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  1. WRONG ! You have to attach the diving platform to the Cog BEFORE she is released to the ocean. After that you can not attach it, neither in a basic shipyard nor in an advanced shipyard. It is possible in a large shipyard and a small armored dock later, if you have the 10.000 gold für these docks. Just love this Grapeshot Bug Producer Company.
  2. Hi George, nice feedback again from you. I wonder how it is possible to replace the tame modules on the Pegasus... i think it's not intendet that it could be a gun boat. Like on the Tramp frighter where you can't replace the 4 cargos. That you need the kraken railings and the cannons are on the wrong side... lol. Speed 15-16 knots no matter of sails and wind... crazy. Did not find this issues in my testing last season.... but honestly i played max 30 minutes with the Pegasus until it was parked forever on the shore. This island issue is crazy as well... an island placed on the sea fort^^ If you have issues and need a base you may join me... i have cupple of farms and market. PM me if you need a place, but it's in the lawless temperate and not your favorite thundra.
  3. 03 - Sails and Camera issues. So basically when we are sailing, center of view attached to steering wheel, and it also distanced for some numbers. The problem here is - sometimes it placed so bad, with totally wrong height, to close to the sail, so the sail blocks up to 50% of ocean ahead. So the only thing left for me is to sail with constantly holding LMB. But this season - LMB view got like this: I didn't fight it yet but I'm not sure how to aim from this far distance. This one need to be checked out. The solution is simple. Each vessel should have a central view point, independent of steering wheel and being placed somewhere in the center of ship and a bit above the sails and distanced that much so most of our ship never blocks the view.
  4. Part 2: Big round of applause, guys. Whatever you tinkered on in the network code corrupted some regions on the unofficial server I play on. We need to wipe, too, as it's totally FUBAR Bravo, clearly the best people on the job. Appreciate all the hard work downloading freebie assets and pushing out bad netcode. If I seem bitter, damn right I am. This team takes the wrong turn every chance they get, and when I try to go to private hosted grids to get some semblance of a good game, they still manage to cock that up. I want to like Atlas, I want to enjoy it; they're hellbent on going nowhere fast with it.
  5. Upon retrospect and at the risk of contradicting myself, I wonder if Atlas was really advertised as a "pirate game". What do you think? I don't know about the rest of you, but I'm itching for a really good sandbox MMO pirate survival game. Sea of Thieves is a really good polished game, but has no continuity is too repetitive. I don't want to ship battle other players all day. I'd like something more immersive. Maybe my expectations of this game are wrong and I simply bought a game that wasn't what I was actually looking for.
  6. U know guys... what I really love to see in release version - is reworked weather engine. Because weather (along the ocean and ships themselves) is the CORE of sailing game! It should be cool. It should bring spectacular view. It should require us to deal with it!!! What should be done: - Removed "Waves" (both cold, heat and fog) because they just makes no sense and doesn't brings anything to the game (seriously - If I hunt SotDs during fog I just stop, go alt+tab and watch youtube, and if I sail somewhere - I just sail). - Removed 3D clouds. We're not in flight simulator, where 3D clouds matters. - Wind rotation system should be canceled. - Pacman with 100500 tornadoes - should be canceled. --- - New skyboxes added, with different types of weather. So everyday we experienced something different. Bright sunny days. Partly cloudy. Gloomy gray. Drizzle. Heavy rains etc. Also snowstorms, white mist in cold areas. With spectacular sunrises and sunsets, rainbows after the rains, st. Elmos before storms. And all that kind of stuff. - Steady wind (most of the time it's average strength, but rarely goes to calm or hurricane). It's fine for me if it will be random direction and strength every grid. It should change it's strength and direction from time to time (not that often). - Deadly thunderstorms with lightning strikes risk. Damaging planks if you point wrong angle to waves, or go full speed, and damaging fully opened sails. - Tornado should land rarely. It should be large, single, predictable, avoidable (at all costs) and deadly to pass through. --- Maybe some weather skills allowing us to predict the weather, or check one at neighbor grids. Maybe some +xp bonus for ship - sailing through dangerous conditions.
  7. Will you add the ability to use deck swivels for modular ships? We will be adding additional modular railings in the next few patches. A Modular railing with swivels is planned to be included. I wonder about the feedback from the "PvP" community on discord about this... railings with swivels faceing to the sea to shoot fire on other ships at close range? Go to PvP server and have a look how Players place their swivels on Deck of a Brigantine to secure it from being borded... on a modular your only protection against this is to hope that the enemy will hook the railing and face an issue that he can't climb over it... Your road map made me consider you change the modular ships that way you can build wood structures and swivels + cannons on it... but this proofs it wrong... So tomorrow is patch day... I made sure my PvE base is running the last month by joining the server once a week and unanchor all ships for a moment... It's also sad that you don't consider to change the islands... it would be appreciuated to have islands with a "harbor" bay with a decent whater depth. Small Islands are great, but who will play on them (PvP) if every peace of it can be shot by a mortar ship for example? Also I suggested to lower most of the high mountains of islands... they are of no use besides having very safe bases up there with lots of effort to get your resources up there. Reduce their height to the current defence structure building restriction... they can still be defended. Yes, the islands may not look that unique anymore but for the game play it will be a lot better. I hope you will fix the modular ships most hated bug -> the auto destroy once a modul gets to 0 HP and there is most likely more damage hiting this structure or it receives splash damage... somewhere in this points your ship scuttles... And hopefully the new patch will change the repair system of modulars back to old one with resources... that would make the ships playable... even with their low turning speed.
  8. With us very soon reaching the sub 1k player count and possibly another all time low, I noticed that atlas world now has dark side and radioactive as servers now. good idea for more than one reason. Before if someone looked at the steam charts for atlas they would see 1200 players and think that was a good number. First of all that is a very pathetic number to begin with. Next when you look at atlas world you can see the difference between official and unofficial servers. darkside has more than official pvp, official pve, and radioactive combined. don’t get me wrong I am not praising darkside because 600 isn’t good either but having said that only 100+ on pvp and 200+ on pve is just abysmally embarrassing lol. might take another month to reach the all time but I need to remind everyone that player numbers only go up after a wipe. That is the only time for the whole 3 plus years of this games development. Never any content or update has grown the player count. Only wipes. having said that, the new devs supposedly said they wouldn’t wipe. If they don’t player counts will never rise and only get smaller. If they do wipe that means they were liars and should not be trusted or respected. also, if they do wipe remember I told you they will change the map as an excuse for the wipe even though nobody asked or has ever asked this whole time for a map change.
  9. =INTRODUCTION= I've recently decided to come back and take a look at ATLAS after a very lengthy hiatus from the game. Not being into the "MMO" scene, I elected to go back to Single Player and see what changes have been made - on both the "Ocean" map and the Blackwood map - which was initially designed for smaller servers/Single Player. What is disappointing to see is that Single Player - a game mode that has been included from the start - appears to have been neglected in favour of "doubling down" on the multiplayer aspect which appears to be going catastrophically wrong, given the rather passionate responses I've been reading through today. Single Player is useful to people for many reasons. 1 - It allows people to play ATLAS either alone or, though a non-dedicated server (or even a small dedicated server), with a small group of friends and experience the storyline of ATLAS. 2 - It allows people to get a feel for ATLAS without the rampant toxicity multiplayer servers typically devolve into. 3 - It allows people to experiment with and/or design ships and bases that they may decide to employ on a multiplayer server. For those reasons alone, while it may not be "the focus" of Grapeshot Studios (which to me is seems like Wildcard but by a different name), Single Player should be maintained in the same manner as Multiplayer. The following is my opinion, some suggestion and recommendations which - while I am only one person with one opinion - may spark some more creative flare from a developer or a group that can take this further than I possibly could. =CONTENT= For the most part, given my several hours of reacquainting myself with the systems and mechanics, the "new" map that came with the Trade Winds update so far appears to be a significant improvement over the previous iteration. However there are still areas that require addressing. 1 - Ships of the Damned. This was one of the major reasons I stopped playing (from a Single Player perspective) ATLAS the first time around. SotD seem to ignore any damage resistance/modifier changes. They also still spawn in the *STARTER* zone. While a fully crewed sloop in multiplayer can probably outrun them (assuming good wind - which, granted I did not have in SP at the time of my encounter), my partially crewed Single Player sloop was sunk in 4 volleys by a Level 28 Brigantine. After searching high and low for a command line or mod to assist with SotD, I ended up disappointed. I understand that SotD and AotD are embedded into the storyline and the end-game resources so they cannot be removed entirely - however their number and power should be able to be managed by command line/in-game slider. There should be a map guide (or even a revision of the mechanics surrounding SotD) explaining the likelihood of SotD encounters and their relative power in the zones/regions - similar to what occurs for Wild Pirates - so players can make informed decisions. My recommendation for handling Ships of the Damned for Single Player and small Multiplayer servers is to either implement a slider (or command lines) that reduces the level, damage and group size of SotDs that spawn in and disable their spawning in the STARTER zone (at least), if not the zones immediately surrounding the STARTER zone, ENTIRELY. This gives the player(s) a bit of breathing room to get themselves established - so that when the player reaches the open ocean in either an AI-crewed (or player-crewed) Brig or Schooner (or something larger, provided they can acquire the resources from the starter zone/immediate zones) they at least have a chance to defend themselves if they're unable to avoid the ship. I would also recommend, especially for Single Player - but could also work very well in both an Official and Unofficial setting, that SotD only spawn in the regions containing, and immediately surrounding, the Stones of Power locales. 2 - Wild Pirates. This is not a negative, this is actually a commendation. I actually very much applaud of the addition of these AI pirates from not only a Single Player perspective but also from a PvE and PvP perspective. It gives PvE something to fight against on the sea (aside from SotD) and gives the PvPers something to practice against. From a Single Player perspective it implies that the player is trying to establish their own pirate empire. The map also advises the player on just how powerful the Wild Pirates are in the zones/regions before you enter them - so the player can make an informed decision about entering the zone. 3 - Stupidly high temperatures An island with an ambient temperature of 63 degrees. That's hotter than Dubai on a hot day. In fact, that's 7 degrees hotter than the highest recorded temperature. And these temperatures kill players trying to level. Not even swimming in the ocean works at these temperatures. Either a global temperature adjustment, or a command line/slider to manage how high (and also low) temperatures get. 4 - Blackwood This map was intended to be the ideal answer for small multiplayer servers and Single Player. After exploring the map and reading comments regarding Blackwood on Steam (I've not read the comments here) it is apparent that the upkeep of the map has been abandoned. Certain trees are missing textures, it's missing certain resources and certain spawns are tricky to find. At the very least, I would encourage an update to Blackwood to ensure that those who play on the map have access to the same content as the multiplayer game in a much more condensed size. This would also suit smaller multiplayer servers. However I do have an alternate suggestion: 5 - New Map: The New World A map with the same overall size as Blackwood, but modelled after the real world - much like what the multiplayer ATLAS is doing, but on a more compressed scale. Players start in the Caribbean freeport and the Americas on the western side of the map - with the expansive "Atlantic Ocean" (containing the Kraken's Maw - and 'Atlantis' in the depths) between them and Europe, Africa (and perhaps even a representation of Asia and Australia, if it would fit) on the eastern side with the polar caps hosting icy zones representing the Arctic and Antarctic regions at the top and bottom of the map. Where possible animals would be assigned to spawn on their respective land masses/biomes (i.e. Lions, Elephants and Giraffes in Africa, Wolves in the Americas and Europe, etc.). The Stones of Power can be spread throughout the world (such as ruins in South America and Africa, hidden away in ruined castles in Europe, etc) which encourages the player (or players) to sail and explore - to tame specific creatures they would need to head to specific biomes (which, with the ability to utilise the new 'tame transporter' ship, can be great to showcase what is possible in ATLAS). It would also give players several distinct choices on where to live (the Americas, Caribbean, Europe, the Mediterranean or Africa - or the north/south pole as they choose). This map would also include the necessary resources and requirements for end-game content (such as Atlantean ruins), and need to be able to be expanded upon (in terms of catering to future content). As referenced above regarding SotD, SotD would only spawn in certain regions, though especially in the oceans adjacent to Stones of Power and surrounding the Kraken's Maw - meaning a player or players can go 'hunting' for them with only a very minor chance of them appearing elsewhere - and certainly not as soon as you exit the starter zone. 6 - Gold This is more specific to Single Player, but more ways to find/earn gold would be a great addition. As Single Players *need* gold to manage the larger, more capable ships - even to use a Sloop to get off the starter island - one could find themselves essentially bottlenecked trying to find enough gold to afford a crew. I have no issue with the cost of AI crew, or their cost of retention, but coming up with the gold to pay for them to begin with was quite challenging. In my playthrough, very few bits of flotsam spawned in the starter area and I found myself having to use a raft (after already buying and prepping the ill-fated Sloop) to head out into the adjacent, more dangerous zone, to look for flotsam - to then head back to the starter area in order to get myself a crew. In SP, I suppose I am not penalised for staying on the starter island (with the exception of not having access to metal) so this might not be seen as much of an issue, but in a multiplayer setting - you don't necessarily want your players to base out of the starter island: you want them to leave and explore the larger ATLAS world (hence why there is now no metal on the starter islands). Even if, in SP specifically, one of the vendors in the freeport bought a stack of wood, thatch or stone for 1 gold. It's a lot of work (rates notwithstanding) for little gain but if a player is struggling and they're prepared to put in the effort, they can afford to get off the island with a crewed Sloop, leaving the starter zone behind them (though I would still return myself, especially if I was hosting a non-dedicated session with a friend - or if it was a private server). =CONCLUSION= Overall, I did find that ATLAS had fewer, less obvious bugs than when I last played - so it has clearly had some TLC applied. During my 5 or so hours getting reacquainted, I had no trouble with the way leveling now works, or the introduction to progression. I can not, obviously, speak to the balance of the wider multiplayer game as I personally would not seek to play ATLAS on such a scale - as I play with a small, close group of friends. From what I've been able to observe and achieve in my time, there is no issue with how things progress (with the exception of SotD and extremely high temps). If the 6 main points above were to be addressed and/or achieved this would put ATLAS in good stead when it comes out of Early Access. If "v1.0" does not contain methods to address or fix the issues listed above, the game cannot be considered "out of Early Access" when features it has had since EA launch do not function as intended across all game modes. Thank you for reading.
  10. 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.
  11. 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)
  12. 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.
  13. 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
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. What's going on? Still no announcement...did they just leave the sinking ship or are they still on holidays drinking cocktails and laughing their asses off about the community? What's wrong with those devs? It's a fucking joke...
  21. I started playing ATLAS about 2 weeks ago. When I try to look at the wiki or any form of context that relates to islands and the map, I always end up getting wrong information. I joined in on the [PvE] The Whale's Solitude official server and it only has a map grid of A1 - D4. I know that a regular map goes up to K11. I don't want to lose the progress I made on this character but there isn't a forum on this type of map. Is there any way I can get information on this map or know how to migrate my character to another server? Any and all help is welcomed.
  22. Totally agree with you. yes at start this game is really fun and always you gonna have an hope that ahh its EA at moment and soon all fixed but then time will pass like that was for me in official 1980 hours in private networks almost same more. So why we are here in forums and talking about how bad how broken ? that's why we have forums or im wrong ? And if we all gonna be like ahh its a game lets chill. Then developer sees only green light for going BS what they doing at moment. Again yes i'm agree game can be broken and full of bugs and if you have many friends to play that broken thing then it's fun But now think about what developer says if you read patch notes?!. There's like thons of fixes what you really never gonna see and mostly new season aka wipe is for money grabbing and alot more broken content. and that's why we so called bad people Black Knight's are here to cry and tell that something is wrong in this picture dear developer.
  23. I personally feel Atlas is an abuse of early access - especially for the amount they charged. In this case, Grapeshot has used this program to "pay to develop" and "pay to alpha / beta test". They clearly had no idea what they were doing and should have had the game mechanics and networking more functional before releasing it to the public. To top it all off, they simply copied and pasted Ark in order to build the game which in my opinion should have put them much farther ahead than they are now. Early access isn't a good description of this game. It should be classified as "learn as we go". If you want a good example of what an early access game should be like, check out SCUM or Valheim. Both games have a polished foundation and at this point are simply adding more content. I can't remember a single instance of either crashing. Atlas is largely broken and yet they're still trying to add content on top of it causing it to break further. In my opinion an early access game should be in a "somewhat finished, and working state" before asking people to pay for it. Atlas has never been this and I don't think they've really had a proper direction. Mostly I think their creative vision for this game is wrong and continually going in the wrong direction. Catering to the hard-core gamer and forcing players to log on each and every day to protect their investments is morally wrong as it begs players to perpetuate unbalanced lifestyles. The land domination concept they insist upon is working completely against the game and causing new players to give up as they struggle to a place to find home. They need to focus on creating a great pirate sailing experience first and foremost. Hopefully the new devs can turn things around. In the last set of notes they said they were going to focus on fixing bugs and have marginally addressed issues such as gold for ships etc. This is somewhat promising and hey, I'll take whatever I can get at this point.
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