would they even bother? And the ocean. Again - as simple as it gets. Just randomly rendered damned ships (alien bone ships with disco-rave on it, doesn't look scary for me). Whales. That's it. What dev did last 2 years? They improved technical and hardware stuff, I can feel it. That's good. But on the other hand. All they do is just adding physical objects in the game (like new houses, new tames, new towers, new tools, new objects, tames hats...) and randomly messing with numbers. I dunno how you guys feel, but it seems to me they either don't wanna touch the core code of the game for some reason. Or they don't know how to change it. So that's I worry most about. They WONT improve the game. So all we'll get is more and more different objects in upcoming years, but sail the same rotated clockwise wind and play Pacman with random tornadoes...
  15. Well I can't log into game and my ships stuck in a deadzone and my charectors on it f3 region pve bottom left island had the same problem on the top rightnisland but the ship wasn't at that one at the time so it was the case waiting for my charector to die so I could spawn on ship however this time everything I own is on my ship and its stuck at f3 bottom left island and I can't load in been trying now for 2 days to load in and even when my charector does die I need that ship which I can't get to as its a deadzone there can you deva move my ship or summit this is ridiculous how I can't even play your game even tho I wish I could company name a wolfs moon ship name schooner matata I've submitted 5 tickets so far also its this is annoying
  16. ATLAS

    Patch Notes

    released patch notes v218.31 - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) - Magic Mythos has been disabled v218.30 - Magic Mythos enabled on the Official Network. Bonus 2X Harvesting, Taming, XP, and Treasure Gold v218.29 - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Disabled Magic Mythos bonus rates on Official Network v218.28 - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - The serpent boss, Anacthyon, added to Blackwood - Magic Mythos enabled with 2X Harvesting, Taming, XP, and Treasure Gold v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. v209.499 - 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 v209.497 - 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 208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus 207.991 - Fixed bolas releasing creatures prior to their timer ticking down entirely. v207.99 - Fixed a bug which prevented tames and crew on ships from not having their claim timer refreshed on PvE. To refresh their timers, you will need to board the boats they're on. - Fixed a bug which would result in the XP Curse lasting permanently (retroactive) - Fixed a bug which prevented firing cannons which were placed on the top deck above gunports - Beds can only be used to spawn on after their initial respawn cooldown has cleared v207.981 - Inactive PvP boats will now automatically destroy after 4 weeks of inactivity - Enabled auto-destruction for decayed structures on Official Servers. - Sunken ships will always destroy after 5 days on Official Servers. This will clear the icon from your maps too, as long the area where the boats were sunk have been revisited. - Gunports can now be opened again without cannons (i.e you can now fish out of them again) - Fixed some invalid cannon placements / shooting edge cases. - Open gunports will obstruct firing from any cannons that are not explicitly linked to them, either by dismounting the shooter or blocking the projectile. - Fixed a Sail placement exploit. - New game.ini mode for Sunken Ships [/script/shootergame.shootergamemode] DestroyDeadShipsIntervalTime=0 // Defaults to 0, meaning sunk ships would last forever and set to 2592000 for officials. v207.972 - Fixed an issue where NPCs on a Galleon's front NPCs would not replicate, due to the Captain being all the way in the back. This would have previously shown Missing NPCs, even if they were stationed. v207.971 - Updated localization for German, French, Turkish, Ukrainian, and Swedish. - Gunports will no longer open if they do not have a cannon snapped to it - Cannons using gunport-snaps now check for near-by freely-snapped cannons before snapping, in order to prevent multiple cannons shooting from one gunport. - Fixed the Global Ship Limit counting Sunken Ships v207.95 - Increase torpedo ammo weight to 12 - Increase the torpedo launcher weight to 240 - Reduced the weight bonus torpedo launcher receives from closed gunports to 20% - Bola CC duration reduced to 6 seconds on players - Bola release time now reduced to 0.5 seconds when removing it from a player - Torpedo crafting costs updated. Reduced by approximately 20% and updated metal to require 2 types of ingots. Mythos requirement unchanged. - Flame damage now eliminates ballista harpoons - Improved server performance on Golden Age grids as AoD enemies will only be networked to clients once they've awoken. - Ballista Harpoon reload time has increased - 2x Magic Mythos is now active with bonus rates for Harvesting, XP, Taming, and Gold. 207.93 - Mortar and Pestle slots increased to 40 - Soap Blueprint added to Cooking Pot and Grill - Large Storage Box slots increased to 100 - Small Storage Box slots increased to 40 - Sugars now stack to 500 (increased) - Thatch now stacks to 1000 (increased) - Grenade weight increased to 5 - Firegel, Gunpowder, Blasting powder, Mythos and Coral can now be stored in the ship resource box. - Reduced Grenade damage to players by 33%, to NPC Crew and Creatures by 10% - Increased Playershop health to 12000 - Reduced base damage of Blackjacks by 10% and reduced the Fall Swing damage by 65% - Doubled stamina cost of shield bash - Fire Elemental now takes 50% more damage from Shotguns and 100% more damage from Ballista - Fixed ""Fail" sound line for the medkit using male voiceline for female characters - Fixed being able to place wallhooks on demolishable resources to prevent floating structures - Fixed being able to place triangle foundations on top of beds - Player Name is now included in the tribe log when scuttling ships or demolishing it via a shipyard - Fixed a bug which allowed you to move whilst bola'd - You can now base on non-allied PvE boats, and we've added an actionwheel entry to force non-allied characters off of your ship in PvE 207.91 - Torpedo Damage reduced by 45% - Boats will no longer sink when overweighted or overcrewed if they are fully anchored (green anchor) - Settlement Mode: Claim Flags now appear on the World Map for the grid region you're currently on - Submarines docked on hangars now retain their colour after server restarts - Prevented firing from gunports if the gunport has not fully opened. This is to resolve crews being dismounted as they were blocked for firing too soon - Quest skills are blacked out with a silhouette when not learned - Cocoa can now be crafted properly in irrigated grills - Fixed FPV reload animation playing when switching from TPV to FPV with the Crossbow - Fixed an issue where servers that were running for more than 4 days consecutively without reboot would have choppy water on the client. v207.9 - Networking range for players on ships is now the same as players not on ships (~34,000 units) - Networking range for unseated NPCs on ships are now about 18,000 units, and seated NPCs are now about 9,000 units. - Fixed Crows no longer flying to attack. - Fixed Shipyards at max storage capacity (300) fail to create ships. - Fixed being unable to gain any stamina after sailing to another server with a stamina debuff active from using any feat, for example, "reload overdrive" feat on a ship. Previously you would have had the debuff permanently until you die and respawn v207.81 - Improved third person view offset so that it now positions at the average head height rather than the center of the character's capsule. This should improve how it feels when the camera is brushed up against a collision in the world. v207.8 - If a launched torpedo hits within the first 3.75 seconds of being fired, it will do significantly reduced damage - Torpedo overall damage reduced by 20% - Torpedo overall projectile lifespan reduced by 10% - Torpedo and Torpedo Launcher crafting cost has been increased - Fixed hotkey assignments to save on relog - Readjusted Marker UI location when minimap is open to prevent overlap - You can now use "prying eyes" to look inside lock chests if they are your own company's boxes - Cannons/Puckles will no longer fire in peacetime if the structure does not own the claim and the target is a player or tame - Significant shoreline data memory optimization v207.7 - Fixed harvesting boost from giving more resources than intended - Fixed some unharvestable rocks and adding Fiber to missing freeports - Moved sextant GPS/Speed/Direction from above the hotbar to below the sextant compass widget - Prevented using Lucky Loader when in the middle of a reload - Fixed Harvest Boost and other skills from resetting their cooldown upon death - Crafting that requires 'water' as a resource will now consume 100 water, rather than the entire container - Fixed Grill not being able to use water containers as a crafting resource - Fixed overlapping text with Reservoir and Grill - Hydra is able to reliably break down trees - Fixed an issue with fishing rod where it would destroy itself when the item had broken v207.6 - Added JSON object library. - Added blueprint interface for anonymous communication between mods. - Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. - Re-enabled UObject counter in the devkit v207.5 - Fixed an issue with dropped ship cargo being incorrectly calculated v207.45 - Optimised Fog of War memory usage. - Added a new slider: Ship Draw Distance (note: changing this will require a client reconnect to take effect). This setting changes the distance at which non-core ship structures and seated characters will draw for clients. If you wish to revert this, move the slider all the way to the right, alternatively, slide to the left for higher performance (particularly in large-scale ship battles). - Looking at boats through a spy glass will force maximum draw distance on non-core structures and seated characters. v207.41 - Fixed some server-side crashes - Fixed double harvesting feat - Ship of the Damned will now lose agro if they have not dealt damage for some time - Ship of the Damned Galleons now have cannons on the front - Decreased the time it takes for Ship of the Damned to respawn on Golden Age Ruin servers by approximately 75% (previously 1 hour, now 15 minutes) - Fixed being able to drag players inside the Ice Dungeon v207.2 - Fixed a server-side crash v207.2 - Enabled Ship Structure Weight to the item tooltip - Fixed a client crash caused by crop plots - Giant Tortuga: Added step damage to prevent getting stuck on trees. Increased step height to prevent getting stuck on small obstacles and helps to more easily get out of water. Decreased tail swing range as attack missed at old max range. - Fixed combat state not being unset with gamepad - Fixed displayed ingredient requirements for Unthinkable Delicacy. Notable differences: 25 animal meat -> 10 cooked prime meat 10 Magic Marrow -> 10 Mythos added 50 hunger requirement to feat description - Updated Cargo container and Dinghy hangar to respect activation rank - Updated Shipyards and Scaffolding to respect activation rank - Server option to force disable structure prevention volumes Server Launch params: ?DisableStructurePreventionVolumes=true or in GameUserSettings.ini [ServerSettings] DisableStructurePreventionVolumes=true v207 - Fixed a bug which impacted Ship of the Damned's ability to sail - Updated the quest description for 'Veteran Explorer'. It now takes 25% of all DPs, rather than 50%. - Crossbow damage reduced from 65 to 55 - Faster reload skill effectiveness have been reduced by the following: Pistol - 25% less effective and Blunderbuss/Rifle: 75% less effective - Fixed merchant ships from sailing through islands Mega Update 2: Into the Ice! (v206.1) New Quests: Into the Ice: When you have collected all the Power Stones, head deep into a Polar Ice Dungeon to discover what lies beneath... Master Cartographer: Get at least 40% of the ATLAS Discovery Zones Skills and Feats: Feat: Instant Hotbar Equip, unlocked after completing "Master Cartographer" quest. Feat: Harvest boost, unlocked after completing "Into the Ice" quest. New Levels: Ice Dungeon: Found in the polar region, can only be entered if players have unlocked all the 9 power stones New Islands: Multiple equatorial and polar islands added to the ATLAS! New Boss Fight: Snowman Activated lights in boss arena now power a shield that maintains the Snowman's ice armor. Killing a round of minions will disable the shield, prevent minion spawns for a short duration, and allow the ice armor to receive damage. When minion cooldown is over, shield reactivates. When ice armor reaches 0, Snowman's health can be damaged directly and no more minions will spawn until the next health state. Upon entering each new health state, 1 extra minion will spawn at a time, and an increased amount of minions will be required to be killed for the shield to be deactivated/start minion spawn cooldown. When in the last health state and ice armor is destroyed for the final time, chaos ensues, and minions will continue to spawn until the boss is killed. Progress of minions to kill and ice armor are shown via floating hud. New Structures: Offensive Structure: Torpedo Launcher and torpedoes. Skill is obtained after completing "Into the Ice" quest. Building Structure: 3x4 Medium Gates Utility Structure: Ice Box - a high-insulation box for generating ice in cold areas. Has “active” mode that will drain ice but reduce surrounding temperature (reverse fire). Consumes less ice if “indoors”. New Resource: Ice - Generates over time in cold zones inside of the Ice Box. Decays relatively quickly if not in “insulated” storage. Can be consumed to reduce temperature and the half negative effects of armour weight debuffs for a short duration (15s per ice cube, max of 5 mins). Ice can be placed inside preserving bags to extend spoil times, and also lasts much longer in preserving bags. Relatively heavy. New Cosmetics: Player: Hydra Hide Armour Set, and Cyclops Heavy Armour Set Ship: Hydra Steering Wheel, and Bone Skin Steering Wheel New Attachments: Boat Attachment: Cargo Racks (reduces the weight of items inside of its inventory, has a maximum carrying capacity and can only be accessed when a boat is anchored. Each cargo container will slow down your boat. At maximum cargo carrier attachments, a boat's speed will be reduced by a total of 40%. Able to replace and pick up new cargo containers out at sea). Cart Attachment: Large Storage Box (reduces the weight of items inside of its inventory, does not work on ships) New Item: Fishing Net: Can only be used when sitting. Equips on the back slot. Will begin automatically catch fish when boat has met minimum sailing minimum velocity New Weapons and Ammo types: Ballista Ammo Type: Boat Harpoon (can be used to attach and reel in other ships) Weapon: Spear Gun and Spear Bolt (can only be used unwater) Weapon: Crossbow and Crossbow Bolt (multiple shots, cannot be used underwater) New Creatures Olfend: Can be tamed and bred. Used to collect, store, and shoot water to put out fires. Rare creature is found in the desert biomes. Giant Tortugar: A giant turtle carrier. Can be tamed and bred. Capable of being an armored organic vessel and able to carry 1 driver and 3 passengers. Very rare creature found in the new equatorial islands. New Features: Company: Map markers Company: Announcements Boats: Can now be unclaimed and claimed Controls: Full gamepad support New Quality of Life Improvements: UX: Revamped Skill Tree UI UX: Adjusted 3rd person aiming so there is less likelihood of foliage clipping UX: Sextant Buff Corner Mini Map is now hidden by default and can be revealed by pressing the H key. Sextant Mini Map can be permanently enabled by turning on the option in Advanced Settings Combat: Players now have the option to turn dual wielding weapons off by holding the TAB key and the hotbar key to equip the new pistol, rather than duel wield it. Combat: Gun hotbar equip time now scales (improves) with the various reloading skills Combat: You can now attack from the run-state (but not whilst running). Previously when attempting to attack whilst running, you would have had to pause, then attack. Now you can go straight from a run into an attack. Structures: The grill can now be attached to water pipes Controls: You can now use the F key as an option to pick up all items from the floor within a certain radius Ship: Pressing the F key whilst driving the ship, now allows you to access its inventory menu Bug Fixes: Skills: Fixed skills showing up in the wrong order on the skill tree Ships: Fixed a bug which prevented ships from reversing when they bumped into shores Ships: Fixed pressing right click to zoom in on the compass when sitting at a wheel of a ship Ships: Can no longer place a Steering Wheel inside the sail mast Building: Fixed a bug which prevented Water Reservoirs from irrigating grills if gathering water from a non-lake source Building: Fixed vertical encroachment check on the bookcase so it fits in 1-high wall rooms Resources: Fixed a bug where brain coral and fire coral were incorrectly labeled Map: Multiple level fixes (holes, waterfall transitions, soil types, etc) Creatures: Fixed a case where creatures would be stuck in the flee state whilst bola'd Creatures Fixed a case where creatures would appear to stand up briefly just after being bola'd UX: Fixed a bug which prevented you from seeing the HUD of a dropped item UX: Scaled the size of ammo texts on ammo containers to make them more readable and changed CanisterShot to Canister Shot Misc: Fixed icons for: Cooked Prime Fish Meat, Explosive Barrels, and Instant Equip Misc: Disabled male voice on female characters when using a repair hammer on damaged planks Misc: Fixed multiple cases where players shoulder disappears when harvesting with new anims Misc: Fixed manual targeting aim location not replicating to clients Balance Changes: Combat: Reduced sickle damage against creatures and players Combat: Sprint/Charge weapons have been disabled and will be re-added to the game as enhanced feats Ships: Small Weight Sail weight bonus increased from 515 to 1000 Ships: Medium Weight Sail weight bonus increased from 920 to 2500 Ships: Large Weight Sail weight bonus increased from 1300 to 4000 Ships: Small Handling Sail wind effectiveness increased from 101 to 118 Ships: Medium Handling Sail wind effectiveness increased from 101 to 118 Ships: Large Handling Sail wind effectiveness increased from 101 to 118 v104.91 - Crab can no longer throw characters when the weight of either/both carried characters is greater than the crab's maximum carry weight - Crab can no longer jump when it's carry weight is greater than 40% of its max weight v104.82 - Further enhancement and tweaks to skill tree UI v104.81 - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward - Magic Mythos 3x Holiday Weekend Event is now enabled on Official Servers: bonus 3x Harvest, XP, Taming, Crop growth, Gold multiplier, Breeding and Raising of creatures. v104.8 - Fixed a bug which prevented salted prime meat from generating in a preserving bag v104.78 - Fixed an edge case where some players were unaffected by the XP clamp 104.73 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, and Taming rates for the weekend. - Further optimisations for bUseNewStructureFoundationSupportChecks - Reduced the maximum and minimum amount of experience which can be earned via execution - Crafting Bonus on items is now capped at 60% on Official Servers - Any character which was above level 100 will now be reverted to level 100. - One time character respec for any character that had their XP reduced back to 100. - One time destruction of all crafted items with a crafting bonus of over 60% on Official Servers. - Grappling Hook 3rd Person view is now offset to the side when aiming. - New server Game.ini configs: [/script/shootergame.shootergamemode] RemoveItemsOverCraftingSkillBonus = 0.6 MaximumCraftingSkillBonus = 0.6 OldPlayerDataMaxXP = 2956920.0 The above config options can be used to to cap the crafting skill bonus, destroy any items over the crafting skill bonus, and reduce player max experience to value on load. v104.65 - Optimized bUseNewStructureFoundationSupportChecks resulting in server performance gains and elimination of multiple stalls for structures. (These gains will be present on Official Servers) v104.61 - Creatures no longer require the desired temperature after they reach 10% maturity - Added scaling weapon slotting time by the reload skill (to align with the skill on the pistol) - Reload time on pistols is reduced to 60% when all three pistol skills have been acquired - 10% damage increase to pistols v104.57 - Fixed a bug with purchasing blueprints from Player Shops v104.56 - Skill UI redesign (first pass, more work to come with it!) - Fixed misalignment with female first person hand view v104.55 - Ending Magic Mythos event on Official Servers - Fixed an exploit with the Guillotine v104.52 - Large Cannons not snapped onto Gunports on Servers using bDontRequireLargeCannonsToSnapOnShips=true will now fire correctly. v104.51 - RMB or Middle Mouse Button will now "drop" a grenade - Grenade physics tweaked slightly be weightier, damage radius increased 15%, and grenade explosions now move with ships properly - Stationed NPC's aside from puckle are now properly melee-damageable - Added server option to allow large cannons to not require snap on ship: Game.ini ShooterGameMode bDontRequireLargeCannonsToSnapOnShips=true - Fixes for cyclops Cloth boots and Kraken Hat not being rewarded - Switched from Add New Item to Increment Item Quantity for Milk and Wool from Cow and Sheep to prevent being limited to Max Item Quantity if the player had no exiting stacks of the item given. - Increased max amounts at full yield from 60 to 80 for Cow and 100 to 200 for Sheep. - Melee Combat, fixing two bugs related to blocking: Setting traces to use zero instead of complex collision groups on clients so that clients properly see hits Fixing mistaken/unclear orderings for block determination that led to servers failing to correctly identify and pass along a block if the client-based block didn't succeed (such as in the cases where the client couldn't land a hit due to the collision group) - Added a "turn off" option to ballista and catapult - Fixed floating characters on standable tames such as elephants - Fixed a bug where clients would see characters that had been grapple pulled off tame still move with their tames as if they were mounted resulting in a weird flight-like state. - Added option to hide the pause menu's Server Info Panel 104.33 - Fixed an issue with leatherwing's grab - Large cannons should now properly snap to all gunports - Large cannon snaps now require floor/deck underneath - Nature's touch cooldown now has unique icon - Coral item now has correct coal-type item category icon - Reduced Golden Age creature spawns by 60% and increased their respawn interval by a factor of 3 - The extra Water-structure foundation checks now only check against other Water-structures, and do not apply for Settlement Owners - Item Skins are no longer eliminated when Trading v104.2 - Hid the unclaim boat button as it's not ready for public release yet - Fixed an issue where Large Cannons were being destroyed on the destruction of a gunport they were snapped to - When demolishing a non-ship/core type structures on a non-fully-anchored boat, resources will not be returned to you. This will be indicated to you via the demolish HUD. The boat must be fully anchored to get resources back for non-ship/core type structures. v104.14 Balance Changes - Crab can no longer grab crew off stations - Ship claim time reduced by 5x when a ship is unanchored. - Large Cannons can now only be placed in gun ports when on ships. Existing Large Cannons that have been placed on decks or ceilings will not be functional and will need to be demolished. - Small reduction in Large Cannon damage - One-time doubling of acquired Discovery Points for all previously existing player profiles - Players will now get 2 Discovery Points per regular discovery rather than 1 - Quest Discovery Points have also increased by approximately 2x - Lighthouses will check for nearby enemy players before being able to be successfully placed - Large Gateways, Gates, and Large walls will check for nearby online players before being able to be placed unless on Settlements during peacetime. - Core Structures will check for nearby online players before being able to be placed during Combat Phase on Settlements - Flotsam gold reward gold increased by 20% - Crew Payment Interval doubled (this means that you'll need to pay them less gold) - Shipwreck Gold Reward doubled - Creatures able to be equipped with armour along with Crew are now able to equip gear above common quality. - Any structure that checks for enemy foundations when placed in water now has a 4x enemy foundation check radius (such as pillars and shipyards) - There is now a creature specific cooldown on Nature's Touch QoL Changes - Increased spoil timer on SotD loot. - Reduction in Blizzard Sound Effect volume - Crewmembers will no longer eat Water Jars from the food larder or their inventories - Transferring materials with a filter on now transfers all children types too. For example, filtering HIDE will transfer Leather, Fur, Hair, etc. - Transferring items of a higher than base quality will now automatically go into the hotbar space Bug Fixes - The Accordion song, “A Mockatoo Once Told Me” will now appropriately apply the buff to players in the area - Fix to the movement of elevator when manually operated - Fixed a crash on transition - Submarine now consumes fuel consistently after crossing a world border - Kracken should no longer aggro onto ships/players outside of the barrier - Fixed an issue related to ships transitioning with players when a catapult was used - Fixed a basing issue which could occur when crabs jumped off ships - Fixed an issue caused by opening the feats wheel then pressing “i” which caused the mouse cursor to be placed on screen. - An unraised noose on a ship will no longer cause a player to take damage upon transferring - Fixed an exploit related to harvesting from crop plots - Fixed an issue with crop plots unintentionally being able to be stacked - A player’s bag will no longer spawn above the cave if they die completing the Powerstone quest - Items inside a loot bag will now register the correct weight - Fixed a visual bug related to the cloth Cyclops Helmet skin - Cannons can no longer be placed right beside another (to address stacking three cannons inside a gun port) - The sextant compass buff will no longer be removed upon logging out - Fixed Hydra Spawn on H6 - Cleaned up levels from Mnt_R_PVE and reworked spawns on Cay_H - Cannonballs will no longer pass through own collision - Gateways and Gates can no longer be placed in Freeports or Golden Age Ruin servers - Alloy will now be correctly detected from a resource repair box Misc - Settlement Owners on our PvE Networks can no longer set rules on building offensive structures - Rectified an inconsistency when painting decks and ceilings on ships - Adjusted the Chest Width slider for females in the character creation screen - Corrected Hide Cyclops Armour name in BP description v103.32 - Improved logic for fixes related to items/blueprints changing into Engrams. v103.31 - Fixed another case where items/blueprints could change into Engrams. v103.3 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.2 - Fixed a bug which would have caused items/blueprints to change into Engrams. v103.0 - Player Shops only cost upkeep on Non-Lawless PvE-style Homeservers. (Technically in Official PvP too, but only on the non-lawless homeservers that are effectively PvE regions) - Servers can use this server config value to scale the player shop upkeep: Game.ini: [/script/shootergame.shootergamemode] PlayerShopGoldUpkeepMultiplier=0.08 Default value is 0.08, for a 92% reduction from the previous rate. - Player Shops are now limited to 70 slots - You are now allowed to build more than one player shop per team on an official homeserver, now you can build as many as you want to pay the upkeep for. - War Declaration cost has been reduced to 40k gold and 500 of each additional material, rather than 1000. - Ability to respawn on your current server when you die on a lawless/freeport server that isn't set to be your home server. - Water creatures will no longer lose their targets close to the water surface. - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.62 - Fixed a client-side crash v102.61 - Optimizations for creature food consumption and structure tagging v102.5 - Fixed some rare crashes. - Stationed NPCs (on boats and land) no longer take damage from guns on Official Servers. - Added a new Game.ini ShooterGameMode config bool: bSeatedNPCIgnoreGunDamage=1 v102.47 - You can now reveal unconscious targets contesting your own claimflag (pinwheel option activated on your claimflag) v102.46 - Magic Mythos is now enabled on Official Servers: bonus 2x Harvest, XP, Taming, and Gold rates for the weekend. v102.45 - Fixed issue where tames could be given move-onto-ship points that were outside the bounds of the ship, or nearly outside. - Fixed issue where tames could potentially fall endlessly and drown when moving-onto-ship. - Made 'move-to-ship' pinwheel option more accurate on clients, so it will check to see whether a creature can truly fit on its side nearby. Offset creatures on boats were the culprit for them floating off/sinking through the world! v102.4 - Fixed a server crash - Re-enabled Red Alert and the ability to return the crew to their previous seat following a Red Alert (can be activated using Right Shift) on Official Servers v102.38 - Fixed creature "drift" on ships for client - Fixed issue where creatures could disappear or erroneously die in some cases when moved onto ships, re-enabled move to ship functionality for Officials. - Added cooldowns to activate or reset Red Alert state (clients get a corresponding message onscreen when they try to execute the order during the cooldowns). - Fixed issue where crew melee swings on ships couldn't hit their targets. - Red Alert temporarily disabled on Official Servers whilst we investigate an issue related to its stability. v102.1 - Hand Harvesting Skills now affect tool usage as well. - Fixed Climbing Picks sometimes sending the player off into infinity. - Ended the Easter Event. Bunny hat skin applications and skinned items will still exist. - Significantly optimized the networking of character movement on ships. - Fixed a bug where you couldn't see another player turning their character on a ship if they weren't moving. - Fixed a server crash. - Fixed issue with resources not respawning near shipyards/docks. - Fixed an issue where mortars and lighthouses may not have had their activity tags updated properly. - Fixed issue that would cause characters (including creatures) based on a ship to "drift" off the ship over time. v101.32 - Possible fix for shoulder creatures disappearing or flickering post-transition. - Placed Water Reservoirs will now show their water richness percentage on the HUD. - Water Reservoirs will now gain water from rain. - Fixed Treasure Maps generating locations stuck in the world. Will not effect existing Treasure Maps. - Empires PvE mode will now have a 2 week declaim tag period of claim flags (was previously 6 hours for test purposes). - Disabled 'Move To Ship' pinwheel action for non-crew tames on Official Servers until we have resolved issues related to the feature. - Fixed Island Points totals getting de-synced/displaying incorrectly for Companies. The Hoppening Patch Notes (v101.1) - Treasure Chests now include Easter Eggs and Chickens (both wild/tamed) will drop them over time. - Easter Eggs can be used to purchase crafts of a Bunny Hat (they stack, so you can purchase multiple crafts and keep them even after the event ends!) - Eggs can be thrown at players to cause a post-process ‘yolk’ effect and at wild creatures to slow them down. - Easter Bonus: Egg Maturation speed increased by 3x - Increase player speed by 10% across-the-board - Water Reservoirs now automatically generate water if they are placed on fertile soil. How quickly they generate water depends on the soil type and biome, indicated on the HUD when you place or look at the water reservoir. - You can now self-heal with the medkit. How much healing you get is dependent on a new Self-Healing Skill (though you can Heal yourself without the Skill, you'll only get 10% effectiveness) - Killing the Krakens now completes the respective Quest for everyone in the combat zone, not just the people who have got all the Power Stones / Essences. (not retroactive) - Fixed Treasure Maps sometimes generating stuck into the world geometry (not retroactive) - Spikeshot now has a 15-second Defuse timer that begins upon impact. - Company limit on PvP server has been increased to 75. - Mermaids should now properly target players on ships (they should then sing to lure the players off the ships). - Reduced Submarine max weight to 1000 - Submarines move 33% slower and uses 50% more fuel - Submarine is unable to move laterally when overweight/overcrewed, can still move longitudinally. - No longer able to place explosive barrel item directly onto the water. Must have them carried and then tossed into the ocean. - Increased % scale for Cannon Reload skills, increased from 10 -> 20 -> 30 to 33% -> 66% -> 100% - Armour equip timer has been reduced to 5 seconds - Melee weapon equip timer has been reduced to 5 seconds - Gun equip timer now matches the reload time (when not completing the mini-game or having the special skills, we'll be updating the skills in the future so that they reduce the equip timer). - Updated creature breeding biome tags so that creatures can always be bred in biomes they're found in. v100.8 - Fixed multiple cases where players would get stuck in structures after reloads, respawns, or fast travels. - Fixed a bug where player flags would be merged into companies if they didn't have a company previously. Creating your own company when you own a flag will still merge the flag, however joining an existing one won't merge over the flag. - Significant improvements for raft sail-mounting control - Possible fix for 'ghost islands' appearing when transitioning between servers - Submarine is now unlocked when defeating the Kraken, regardless if you have collected all the power stones as an individual. - Readjusted (increased) gold dropped from Whales, so that their total reduction was only 17.5% rather than 35%. - Active Settlement wars should now show up on the map for everybody, regardless of team and regardless of how zoomed out you are. v100.7 - Possible fix for tamed Creatures falling through structures on server load/overtime. - Fix for creatures over spawning when wandering out of spawn areas. - Increased structure check on creature spawns to prevent them from spawning inside bases on Lawless servers. May still occur in areas with a large open space, such as a big pen. - Fixed a case where Army of the Damned were being destroyed but did not count towards your objective, therefore made it impossible to dig up certain treasure chests. - Eliminated some D3D hung crashes - Adjusted mythical shipyard crafting requirements so they can be crafted at smithy - Maximum tax on PvP is now 30% - Barshot projectile has had it's range and speed increased so that it's closer to a regular cannon ball - Water Reservoirs now hold 12,000 water and Barrels hold 4,000. - Whale health has been increased by 20% and gold reduced by 35% - Ballista reload time has been increased - Elevators now rise at 3x the rate and can carry 2x more -- may cause some clientside jittering when moving on top of the elevator (known issue that we're working on). - Medkit spoil timer increased to 12 hrs - Increase durability of grappling hook by 2x - Increase earthworm spoil time to 1 hour - Increase the stasis range of Mermaid so they're easier to find - No cooldown on placing cannons in PvE - Reduced creature harvesting for berries - Ramshackle sloop weight capacity has been reduced to 1200 - Raft weight capacity as been increased to 1600 v100.6 - Giraffe now harvests 6x thatch again - Fixed an issue where structure check was allowing players to build when there was no foundational support - Improved bola offset for feeding Elephant and Giraffe - Fixed a bug which allowed you to take items from the trade window of another person in the same company as yourself - Fixed a case where player inputs would 'stick' on sails that they had just unmanned v100.5 New server commandlines: ?SuppressSettlementName=true Suppress the capability to rename settlements except for server admins. ?SuppressJoinNotifications=true Hides all the join/leave notifications on a server regardless of client options. v100.43 - BattlEye update v100.4 - Fixed some issues where characters were able to contest Flags out of range, and where they weren't showing up with the "Flag Range Sonar" action. Also increased the time of the Flag Range Sonar to 30 seconds. - The flag Contesting range has been lowered to 10k for Colonies mode, down from 15k. - Official Servers now have a much lower repopulation prevention radius for resources and creatures (approximately 25% the previous range) v100.33 - Fixed blueprint number-of-crafts-remaining erroneously appearing on engrams - Added a text to craftable item icons indicating how many times it can be crafted based on the resources in the inventory - Adjusted the position of the item icon stat label to not overlap with the quantity label - Doubled the size of the quantity label on the gameplay HUD item crafting indicator to be more readable - Fixed a camera blip when grappling hook attaches in TPV - Fixed the Melee Camera Animations checkbox option to work again v100.31 - Can only select Freeports/Lawless as home servers now on the Official Network - Claim resume timer is now 10 seconds after contesting has ended - Claim contesting requires placing a flag in range of the enemy flag - WALL Lantern resource consumption rate reduced by 75% - Max Tax rate on PvE set to 20%, and is only additive on PvE (doesn't reduce the taxee's resources) - Improved Grappling Hook functionality resulting in better interactions with Floatsom, and when climbing down. - Freeports and Lawless Servers have a unique display icon in the server map grid. v100.1 New Features and Content - Redesign: ATLAS World - 40% more islands/landmass & new world map layout. - Redesign: Claim System - Colonies: Freeform building, with more progress-protecting and time-enforced PvP rules creating a cooperative atmosphere, and limits to ensure the game is more oriented towards single players or smaller groups. Previous mode now known as Empires and PvE will be a modified version of colonies. - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab - New Environment: Eastern Tundra now has its own visual design, no longer using the Western Tundra style - New Weather: 'Snow' weather systems for Polar and Tundra - New World Phenomenon: Aurora Borealis light display which will result in a harvesting bonus, visible in particular regions. - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. Use the claw arms to help harvest the ocean floor and explore (demolish) player shipwrecks. Also equipped with a harpoon (uses ballista bolts) as a new underwater weapon which will ramp up oceanic combat. - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures - New Item: "Guillotine". Hanging your foes in a noose taking too long? Off with their heads! - New Item: "Large Wall". Equipped with parapets and ladder snaps so you can now build a proper defensive perimeter! - New Item: "Small Gates". 2-wall high gate structures for wood and stone. - New Item: "Player Shops". Players can set up automated shops, listing loot for sale and naming their own gold coin prices. - New Item: "Settlement War Declaration". Tied to the War System. Drag over a settlement on the ATLAS map to declare war on them! - New Item: More tame tokens for more mythical creatures! Allowing players to have limited-time tames of the Fire Elemental, Rock Elemental, and Gorgon. BONUS: Rock Elemental and Cyclops are rideable! - New Feature: War System - Declare war on your enemies! - New Feature: 1 'Mainline Quest' involving gathering 9 trench stones and defeating the hardmode Kraken! - New Feature: 7 more ‘Quests’ which upon successful completion will provide their own unique Skill unlock - New Feature: Curses. Tied to the execution of players - New Feature: Player-to-Player secure trading system - New Feature: Procedurally Generated Shipwrecks which players can explore for items and blueprints. They can be found by diving deep into the ocean, or looking out for their visual indicator on the surface of the water, or successfully completing the sextant mini-game which will point you in the direction of nearby shipwrecks. - New Feature: Human Catapult. Player characters can now be deployed into battle using a catapult. - New Cosmetics: Peg Legs, Hook Hands, and Multiple Armor sets to customize the look of your company and crew! Can be purchased at the cosmetics vendor. - Redesign: Squads (Ship) of the Damned will now come in multiple size variations with different stats and difficulty levels. - Redesign: Grappling Hook has been revamped, better physics & rappelling mechanics, and players will be able to realistically swing using them. - Redesign: Explosive Barrels. Can now be carried in hand, thrown overboard to sink and will explode when they collide with anything underwater (Depth Charge!). Balance Changes - The higher quality shipyard used when building a ship, the more level ups a ship will be able to obtain. - Ships can now level up their total damage output (which effects all cannons on a ship) and their total resistance, as new upgradable stats. - All tamable creatures made breedable, with no exceptions except for Mythical Creatures. - Various spawner adjustments & fixes across all islands - Reloading now changed to have the mini-game appear back to back, rather than through various points of the animation. - Vitamin debuffs have been removed and will only cause health loss when a player has a vitamin surplus or deficiency. - Increased smithy inventory slots to 130. - Increased weight of catapult from 12 to 84. - Adjusted the crafting quantities on higher tier blueprints so they don't require as many resources as before. QOL Changes - Territory map will now display allies as teal-coloured - Character creator now has a Height slider to make it easier to set your character's desired height - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks - Global territory message updating - Currently contested claims will be indicated on the minimap - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way. - Toggle ladders button for ship captain, defaults to L key. - Company Groups have been increased to 10 - Players cannot accept alliance invites unless they're an admin - Company Log can now be sorted - New group permission which acts as an effective 'company owner'. Only the true company owner can set/unset that specific group rank. Misc - Improved Server and Client performance - Visual feedback for players being unable to board unallied boats on PvE - Full body animations for harvesting - More realistic old age wrinkles - Additional face sliders for character customization - Dive suit overlay has been adjusted so it's easier to see when underwater - Commodities trader can only be found on the Merchant Ship on PvP servers - Respec potion has been moved to the Crew Recruiter on Freeports
  17. ATLAS

    SGE Update 11.30

    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
  18. The same story happened with ark. 8 years later its still pre release. Calling a product pre release for its entire lifespan does not absolve the company profiting from any responsibility to the customers. At all. Nice try with the same lame tactic the devs have used to rip people off for years now I keep posting hee, because here is the official location to voice complaints when i feel i have been wronged. That's the appropriate way for adults to handle things. You however have decided to just advertise pvp servers on behalf of millionaires who aren't paying you or providing you with reasonable service. So that begs the question. Why are you here? Are you actually an employee pretending to be a customer?
  19. ATLAS

    Season 11 Patch and Wipe

    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
  20. 11 - My crew leaving stations after I cross. I'll add to what @Myrm said last message. I have same issue. One of my crew keep leaving his station after I cross the grid. It's always the same guy whose duty is on the central cannon on stern. 12 - Damned ships need to have restricted areas. Ok, here is the deal. After you introduced gold cost for ships (which is I'm wholeheartedly approve) ppl no more ride Brigs and Galleys. I mean there are some PPL ride those, but not as many as before. If I meet traffic in ocean, 50% of ships will be Sloops, 25% - Schooners and other 24.95% are Brigs and Galleys (I saw just a single Ramming Galley since you started to introduce new ships). Do you know what are the consequences of this decision? There are WAY LESS PPL do their Damned Ship hunting right now. Way less ppl clearing they home areas, etc. Most of ppl are just passing by Damned Ships, and Damned Ships are following them for some time. That's why, after time passes by, most of Damned Ships are moving closer to the border and start to do camping there. In fact, I never saw THAT MANY Damned Ships camping borders before gold-cost-for-ship was introduced. Same happening with tradewinds. Ppl are flying high speed and more and more Damned Ships engage, following them to the tradewind path and stops there. The only difference here is a bit bad issue. - There is no point of fighting Damned Ships inside of tradewind, because with like 0.01% of sail ship moving full speed of 30 knots and it doesn't turn at this speed (so no maneuvering and no kiting). - You CAN NOT avoid Damned Ship inside tradewind, because you need instantly change direction by like 40-50 degrees, and with this speed ship does like 1 degree in 2 seconds and it's like 10 seconds before hitting Damned Ship. So... I mean I'm trying to hold "A' or "D" but biggest turn I was able to do is 6 degrees, which is totally not enough. I use those winds alot (and they are so far the best you did for sailing) and I keep receiving damage and hit Damned Ships (and I really looking forward to hit em doing 30 knots on my Ramming Galley ) Anyway. There will be more and more of them there. So I see only solution. You need to code somehow and introduce restricted areas for Damned Ships. Some distance from borders. And now - tradewing path. So if Damned Ship accidently went inside this area out of fighting with player, he then move out the shortest way.
  21. The changes of farmhouse are not nice from Player view. We got something that made our lifes much easier, especially for solo players. But now they have taken this away from us. Of course we are upset. The question remains why did they do it? 1. They did not like that players did only use farmhouse -> why they put that effort in new buildings that nearly nobody did use -> make players have to use them 2. They figure out the "main gold income" was way too much to reduce ship amount and especially PvP Players bought way to much Dragon Tokens to make PvP land/air fight to counter enemy safe basses on high mountains. -> it was suggested to change the islands mountain height but you just manage to change building height restriction... lame new map we were exited about. 3. The Devs had a big problem with the "buffer overflow server outage" caused by the insane ammount of trades the Players created to gain as much gold as possible from the (passive)system. Consequence: They needed to lower the resource income from farms(nerfed farm house income 75%) and removed option to gather coal, oil and saps. But if Players farm resoures by Hand they also needed to lower the amount of possible trades. The maybe increased capacity of the trade ships does not count very much as you only earn gold by trading. So it's simple everybody trading 1:1 like before. While on PvE lawless you have lots of different resources arount and you trade metal for metal on PvP you set trades between your own markets and build circles of trading. For my market that means in PVE last Season i had always about 400-500 trades running with 2 farms. Now i have 2-5 trades running at the same time which give me 12-24 gold each.(I am currently solo playing and don't have second warehouse to trade with myself so i trade to random strangers on PvP which is much worse than on PVE). But good news for Devs: We build lumberjard, mine and querry now and there is no large wind mills on the islands left. And also no need to investigate the buffer overflow at the moment. Mission Passed. Respect+ If the Devs would just communicate this to the Players that we understand why you do the change the feedback would maybe be better. I mean there are lots of Players out there that like the change because now we actually need farming tames again. Breeders have more targets than just horses and crows. Make Farmhouse at least gather coal, oil and saps. Or put fiber to the lumberjard and remove the farm at all. Biggest concern for gold cost is 5k for Shooners... f*ck i hate traveling sloops with 3-5knots. That is ok if you start from freeport but a Shooner should be lower gold costs. Maybe change it to 1000 gold if you don't want 0. I just had to travel 2,5 grids to freeport to get some NPCs for my Balistas to make the whale quests... the journey took me from 19:00 to 22:45 with a medium handling sail and half weight sloop. I had to drive north but you know around prime time EU 20:00 the wind is blowing from west with lowest speed...everyday....always same time.... always same wind... PRIME TIME.... GG So now i have sloop, Balista and NPC and settled in Thundra i only need to travel west 4 grids to reach polar grids... again prime time low wind speed, wind is blowing straight in my face... journey time without hunting whale = 8 hours.
  22. Good day. I have a similar situation, I went through the portal, the game took a long time to load, and as a result, I turned it off. Further attempts to connect are unsuccessful, I get the error "Failed to connect. Connection timed out", while I connect to any other servers without problems even to the pvp server. I asked my friend from another IP, from another PC, to teleport and take the ship, but now he has absolutely the same problem. It can no longer connect to the server. * I have verified the integrity of the game files * tried to change IP * and much more the result is the same, I can't connect to the pve server, extremely sad.
  23. You just said, enclosed structures. Not all structures are enclosed. Raided structures spawn AoD inside. if only the roof or a wall is missing. They spawn inside. Spawns of maps a defined places. I had did 5 maps in the same spot before. I builded foundations over a pillar in a owned island and they respawned over foundations. If you kill them you can't loot the treasure because shovel don't magically penetrate stone. One of my favorites is when they spawn over a platform. You cant shovel either because you can only crawl under the platform, but not dig. Maps always spawn in the same pillars, when the map is at level of sea there are more spawn points, but when the map is in natural pillars or over boulders is always the same spot. Block all the AoD spawning points with stone foundations. The game will keep generating maps for that areas. They always spawn in the same areas, anyone that had done thousand of maps in the same island know this. 90% of the maps I did maps where common maps farmed in the same location, 1 grid away of my island. My island had 20 natural pillars and AoD only spawned on one of the 20 pillars. So yes the areas are defined and you can know where this pillars spawns will be.
  24. we have the same chars same heslth pools same armour values as ark so mobs should be balanced regardless if it's different game ,same assets used same lower tier animals wolf's could be piked down in ark but they didn't have 200 hits per second and didn't aggro from Almost out of render range , Also the damage they do is same.for lvl1 as lvl 29 We need same amount of hits with bow to kill lvl 1 as a lvl 29 unless u get 2 headshots and a 3rd hit in u won't survive a wolf attack , and even at that point unless u have stackee HP's at the expense of other stats u just as well have been killed as health will be so low better off dying and respawn with full health and with no way to heal yourself it's the better option . Wolf's aggro range is far too exsesive I will post a screenshot i took where the aggro range Kicked in , I think it will clearly show there is a problem. As a lot of the time u don't even realise u have aggressive them until it's too late During lvling when we could respec each lvlv I tried out the assive aggro range skills didn't make any difference that was noticable , They need changes fast it's not an enjoyable gameplay experience with wolf's lions tigers it's just frustrating and anoying Ps if u are getting torpered down in 2 bites from snakes then u might need to balance yoyr vitamins for the buff and take at least 20-30 fort . Snakes , crocs rattle snakes giraffes scorpions ants all other wildlife is easy to take down crocs snakes rattle snakes all kitable and killable with arrows / fire arrows .
  25. His agenda is the same as mine. I want an enjoyable game. This game has many problems. And we see, and hear nothing that indicates the Devs understand the actual issues. They often go in the opposite direction of what will make the game more appealing to the masses. First, while this is a survival game, EVERYTHING doesn't have to be a struggle. Like the fiber. It's the most commonly used item. It needs to be everywhere. We have a bear to gather it, but will lose it if we take it to where the fiber actually is. So many times I was tempted to take the bear with me, but was so glad I didn't because I ran into very high level Alphas on the way, while on foot. Bear would have been killed. But because I have max sneak, I went undetected, or was able to get away. And that leads me into the fact that I'm not interested in every 500 interactions, in two hours, with wolves, lions and snakes being a near death experience. I was doing OK until they nerfed the guns against these creatures. And, with the crappy hit boxes, making it all about a head shot on one of these creatures was the wrong direction. I really get the feeling that the Devs are so paranoid that the game will be too easy, they go over the top in the opposite direction with everything. Humans cannot take constant stress. People aren't looking to have PTSD after several weeks of playing the game. I am building a schooner specifically to go to the Freeport to collect fiber with the bear, because I am tired of going to that area on my island where the fiber is, which seems like the chow hall for all the predators on the island. Believe it or not, we do want to be able to gather stuff without the constant fear that we are about to be jumped on by an animal that is going to kill us before we can get our three guns out that it takes to kill them. Once in a while, OK. Guaranteed 50 encounters while gathering 5k fiber...no. It gets irritating. The Devs don't seem to understand this. They make US the reason that these animals spawn, and the spawn relentlessly, and often, and it's not why we came here. I don't mind shooting a few wolfs, or a couple of lions, or snakes, but then it should smooth sailing for a while...not 30 seconds before something else migrates into the area. And how about making the different types of predators fight each other. Wolves and lions and snakes aren't going to coop in a fight against a human. They will attack each other. But here, I have literally had snakes, wolves AND lions all trying to get at me at the same time. Let me show you how ridiculous this is. That's little ol' me, the smallest character you can build in the game. This is the rock I get on when in trouble, while gathering fiber. I have been on this while lions, wolves, and snakes all try to get to me, at the same time. A lion actually jumped up there and knocked me off once. I didn't last long as there were 3 lions, a wolf, and 3 snakes. Know what that is? That's my dead body, with many ship parts, all metal tools, 3 guns, 2 bows, ammo, and resources, inside that small shipyard. INSIDE the shipyard. How did it get there? I was on the Large shipyard I took this pic from, shooting at a lion in the water below me. Somehow, the lion jumped up out of the water, and had me in it's mouth, while it now stood on the large shipyard. I got away and tried to jump in the water as it hit me one last time to kill me and my body flew into the shipyard. Luckily the schooner was in good enough condition to launch, so I could demolish the shipyard, and get my stuff back. This game gets so many things wrong. My body can fly through that object and end up inside it to where I can't get my stuff back. I killed a 42 wolf because every time I put it down to feed, the mouth was in the terrain. Yet, I can't make a decent building because fucking foundations, walls, ceilings, etc.. won't place because it says it's blocked by terrain. This is just the opposite of how things should work...and do I think they will ever listen? No, because these issues were always here for ARK. This is the frustration of the OP. We know that Devs think we just whine to get our way. No, we have legitimate complaints. FYI...lions aren't actually known for their jumping ability. In this game, you might as well throw a red cape on them, especially if they are running down a hill when they jump. To the right of this ship is where I put that small shipyard, and twice now, I have seen lions running down the hill, and jump completely over that schooner. And speaking of ships, why no bowsprit and jibs? Sure, this is something that can wait, but the ships look off without them. How about some word on where things are headed? Do they intend to ever put them on? Even as a cosmetic would be nice. A weightless cosmetic, unless they want to slightly increase the weight to compensate. But at the same time, this is another issue. Meta gamers ruin games. You have to always understand that they do the math. If a bowsprit can be left off, to save 100 pounds, they will do so, and then the game just doesn't look good. They turn all the video settings down to garbage level, not because they have to in order to run the game...they do so because they can and it gives them an advantage vs the players who want a good looking game. Devs don't seem aware of this, or just don't care. Have multiple servers. Ones for those who can't run in high settings, and one for those who can, and remove the options. On the high server, no ability to turn off stuff like ground clutter, or go with chunky graphics. Or, a better option would be to design the game in a manner that doesn't give an advantage to the Meta gamer. For instance, why did I make the character smaller? Well, the belief is that it makes for a smaller, harder to hit target. The problem is there is no penalty for going small. The big guy can't carry more weight than the little guy. The tall thin guy can't run further. Etc... Yes, this last section is just ranting, but gamers are tired of the lack of progression in game design. Same old bugs, same bad code, same problems.
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