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  1. As I understand mod are not available on official server yet, at less not change the game itself, maybe there are some HUD mod allow I don't know this maybe wrong or it is not a mod, but I discover another company galleon's large deck are completely different to the standard deck I can put on my galleon usually the standard large deck have a few holes in the middle for us to build ceilings and stairs or ramp to our liking, but these holes are small compare to the size of the deck, unlike the top deck of a schooner, the the entire middle section are empty for us to build, galleon large deck will have the standard deck area we cannot modify, but on this company I discover, their galleon large deck is like the schooner large deck that the middle section are complete empty, first I thought they might be just normal ceiling, since a lot of people don't like to build deck and just ceiling all the way, but as I get close to see the detail of the deck, it is a deck. Am I wrong? official does allow mod on them or are that company is using hack and cheat
  2. 1: if the members of a company don't gather resources for a ship they all CAN use then it's not a company and doesn't deserve any gold to be shared 2: a forced reward is not a reward but a tax. also why would i reward myself with gold i earned for a ship i build and in the end got rid off the gold. it doesn't make sense 3: correct me if i'm wrong but isn't there a tax anymore that goes to upkeep from every little bit anyone on my / our claimed territory farms ? 4: sloops and rafts still come without the requirement of gold and the only ship that you BUY when you start out is the ramshackle. well you trade it for the resources needed but the seller (and maybe crafter) doesn't get a single coin for his work. so if i want to spam ships to block or whatever i can use ramshakles, made sloops or rafts. easier build and replaced than any other ship. make it a limit of one ship per company member. not ideal for solo companies but maybe some exception can be implemented for that case. (edited for wrong term) 5: information about it would be appreciated but here we go again: the Wildcard attitude towards informing the community or the inability to admit to FUs faded over to Grapeshot as well (no lecture on how they're related needed on this end) yes, i get the devil's advocate part and i thought about some reasons for adding gold to my own work like tar for the planks or disencourage ship spam etc. nonetheless it's utter bogus to make me pay (who gets it anyways) for my work. if it goes to the company then why ask for it as it's in the company already being my or may mate's gold. screwed up big time
  3. Not sure why no one is talking about this other than like one guy a couple months ago.. but some of these islands just simply don't work. I have tried it on both a dedicated self hosted server and a nitrado server and when you load into a freeport island, the Island is just barren. There's no trees.. no rocks.. no anything, just flat land. There's not even a single creature. I found out because one of my friends died on the main freeport island (of 4 on the home tile) and spawned in at another so we rafted over to pick them up and went to 2 different islands before getting to theirs. The other 2 freeport islands were just empty space, lol. After we found my friend, we loaded into another tile and were on our way to an island. The island took a minute to load in, even as we got close and then suddenly all the tree's and animals and everything spawned before we got to it, but i thought it was going to be barren too. I loaded up nitrado and threw my same server on that one and the freeport islands are doing the same thing. I haven't changed anything other than the spawn number so why they are just completely blank is beyond me. But i saw another guy post about having the same issue. Anyone wanna maybe chime in on this? Are some islands just broken now? or is there a setting that is somehow wrong.. i mean surely if 2 people are having the same problem completely unrelated to each other it has to be other people too or at least someone has to know why.. any help would be appreciated. The two freeports that didn't spawn anything for me were Cay_H_WR_E and Mnt_J_WT_E Also it spawned me in the water away from the island when i spawned into the bad freeport island Mnt. Below is a picture of what it looks like across the island. I would've put a bigger picture but it wouldn't let me
  4. Yeah. Once again. What is wrong with weekday events? I mean really, what is wrong with them? i just read that and it sounded a little rash. Not meaning it to be that way, but I just really want to know from your perspective what is wrong with weekday events?
  5. Completely wrong. There is zero chance Atlas would be in the state it is today if all of the people who have already bought into it's testing had not been here. It's also impossible they would be able to offer to to Xbox release without the funds that EA support to date has provided. If, as you have posited, Xbox support financially is, or will be massive, then had they been able to go straight to Xbox, they most certainly would have. They did not, which means, by your own reasoning in the past, they could not, therefore no both counts Xbox would not be possible without the financial support and testing already done by PC players. Further what you've said here amounts to nonsense and I'm not going sit here and debate it with you. My position boils down to this: your last post was hogwash, my position stands. Period. I dont care that you don't like the idea of me thumbing my nose at what console players want. I've never liked your selfishness in the way you've insisted how things must be for the sake of people who have yet to play a minute of the game. I'm not going to go around and around with you second time on this, you're simply wrong and talking out of the wrong end on this one.
  6. I'm old and I agree. The issue is not that much about being old or being young, except that younger people seem more attracted to shiny new things that promote some sense of belonging to some group or other. If you're older you might have learned over time that the important thing is whether a tool suits the purpose. I remember years ago at work when a bunch of people got very very excited about changing all the systems our company used for internal email, calendars, documents, accounting, marketing and sales...for everything...because the idea of client/server had just come out. These apps had all been running on a series of mainframes with boring text interfaces and command line interactions. This group was dazzled by new pc based interfaces with icons you could click on - they were colorful and fun and new. The old system had maybe 200 huge servers grouped in 5 centers around the world serving over 300,000 people. These excited people were all set to replace them with an enormous series of locally run lans, running windows, and were really charged up about it idea. Utterly the wrong tool for the job. So..if the job is to communicate key aspects of the game to a player base located in timezones around the world, with varying amounts of attention and time to spend looking for info, what's the best way to do that? Synchronous or asynchronous communication? Do you put the information in a central place where everyone can come and see it during whatever timeslot they have available? Or do you float it out onto discord where it remains for an hour or so and then disappears into a massive stream of mostly useless remarks? If you have a complex issue to talk about, do you write paragraphs about it or do you chop it up into tiny groups of 280 characters each and tweet them as 1/16, 2/16, 3/16 so that they're nearly unreadable? Using discord and twitter and livestreams is arrogant. It says, "You must all come to me, when and where I say so to get this information." With something like discord it's even worse, because you're not told when to be there, you must just go and sit and wait in case a developer shows up and feels like saying something. There are actually people who do that. Pfffft. I'm not your fan, I'm your customer. If there's somethng you want to tell me, put the info somewhere and I'll go see it at my convenience. I understand why the devs feel they have to participate in social media. Games are part of the entertainment industry, and you've got to be seen as fresh and hip and up-to-date. You've got to make contact in the places the players are, and that's where the (younger) players are. But social media needs to be for socializing. You don't make product announcements to one table at a cocktail party, you make them in some official way that everyone involved can access. Websites are good for that. Social media is good for...socializing. They've made a couple of improvements since the last time we complained about this, but things are backsliding now. Inside scoops on discord. Special channels for "special" people. On again, off again participation in the forums, including asking for lots of feedback and then ignoring it. Wrong tools, wrong methods, and not much respect being shown for people's time and participation in their project. Now get off my lawn.
  7. Well now it makes sense that PVP balancing is dead last on their road map... hired the wrong guy from the wrong game for the wrong problem to solve... Carthago delenda est and fix PVP !
  8. I do not understand what you were saying.. sorry. If you are wondering why it is not finding a grid, such as the [PID] -ERROR- Server 0,10 PID() NOT found... That means that the program was unable to find that server. ASUU scans all running Atlas servers and gets the server location from the title of the ShooterGameServer.exe process: If your concern is regarding the "Starting" status, then the problem is with RCON and below is some troubleshooting tips I drafted: What: The "Starting" status changes to "ready" when ASUU gets a valid response from the RCON "ListPlayers" command. - That's how it determines whether the server is ready For connections Or Not. Why: The cause is an error with RCON, which could include the following: - Wrong RCON port assignments. - Wrong RCON IP address. - Windows Defender firewall (or any any other firewall) is blocking ports. - No NAT loopback function with your router. - Wrong server password or typo in password. - The RCON ports are already assigned to another process (any other servers on same machine running same ports?). - Avoid using ports 27000--27100 because Steam uses them: https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711 The Fix: - Change RCON IP address in the AtlasServerUpdateUtility.ini (or click "CONFIG") to your local IP (ie 192.168.1.10, or 127.0.0.1): RCON IP (ex. 127.0.0.1 - Leave BLANK for server IP) ###=192.168.1.8 - Change the ports.. maybe some rouge process is using them! - In ASUU, click "TOOLS" then "Network Conn. Viewer" to display a list of all ports in use. Look for errors. - In ASUU, click "TOOLS" then "Duplicate Port Checker" to makes sure you do not have duplicate ports assigned. - Attempt to send an RCON command using the "Send RCON" buttons and observe the response: this might give a clue as to the cause. - Check the "Detailed Log" for responses to sending RCON commands. - Check the "Detailed Log" for the mcrcon.exe RCON commandline for correct port, IP, and password. example: 2019/08/27 14:48:16 [RCON] F:\Atlas Test Server\AtlasServerUpdateUtility\mcrcon.exe -c -H 192.168.1.30 -P 25710 -p AdMiN_PaSsWoRd "listplayers", Response:
  9. If they were smart they would revert back to the original and move from there so they wouldn’t have to worry about the shit show. But then again since I don’t think they are smart to begin with I don’t think they will start from a clean slate either. they will just keep “trying” the wrong way and continue to screw up. For some reason people forgot to learn from their mistakes and instead choose the insanity route.
  10. Other threads are here: Ramming Galley Majestic Kraken Mortar Ship Just few words before I start. Well... you know. After I've got this ship I... was kinda got that this WONT be a sailing game of my dream. I was thinking about something like Pirates of Caribbean, piracy and sailing age romance and all that king of stuff. I've enjoyed old Russian "Corsairs" game so much back of the days. And I was dreaming about getting modern MMO game like this. But with all 4 modular ships I can clearly see - it's just gonna go totally different style. More like fantasy world, with orcs and elves, dragons, magic etc. Not what I wish for. So... this season probably be my last one here. I've enjoyed the game, especially at the beginning, with all survival and exploration stuff, but... I just don't wanna THIS. I wish to ride some fast Caravelle or Corvette ship, to serve some fraction, hunt pirates, escort trade expedition, explore the world... or... to be a pirate. Not just pick sausage-like ship called turtle, and fight disco-rave damned ship with jet engines... It's nothing wrong with this concept. It's just I don't want it... I'll test Turtle ship anyway. Oh and my advanced shipyard didn't have this ship in menu. I had to remove this shipyard and build the same one. Only after that I've got turtle ship icon there. Basics It's same wide as schooner (wider ships just won't fit advanced shipyard) and twice longer. It has... you wait for it: - 4500 basic weight. With no sails - you'll get your empty ship 92.5% loaded. If you put crew there, it'll just sink. It has 4.0 sails points and your only option in the beginning is to put weight sails. It has 2 small and 1 mid weight sails by default and It gives you 9000 basic weight (around 40% of ship load). YOU CAN NOT PUT THERE A LARGE SAIL. Because this ship is just not allows you to do so. It shows "no snap point" message. So in the beginning your best option will be to put there 2 mid weight sails. It'll give you 9750 basic weight. Then If you wanna do faster setup, you'll have to spend like 20 points to weight, and replace weightsails with speed sails. - Empty ship with 2 mid weight sails brings you 5-6 knots full speed. You wanna sail half atlas? Prepare to waste 5-6 hours for that. The slowest ship ever. - It has 24 crew capacity. With 20 cannons 3 default sails and you - it has all your basics needs. RAW Stuff It's not just small hole for ladder between decks. Here the ladder is moved a bit, so you have to jump if you go up. Basic masts graphic is like that. But if you replace sails, all goes to normal. Paint... errr... just don't paint it. Hitbox feels weird. It can't handle shallow waters same as mortar ship, but I sail through pier and pillars like there is nothing there: Steering wheel in low deck. Masts in upper deck. So manual sails control is tricky. But here you also protected from cold weather and tornadoes. Gunports. Alright. By default this ship has: 20 cannons (8 each side. 2 in front pointing forward. 2 in back pointing backward). 32 gunports (12 each side. 4 in front pointing forward. 4 in back pointing backward). So we have 12 gunports without cannons. Unfortunately you can't equip empty gunports, because cannon replacement still broken. Now. We can't do anything with gunports in front and real castles. But those 16 gunports on board sides, can be turned to: - up to 16 double gunports (which increases amount of gunports up to 48 but amount of cannons up to 36. 16 each side and 2 front and back). - up to 16 oar modules. - up to 16 regular planks. But with all those options, those parts will loose their armor. Only single cannon gunport brings armor to itself here. Also this spiked shell roof count as "railing" but you can't replace this one with railing modules like catapult or so... Armor. Most of default part has armor stat on them. - Castles has 10 000 hp and 15 600 armor. - Gunports has 7500 hp and 15 600 armor. - Railing has 5000 hp and 15 600 armor. You can fix usual HP with patches. You can fix armor only in your advanced shipyard (you need to move your ship there), with green anchored stat, using special hammer and armor patches. Armor patch cost the same as usual but instead of wood you need to use metall. Usual patch requires 100 fib + 120 thch + 200 wood. Armor patch requires 100 fib + 120 thch + 200 metall. Imagine your ship have all parts to 0 hp and all armor to 0 as well (and it didn't sink for some reason). To repair them all with patches you'll need overall: - 53 500 fibers. - 64 200 thatches. - 32 000 wood. - 75 000 metall. So this ship is most expensive ship in terms of maintenance. There is a hint there tho. Instead of repairing board side modules you can just replace them with new one. Each costs just 20+40+60 wood+thtch+fib and it'll brings you full repaired parts : )) I'll continue this thread later. I'll move it to open seas and see what my adventure brings. But... well, it's gonna be a bit difficult for me. I just don't have any inspiration to do so... Stay tuned anyway.
  11. Ahoy Pathfinders! To start 2022 right, as promised, we're doing a little house cleaning. We're addressing many of the issues that you, the community, have been asking for in our latest patch. We have a host of bug fixes and optimizations listed below that we hope will fix the lingering problems from previous iterations, so we can start fresh moving into the new year. Along with these changes, we're fully implementing our first wonder, the Great Temple. This structure is the pinnacle of glory for all pathfinders. Companies will have to plot, scheme, and pool all of their resources to be the first, and only, masters of this great Wonder. Not only will they go down in history as the first Pirate legends to complete this stunning achievement but they will also gain “wondrous” benefits that will persist into the next season. Finally, we also have a new transport ship, the Tramp Freighter. This cost-effective hauler will help ease the load of transporting cargo in the early stages of your pirate journey. Check out the details of all our changes below. While not complete, we are grateful for all the feedback we’ve received from the community and ask for your continued assistance in making Atlas the best it can be. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down tonight, 1/12 at around 7:00 PM Pacific Time. Note: We are in the final stages of development for our public facing issue tracker to better address the community’s concerns in balance with ongoing development efforts, with hopes to have it available by the end of the month. Please join us on the Official ATLAS Discord http://discord.gg/playatlas for all the latest happenings! Released Patch Notes Patch v536.03 New Content: The Great Temple The Great Temple Monument has been fully released. Players have visited the structure on the wonder islands in H9, I9, J9, K9 in Africa, and it is now claimable/buildable. To build the Great Temple players will need to build the Monuments Studies Modular room at the Damned Smithy and place it into a Cursed Temple. At the Monuments Studies Modular room players can craft the Great Temple Exterior. Once the exterior has been crafted, bring it to the foundation locations on one of the four wonder islands. These are lawless claim, so be careful, your temple can be stolen. Once placed, the Great Temple have 6 stages of progression, which are viewable at the Progression Table located in the entryway of the Temple. To progress from stage to stage you will need a large amount of resources and at least one week of real life time. The first company to reach stage 6 completes The Great Pyramid Wonder, which gives a permanent buff to all company members of +20 Fortitude. This buff is persistent and will carry over to next season! Stage resource requirements: Stage 2 Strongwood: 50,000 Limestone:100,000 Flint: 10,000 Mythos: 2000 Stage 3 Strongwood: 150,000 Marble: 175,000 Flint: 15,000 Mythos: 3000 Stage 4 Strongwood: 200,000 Sandstone: 300,000 Flint: 50,000 Mythos: 5000 Stage 5 Strongwood: 100,000 Slate: 500,000 Flint: 100,000 Mythos: 2 Stage 6 Build and place Sarcophagus in the main courtyard. Sarcophagus New bed that is restricted to the Great Temple. This bed completes the Great Temple and allows for instant respawn and bed transfers. Cost: Wood: 25 Thatch: 125 Fibers: 30 Hide: 40 Tramp Freighter The Tramp Freighter is a low cost vessel great for early game transport. It is a 2 length ship and comes attached with multiple cargo racks attached to both sides. It would suit any pathfinder for transport reasons. Cost: Wood: 1000 Thatch: 800 Fiber: 800 Metal: 100 Max Level: 60 Sail Points: 5 Module Points: 12 Attached Sails: one large and one medium handling sail Bug Fixes: Fixed instances where activated fire visual effects were floating above the lumberyard Fixed instances where activated fire visual effects were floating above the quarry Fixed instances where the schooner and raft could disappear from a small shipyard after server restart Fixed instances where transient nodes would not change position after a week Fixed instances where quest markers were in the wrong grid Fixed instances where the interaction with the irrigation system and a grill would cause unintended effects Fixed instances where players were able to damage other players on some freeport islands in PVE Fixed instances when trying to replace a sail would not correctly subtract the amount of sail points to be reduced from the old sail Fixed instances where waves could allow or disallow sail placement Fixed instances of weight not being correctly calculated when placing items in dinghy hangar railings Fixed instances where using a portal to the kraken’s lair caused the player to spawn facing the incorrect direction Fixed instances where some grids have freeport island selection when respawning Fixed instances of holes in the ocean Fixed instances of game crashes where players would be stuck unable to reconnect Fixed instances where some modular rooms could be placed on pillars Fixed instances where the tutorial volume is not controlled by the options Fixed instances where the storage box could only be crafted at the smithy Fixed instances where using the transient tracker and activating the map the compass would cause the compass to be invisible Fixed instances of placing structures on pillars and allowing them to float Fixed instances of pathfinders losing proper movement after teleporting while crouching Fixed instances where structures would be placed on freeport islands Fixed instances of the Broadsider spawning too far back in shipyards. Fixed instances where players could replace sails disregarding collision Fixed instances of Quest markers being in incorrect locations Fixed instances where Dyes would not be highlighted when able to craft Fixed instances where the Damned Smithy could be built on ships Fixed instances where the Songstone could be built on ships Fixed instances where Monument studies room had the incorrect model Fixed instances where Altars of the Damned were spawning iridium ingots Fixed instances where Damned Smithy’s were not placeable near the C11 Altar of the Damned Fixed instances where NPC’s that are attached to cannons, puckles, and sails would not take damage Fixed instances where Unnatural Fog ritual would crash the server Fixed instances where blueprint ships would not be created with 100% durability Fixed instances where treasure maps found in Tortuga would lead players outside of Tortuga Fixed instances where multiple taxation banks can be spawned at sea forts Fixed instances where multiple small sails could be placed at the front of the Turtle Ship Fixed instances where AotD ships would ignore some modular ships Fixed instances where structure placer would incorrectly display available snap points Fixed instances where island claim points are reset to 0 after a server restart Fixed instances where blueprinted ship modules would not start at 100% durability Misc: Maximum stack size for most food/drink recipes in the grill and cooking pot increased from 5 to 30 Grenades can now be stored in the munitions Storage UI changes made for the chatbox when creating a pathfinder Added Tiny Shipyard back into the Basics of Sailing skill, and allowed it to be crafted in the player inventory Increased maximum durability found on shipyards Vegetables and herbs can now be stored in the silo Cows and lions have increased mating ranges Reduced effectiveness of small and medium sails on some modular ships Reduced max sail points available on Broadsider BPs Dragon's Tongue Delight is now categorized as a drink Cursed grog can now be stored in the keg Mace Stun duration has been reduced Additional changes coming in a future patch Mace Stun ability cooldowns has been increased Additional changes coming in a future patch Shield bash stun ability cooldown have been increased Additional changes coming in a future patch Shipyards will now give demolish rewards excluding gold Known Issues: Xbox memory leak causing crashes when loading large amounts of textures Sarcophagus icon shows the icon for a simple bed Sarcophagus crafting resources are incorrect The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  12. Kummba

    pve Price Check

    Wrong wrong wrong
  13. tyvm for implementing the "Tramp Freighter", announced in the last patch notes before this patch, without the 4 cargo containers it is rly fast and i think a lot of people will be happy with it. just in case some new people are reading this and they wanna drop cargo containers you need to put smth into it before you get an option to drop it, and every cargo container gives a 10% debuff on the base speed, so 4 cargo containers on board is 40% debuff, and no if you have only the 4 cargo racks on board (default, without containers) it gives no debuff. this tramp freighter has no modular points and it is not possible to exchange modules because it needs to stay the same at all time, maybe not even 2 points for a diving att. (speed test 4 variants (mixed sails not included): so, with "only speed sails without 4 cargo containers" ofc is the fastest variant, with "only handling sails without 4 cargo containers" it is 4 knots slower, with only "speed sails plus 4 cargo containers" it is almost the same speed as the "only handling without 4 cargo containers" variant which it is just a little slower, and the last variant is "only handling plus 4 cargo containers" that would be the slowest variant with a decent speed 6 knots below the "only handling without 4 cargo" variant, which is also the default tramp freighter you get from the shipyard) (tested within the same conditions on offi, i won't spoiler you the top speed ) (a little bug there aswell if not with all modular ships idk right now but you can sail against the wind with 80% of your "normal" speed, happening to the 4 cargo container variants, so without the cargo containers you can sail against the wind with op speed, obv. its a bug, and the ship is longer at the front than its visuals are indicating, same bug as the COG before last patch) in this version i discovered a few bugs right away after a few minutes so in a few days i guess there will be a patch again, and i hope this time they fix the gamebreaker like not being able to get your animals onto the modular ships, and the market not working, and the bottles with maps giving wrong maps way below the quality it should be, and maybe the shops but it is just the waves or water under it pushing them under the ceilings/floors, a few seasons ago i needed to build my shop 3 walls high to be accessable at all time.. xd)
  14. First thing you need to know is that devs do not come here and they definitely do not answer anything on here. That is a very important lesson for you. next, the reason things are outdated is because the playerbase has dropped so low that nobody bothers taking the time to update and new info. third, they change the map every few months so any info out there will be wrong, which is also why nobody bothers to update info. lastly, things won’t change. It will be this way forever. The playerbase hasn’t stopped dropping since laugh 3 years ago.
  15. Ahoy Pathfinders! To start 2022 right, as promised, we're doing a little house cleaning. We're addressing many of the issues that you, the community, have been asking for in our latest patch. We have a host of bug fixes and optimizations listed below that we hope will fix the lingering problems from previous iterations, so we can start fresh moving into the new year. Along with these changes, we're fully implementing our first wonder, the Great Temple. This structure is the pinnacle of glory for all pathfinders. Companies will have to plot, scheme, and pool all of their resources to be the first, and only, masters of this great Wonder. Not only will they go down in history as the first Pirate legends to complete this stunning achievement but they will also gain “wondrous” benefits that will persist into the next season. Finally, we also have a new transport ship, the Tramp Freighter. This cost-effective hauler will help ease the load of transporting cargo in the early stages of your pirate journey. Check out the details of all our changes below. While not complete, we are grateful for all the feedback we’ve received from the community and ask for your continued assistance in making Atlas the best it can be. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down tonight, 1/12 at around 7:00 PM Pacific Time. Note: We are in the final stages of development for our public facing issue tracker to better address the community’s concerns in balance with ongoing development efforts, with hopes to have it available by the end of the month. Please join us on the Official ATLAS Discord http://discord.gg/playatlas for all the latest happenings! Released Patch Notes Patch v536.03 New Content: The Great Temple The Great Temple Monument has been fully released. Players have visited the structure on the wonder islands in H9, I9, J9, K9 in Africa, and it is now claimable/buildable. To build the Great Temple players will need to build the Monuments Studies Modular room at the Damned Smithy and place it into a Cursed Temple. At the Monuments Studies Modular room players can craft the Great Temple Exterior. Once the exterior has been crafted, bring it to the foundation locations on one of the four wonder islands. These are lawless claim, so be careful, your temple can be stolen. Once placed, the Great Temple have 6 stages of progression, which are viewable at the Progression Table located in the entryway of the Temple. To progress from stage to stage you will need a large amount of resources and at least one week of real life time. The first company to reach stage 6 completes The Great Pyramid Wonder, which gives a permanent buff to all company members of +20 Fortitude. This buff is persistent and will carry over to next season! Stage resource requirements: Stage 2 Strongwood: 50,000 Limestone:100,000 Flint: 10,000 Mythos: 2000 Stage 3 Strongwood: 150,000 Marble: 175,000 Flint: 15,000 Mythos: 3000 Stage 4 Strongwood: 200,000 Sandstone: 300,000 Flint: 50,000 Mythos: 5000 Stage 5 Strongwood: 100,000 Slate: 500,000 Flint: 100,000 Mythos: 2 Stage 6 Build and place Sarcophagus in the main courtyard. Sarcophagus New bed that is restricted to the Great Temple. This bed completes the Great Temple and allows for instant respawn and bed transfers. Cost: Wood: 25 Thatch: 125 Fibers: 30 Hide: 40 Tramp Freighter The Tramp Freighter is a low cost vessel great for early game transport. It is a 2 length ship and comes attached with multiple cargo racks attached to both sides. It would suit any pathfinder for transport reasons. Cost: Wood: 1000 Thatch: 800 Fiber: 800 Metal: 100 Max Level: 60 Sail Points: 5 Module Points: 12 Attached Sails: one large and one medium handling sail Bug Fixes: Fixed instances where activated fire visual effects were floating above the lumberyard Fixed instances where activated fire visual effects were floating above the quarry Fixed instances where the schooner and raft could disappear from a small shipyard after server restart Fixed instances where transient nodes would not change position after a week Fixed instances where quest markers were in the wrong grid Fixed instances where the interaction with the irrigation system and a grill would cause unintended effects Fixed instances where players were able to damage other players on some freeport islands in PVE Fixed instances when trying to replace a sail would not correctly subtract the amount of sail points to be reduced from the old sail Fixed instances where waves could allow or disallow sail placement Fixed instances of weight not being correctly calculated when placing items in dinghy hangar railings Fixed instances where using a portal to the kraken’s lair caused the player to spawn facing the incorrect direction Fixed instances where some grids have freeport island selection when respawning Fixed instances of holes in the ocean Fixed instances of game crashes where players would be stuck unable to reconnect Fixed instances where some modular rooms could be placed on pillars Fixed instances where the tutorial volume is not controlled by the options Fixed instances where the storage box could only be crafted at the smithy Fixed instances where using the transient tracker and activating the map the compass would cause the compass to be invisible Fixed instances of placing structures on pillars and allowing them to float Fixed instances of pathfinders losing proper movement after teleporting while crouching Fixed instances where structures would be placed on freeport islands Fixed instances of the Broadsider spawning too far back in shipyards. Fixed instances where players could replace sails disregarding collision Fixed instances of Quest markers being in incorrect locations Fixed instances where Dyes would not be highlighted when able to craft Fixed instances where the Damned Smithy could be built on ships Fixed instances where the Songstone could be built on ships Fixed instances where Monument studies room had the incorrect model Fixed instances where Altars of the Damned were spawning iridium ingots Fixed instances where Damned Smithy’s were not placeable near the C11 Altar of the Damned Fixed instances where NPC’s that are attached to cannons, puckles, and sails would not take damage Fixed instances where Unnatural Fog ritual would crash the server Fixed instances where blueprint ships would not be created with 100% durability Fixed instances where treasure maps found in Tortuga would lead players outside of Tortuga Fixed instances where multiple taxation banks can be spawned at sea forts Fixed instances where multiple small sails could be placed at the front of the Turtle Ship Fixed instances where AotD ships would ignore some modular ships Fixed instances where structure placer would incorrectly display available snap points Fixed instances where island claim points are reset to 0 after a server restart Fixed instances where blueprinted ship modules would not start at 100% durability Misc: Maximum stack size for most food/drink recipes in the grill and cooking pot increased from 5 to 30 Grenades can now be stored in the munitions Storage UI changes made for the chatbox when creating a pathfinder Added Tiny Shipyard back into the Basics of Sailing skill, and allowed it to be crafted in the player inventory Increased maximum durability found on shipyards Vegetables and herbs can now be stored in the silo Cows and lions have increased mating ranges Reduced effectiveness of small and medium sails on some modular ships Reduced max sail points available on Broadsider BPs Dragon's Tongue Delight is now categorized as a drink Cursed grog can now be stored in the keg Mace Stun duration has been reduced Additional changes coming in a future patch Mace Stun ability cooldowns has been increased Additional changes coming in a future patch Shield bash stun ability cooldown have been increased Additional changes coming in a future patch Shipyards will now give demolish rewards excluding gold Known Issues: Xbox memory leak causing crashes when loading large amounts of textures Sarcophagus icon shows the icon for a simple bed Sarcophagus crafting resources are incorrect The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. 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
  16. It's huge, gives you a lot to do and just get bigger with new islands and lot of stuff to craft or build up. of course there are several bugs and wrong working processes and balancing. But listen: now it's just a half year gone since the alpha release. Look at how often they listen to the community (who payed, plays and know the game) and changed lot of things. For one it's OK, another thinks it's worster now. I know a lot of games who stuck 4 years or more in the alpha phase and they're all not as that big as atlas is after 6 months. Please stop opening a whine thread each second day. We don't want it, it doesn't help (at least because it's the wrong forum) and really no one wants a dude who get absolutely no idea about the game to tell what's wrong.
  17. Can't speak to the issue of it locating on the wrong drive, but Atlas seems to be having an issue known to cause frustration with Ark, namely that for some technical reason I'm not qualified to explain, the game needs you to space greater than the size of the entire game free, not just the update itself, in order to dl and install updates, which makes no sense, but I have seen it happen numerous times with Ark. As far as the wrong drive thing, my only guess is once it initially routed it to the wrong drive, it keeps wanting to send it back there until you find a way to direct it specifically to the other drive. Please enjoy the music while someone with greater technical proficiency hopefully sees this thread and offers more substantial help.
  18. You are almost right. you are very wrong on how he used the word wiped. That is a very common term for when someone raids your base and takes everything. That term has been around since ark before the devs actually “wiped” anything. more common is the term “foundation wiped” meaning they actually took the time to not just take everything but destroy your whole base including even your foundations, and then put foundations down where your base was so you can’t even build back. just because atlas “wipes” all the time that isn’t where the term came from.
  19. We apologize for the delay in communication, we have been doing everything we can to fix this Xbox connection issue. Two things went wrong. Something happened with our security certificates from Microsoft which made it so none of the Xbox players could connect. When putting in the new certificates they are not being recognized by our servers so we have been working with Microsoft all day to figure it out. Eta for fix is hopefully in a few hours, but more realistic due to the issues we have had all day is tomorrow morning.
  20. We apologize for the delay in communication, we have been doing everything we can to fix this Xbox connection issue. Two things went wrong. Something happened with our security certificates from Microsoft which made it so none of the Xbox players could connect. When putting in the new certificates they are not being recognized by our servers so we have been working with Microsoft all day to figure it out. Eta for fix is hopefully in a few hours, but more realistic due to the issues we have had all day is tomorrow morning.
  21. We apologize for the delay in communication, we have been doing everything we can to fix this Xbox connection issue. Two things went wrong. Something happened with our security certificates from Microsoft which made it so none of the Xbox players could connect. When putting in the new certificates they are not being recognized by our servers so we have been working with Microsoft all day to figure it out. Eta for fix is hopefully in a few hours, but more realistic due to the issues we have had all day is tomorrow morning.
  22. Well you can’t be that stupid lol. It has been out over 3 years and this hasn’t happened before. This actually means that these devs are even worse than the other two before them lmao. even though the previous dev team never fixed anything they still gave an announcement when something was wrong. Way too late for the crap they are saying now. you also have to be pretty stupid to believe they won’t wipe for another 4 months. The game is already dead and losing players like always. A wipe is their fail safe for a few more people to come back. if they actually do go another 4 months(they won’t) we will see the lowest average player base to date. This is the perfect time to mention that 800 is the all time low so far which is very pathetic. there is a reason atlas is on the all time bottom 100 list of steam. Called the hall of shame. Literally over 22k games on steam are rated higher. It is 67 on the list so there are only 66 games that have ever been made that are worse good luck white knight Yeah they always blame someone else. Been that way for years smh They also are not doing good work FYI
  23. Well most console players aren’t into the survival genre to begin and there really isn’t that many mmos on console either so that big number of players you are talking about is actually a lot smaller. console gamers tend to think a like especially when it comes to Xbox or ps4 specifically. And yes, a sample survey of over 100 people is more than efficient l. That is the point of taking surveys. the funny part is others can feel free to say I am wrong with literally no basis to prove it. At least I am out asking people. “Well I say your wrong because I said so”. Oh wow I must be wrong then lol
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