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  1. Not everyone knows that you can add markers to your map, but currently it's not working properly. ex. If you look at your map, you can see the current Long/Lat, but if you press N to add a marker, your coordinates doesn't match if you look at the map and the marker is somewhere else... Please fix it...
  2. Rellom

    So much wrong

    Can we get the fix for claiming land in pls. Can we get a fix for placing thatch floors in the ground everywhere else. You should really look at past game and their releases, and see why your headed down the same path of failure.
  3. just logged after V7 and back at level one but with the Exp. to go to my level bvut then didnt get all skill points. then smithy says it needs 8 points to unlock.
  4. Congrats, you just sapped my desire to play the game. I do not want to pay for a game where I am restricted from playing the majority of it. At most, when fully leveled, there should only be one tree unused, if you fully level all the others. Right now, I can't do squat. Was actually enjoying the game before this was done. If this tree is going to be so harsh, unlimited respecs need to be a thing. Just have a 24 hour cool down on it or something. I mean seriously...what if you only have a few people in your company? I'm thinking that this game may not be for me.
  5. you can see in a piture, no island in sever pvp and sever pve animal very danger
  6. So my friends and i started playing this game.. we chose NA PVP to start with at launch and been playing since... today we log in and cant find our pathfinders.... we decided to check the other servers to see if they are on it... and some how we are now on EU pve.... still have all the loot and everything we stole from other people... and when we hit esc it shows us still on NA pvp. yet everyone else in the server when asked says that are on EU pve.
  7. Hello I just leave it here. Why price in Ukraine is 11.40$ and in Russia 6.20$. Did you know what is average salary? This info for your sales department: https://tradingeconomics.com/ukraine/wages https://tradingeconomics.com/russia/wages
  8. Two things, a) The angles for the weight and handling sails are wrong. The way these sails work in game is not how they work in real life. This really breaks the immersion and makes sailing less intuitive. b) Not only could this 'fix' be purely graphical at this stage - it could also easily be expanded beyond this to make the handling and weight sails viable choices when choosing main-sails via added gameplay elements - which I will go into below for those who are keen for a quick read. The game suffers because the sails are too similar - they are things that rotate to the nearest direction of the wind - with slight gimmicky speed and angle and weight values plugged on to distract the player into thinking these sails are worth thinking about. In reality, these sails function very differently, and including these functions ingame will make the sailing aspect (one of, if not arguably ,the main aspect of the game) much more dynamic, and rewarding for those who follow different play styles. At this stage its hard to tell how much research the devs did into tall-ship sailing - no doubt they got the basics right - square sails were speed sails, handling (only on modern boats but tall-ships had stay-sails) or gafs(weight sails) were for pointing upwind. But the inclusion of rotating booms that go infront of the mast pointing handling/weight sails literally into the wind makes me think more research is a good idea. Including more realistic sailing mechanics has the possibility to deepen and enrich the gameplay - not damage it. Ironically, I believe further complicating the system it will actually make sailing easier for the novice - who can stick with certain sail types for ease of use - and deepen the strategic depth of those who want to challenge themselves. Current sail "choices" Speed - faster, harder to set and sheet Handling - normal speed, wider angle of effectiveness (can point higher to the wind), very fast handling Weight - normal speed, harder to set and sheet, adds weight to the ship. The problem with these choices is that weight sails become nearly useless (especially since weight is a level-able stat), and they are difficult to set. All pvp builds I've come across opt for maximum sized speed sails and 1 small handling. Those who are good at sailing just go for double speed. Some who just want to 'run' away go for double handling for the higher wind point, thus ensuring an escape against a faster opponent so long as its 'clear' sailing. The game currently manages to miss a major perk of the handling and weight sails - that they are 'symmetrical'. This means that when ship is tacking upwind, you can 'set and forget' these types of sail, (the direction being parallel to the boat pointing aft) this allows the wind to be caught at the greatest possible angle upwind. In this set-up, when one performs a tack, the sail does not need to reset - however the sail DOES need to be reset after performing a gib. This has two great consequences - solo players who dont have NPC's or early build ships will have both an easier time sailing upwind and it encourages the use of both handling AND weight sails (not having to set a weight sail every tack really makes them more viable by removing their slowness con). Proposed changes Speed - these don't need to change - they're perfect, if anything however, any upwind angle for these sails could be removed - they physically can't go upwind and were designed for bearing down on an opponent at great speed - but downwind only. this gives you control of the engagement if you find yourself upwind of ur opponent. Handling - these need to function symetrically - instead of rotating to point into the wind they should be let out and let in from the 'central position' of the boom parallel to the ship. letting the boom out will catch the most wind downwind, letting it in will allow the ship to point very high into the wind. Performing a tack should be very easy with these sails, performing a gib should at the very least require resetting . Weight sails - function exactly like handling sails - except they are slower to set - and if a gib occurs and they have to fling from one side to the other you could add 'sail' damage to it. Additionally, they should add armour to the boat too. Addition of the STAY SAIL - these sails should be able to be placed between masts - this also encourages multiple masted boats as they have more manouvering over single masted (finally a large sail is faster than two mediums - but the possibility of an upwind stay sail sways the decision into a real toss up for the player) . These sails function like handling sails and are very easy to set and forget. They allow the boats to go upwind a lot more effortlessly. These also really make tall-ships look like tall ships - at the moment, Atlas ships look naked inbetween the masts. Anyway, thanks if you've made it this far. Rant over. at least graphically fix the handling and weight sails! drops mic.
  9. The crows nest is facing the wrong way and the Sails are opposite to the Speed sails direction. Should the crows nest not be flipped 180 deg? Should the Sail/s not be billowing with the wind? instead of 90 deg. to the speed sails?
  10. Other threads: Ramming Galley. Mortar Ship. So. With great help of @Kummba I bought this brand new Majestic Kraken and... well I wanna speak with DEVs. But before that I just wanna say to all other players reading this message. DO NOT BUY MAJESTIC KRAKEN if you plan to do some seas battles. I'm sorry to say that, but right now it's not suitable for naval battles. Now DEVs. Guys. Seriously. This is not gonna work. If you want to expand this modular ship concept, you should make these ships attractive and desirable for players. In this state the ships are right now - they are not! It's like players put hell lot of efforts and get some unplayable raw jest, which brings just doubts, question, and in some case disappointment. +++ + It looks really epic! + It rare. You'll get players attention from all around. - - - - Raw design. Very tight especially around ladders to 2nd and 3rd deck. Only emergency stern ladder to climb and sometimes tentacle-cosmetic just push you back to the ocean. - You can add there just 8 custom objects. - Handling is average. It's ok full speed and completely horrible while you stay. Totally not enough for boardside battle. - It has lack of payload. Equipped for battle it'll have more than 50% total weight. With opened 24 gunports the weight rises for more than 67%. - It has average speed, but in battle conditions (equipped for battle) it's slower than sloop. - Extremely expensive in maintenance. 200 patches requires more resources than it need for full Brig creation. - Player's POV is too close to the ship. Sails blocking most of the field of view. - Can't manually aim and shoot. Just automatic shooting. - Broken gunports hit area. Single volley of low level damned galleon takes out ALL gunports. - Broken sinking time. With 140% sturdiness and all skills increasing sinking time - ship sink it like 3 seconds (which making it not suitable for the battle). Broken: * Crew leaving sail's stations every time ship cross the border. * If you try to replace cannons in gunports, new ones will be placed pointing forward. Getting the ship. This time I've tried to sail to the shop with weight sail Sloop. Didn't work for me at all! With strongest rainy storm downwind it runs just 7 knots. I experienced upwind - and most of my time I sailed 3 knots. It's... well... eh... I mean, I hit freeport and then went for a walk with my corgi dog. After we back I was still on my way to grid center. So... non of any sails works. Best choice so far is mid speed sail. Also 22K gold. Devs do you realize how do player carry that many hah? For example my pathfinder can pick from the chest just 13K. If I wanna pick more I need to drop some gold to the ground then pick some from the box, then pick all I dropped from the ground. Now imagine I came to the shop, drop some golds to the ground and some troll-player appeared and while I was picking gold from my chest - he just steal my gold I dropped to the ground??? Seriously. Reduce goldweight a hundred times. Make it attached to player as it is in all other MMOs. It's just no point to make it as it is now. Raw design. First impression - those holes leads to 2nd and 3rd deck made totally wrong. I mean it's OK for a dwarf, but I play mid-sized pathfinder (around 60% tall) and to get to 2nd and 3rd deck I need to crouch. If pathfinder will be 100% tall he just wont make it. Imagine, I need to do emergency maintenance during the battle and... I stuck in the ladders. You allways do ladders through 2 block holes!!! Some textures were also broken. I guess this one is somehow connected to ship damage and just showing wrong textures set... this is the rear castle. Snap point for ladders would be great at boardside between gunports. And it's not just about every1 hates this emergency stern ladder. Majestic Kraken have those tentacles cosmetic and sometimes tentacles on stern just push you back to the ocean. It also might be critical in some cases. You need to climb onboard fast and tentacles pushing you back from the only ladder. Paint is fine, but front and back castle doesn't follow other parts regions. For example. You can paint railings to red and body to black. But front castle allows you to paint either body and railing to red, or both body and railing to black. Same within rear castle. Something strange with name of the parts. Like I have: - Rear castle with 15K hp. - Rear mid below which is undestroyable. - Another Rear mid below Rear mid with 10K hp. Oh, and if I look at ladders, it shows: "Hold E for additional options". I'm holding and nothing happens. Bad news. You can put on this ship just 8 objects. JUST EIGHT. So you can't put there all. Like in Brig I put there several boxes (to make all in order), all for food, cooking and storage, couple of beds, smithy and mortair-pestle for ammunition resupply, all those resources, munntion boxes. 5 wallhooks with lanterns. etc. Well. Not anymore. Just 8 objects through whole ship. Choose wisely. Crew issue. Yeah this ship CAN NOT handle all required crew by default. So if you wanna put 24 crew to cannons, 2 crew to sails and drive the ship yourself you need to raise crew capacity from 22 to 27, meaning, you need to spend 5 points for that. And you do know that all default ships are capable to carry all their basic needs. Sloop has 3 crew - 2 for sails and 1 for player. Schooner has 14 crew - 10 for cannons, 2 for sails, 1 for player and 1 for extra... for a friend or tame for example. Brig has 16 crew - 12 for cannons, 3 for sails, 1 for player and 1 for extra. Galleon has 59 crew - 52 - for cannons, 6 for sails, 1 for player. Sailing. Yet another bad news. Crew still leaving sails station after each border cross. This ship turns way slower than Ramming Galley. In fact. With full speed it turns more like schooner. So boardside fight with damned ships is questionable. Of course I'll try this later, and write my impressions. As for turning around with no speed... well... errr... It's slow. I mean it's S-L-O-W. It slower than Galleon. I just wanna say that it makes 360 degree turnaround in (you wait for it).... in approx 21 minutes. So when you visit tundra freeport with cliffs lagoon, you make sure you parked your ship right. Or you will do 180-turn departure within 11 minutes, just sittin and holding A (or D) key. I'll continue this thread later, so stay tuned. More screenshots and impressions to come.
  11. I 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.
  12. Current server log LOL Sat, 12 Oct 2019 19:28:14 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 02:54:01 Server restart requested (NITRAPI) Sat, 12 Oct 2019 22:57:31 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 10:06:57 Server restart requested (Webinterface) Sun, 13 Oct 2019 06:10:33 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 10:15:46 Server restart requested (Webinterface) Sun, 13 Oct 2019 06:19:23 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) Sun, 13 Oct 2019 06:33:10 -0400 Server restart requested (WINDOWS) Sun, 13 Oct 2019 06:37:04 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 10:39:19 Server restart requested (Webinterface) Sun, 13 Oct 2019 06:42:55 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 18:23:36 Server restart requested (Webinterface) Sun, 13 Oct 2019 14:27:17 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 23:23:52 Server restart requested (Webinterface) Sun, 13 Oct 2019 19:27:46 -0400 ni1269368_1 restarted more than 10 times in a row. There seems to be something very wrong. Stopping server. (WINDOWS) 2019-10-13 23:39:05 Server restart requested (Webinterface)
  13. Hi Guys, So I followed the guides for setting up a server and everything seemed to be going well. However, just as the server starts up, I get a fatal error. problem is, I have no idea what this means or where I have gone wrong. Can anyone decode this and let me know what I have messed up? Thanks
  14. At this point I am quite happy I spent less the $10 on this. Seems to be one of the best examples of what is wrong with game development today.
  15. Really wish you guys would fix the resources so they match up with what you're seeing (ie; copper nodes should like copper nodes, cedar trees like cedar trees etc). There are so many things wrong with the game, but this really irks me because it's such a simple fix, even if time consuming.
  16. This game has been in development for over 4 years now, promises were made that game mechanics would be completely overhauled 2 years ago (when I last played) by the sounds of it nothing has changed and any chance of the game getting any meaningfull improvements or an official release are dead. Would love to be proven wrong but wildcard have a long history of being a joke when it comes to managing customer expectations and being realistic/honest
  17. I don't think they even look at this forum, so you're probably wasting your time. You need to go on discord but be warned, if you say the wrong thing (such as comments in this thread), their community manager will ban you for harassment. Make sure your criticisms are constructive.
  18. Its not broken. Its what the Dev team did for Atlas but way to late. Same thing that is wrong with the ship wheel and graphics.. They lowered the graphics on Xbox so that Xbox One people can play... Xbox One people could not play well before because of crashing because to much on screen with the graphics they was running.. Also the compass you can still read the really UGLY wooden stick lookin think is the NORTH arrow I hate the new graphics they added to the game. Makes the game so so ugly now. There so many bugs I wish was fixed on this game that been around for ever. -Walking while swinging "SICKLE" bugging out the screen. -Water Clipping threw the boats and the de-sink bouncing of the boat. - Return of the old better graphics. - Tames falling off the boat while crossing borders. - Fixing name plates on some boats to show full name of boat. - Fix glitchyness of rubbing against wild animals and getting stuck on them every 5 seconds. I am sure there is more but yeah... - UPDATING the outdated TUTORIAL for the game with each season. PLEASE! - A tool guild to help know how to do everything in the game to some extent. SAD I HAVE TO QUESTION PEOPLE ABOUT NEW STUFF. THEY NEED XBOX SRIES X AND S version enhanced asap.. I got a new 4k TV and Xbox Series X and they lowered the graphics after the fact its been issues for years. They did something about it way way to late witch bugs me so much. Everyone is getting the new consoles now and they lowed graphics but it way to late.. NOW THEY NEED TO FIX THE GRAPHICS BACK THE WAY IT WAS!
  19. This is mostly Google Translate essay: Dear ATLAS developers and players, I care about this game because the basics and the climate you have created is incomparable to any other production. However, I must express my opinion on why this game will not be a success on the gaming market. Or rather it will slowly die. The game has classified itself to the genre of survival / sandbox / exploration / PvP - this is the basic assumption. Based on these basic assumptions of the game, you can put the most important game downs. Survival: - Vitamins are only a hindrance and annoy the players - they need a modification. Sometimes the player simply decides to die than spend extra minutes picking up supplies. There was no such thing in ARK. We got a food recipe for it, which we could create according to our preferences. There is no such thing here. - Drinking water is also an annoying difficulty. In hot climates there are not enough places to dig this water. There is no rain if we would like to collect this water. In the ark we could create an irrigation system without any problems (and it was a pleasure in itself) - In cold climates, the hunger rate drops even more and it is even harder to keep vitamins at a decent level. - Putting armor of different types carries too many penalties and leaves no free choice. We can wear heavy armor (the best in the game) only in moderate climates. - You should be more focused on the fantasy atmosphere. Wolves, lions and snakes are not too demanding opponents. The game in real climates is not very interesting. Why not add creatures from fantasy to the world of ATLAS? Something that created an actual threat, and perhaps a challenge for the player? - Taming and breeding is as annoying as boring. This is certainly not as much fun as in ARK. Seriously think about the whole revorkiem. - You created the game in the assumption of exploration and hence these annoying factors. Here we have to sail a boat, sometimes over an hour, for example, want to tame an animal that is not in the mood of our island Or, for example, if we would like to do an item from the blueprint we found, we need to visit even three different climates! - Solo play is not possible. sandbox: - There are no structures with an angle of 45 degrees - We waste a lot of time on the ship's float. It's nice, but after a while it makes us realize that this game is dead. - This is just my suggestion, but I think that there is too little land and too much ocean. Solid continents would be useful instead of islands. - There are few cons or many, but it is not important. The basics of the game are very good for this genre and it's not something extra to come up with. - Solo play is not possible. Exploration: - The game forces us to explore. Nothing else needs to be added in this sentence. The assumption is wrong at the very basics. Change your thinking to reward exploration - Exploration is boring. There is nothing to discover. There are no surprises, repetitive content. - Solo play is not possible. PvP: - PvP is very interesting. Fuck, he's awesome. Only that it does not bring any benefits beyond pleasure. The balance of benefits and effort is lacking. - To create an interesting situation for PvP, too much effort is required. We need a ship with cannons, weapons, 2-3 players. not just any ship, at least Schooner. It's not that the ship's farm is tiring, but building the ship itself takes too much time. - To assemble equipment for a good PvP, we need a few players where everyone specializes in something else. For PvP, we need a firearm, a ship, cannons, a grappling hook, maybe some animal with a trailer. For this we need at least 5 players in the game at the same time. Specializing in other fields - Solo play is not possible. Graphics: - We hear the sound of the night / day and suddenly the light goes out / lights up. It's unnatural. - Shadows move unnaturally with the camera. - Waves on the sea, if they are interesting, after some time they are boring. Storms are boring and undemanding. Rework! - Why is this mist at sea? - Gamma is totally unmatched. In winter climates, snow winks. The / gamma X command does not help at all. You must use this command non-stop to be able to play. I feel sorry for players who do not know this command. - Ships "ship of the damned" look like big motor boats, not like ships of the undead. Bugia: - Under the influence of waves at sea, the player is often under the last deck of the ship and it is impossible to get out without destroying the ship's side. - The guardians of the chest are hiding under the ground, despite being in a fight with the player. I added a point that solo play is impossible. I play 5 players in the team. It's impossible to believe it or not - it kills the game more than any of the minuses I mentioned. I have even more suggestions that I think 100% of the players think is right, but I have mentioned the most important ones that should be resolved by ASAP.
  20. Hi, Equiring about Season 10 Discovery Points. This is what I know so far. Island Discoveries total 661 Powerstone Discoveries 40 each total 360 Kraken Discovery Kill is 150 Two whales and squid 30 each equals 90 Essence Discoveries are another 40 each equals 360 Are there discoveries for the Hard Mde Kraken and the Yeti? Am I wrong about the above? Thanks in advance.
  21. 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.
  22. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. Ship bottle duplication enabled on PvP servers. Increased cost to duplicate bottled ships. Tames/crew can be stored inside bottled ships. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  23. Ahoy Pathfinders! In our last post we revealed our Season 10 Roadmap to cover some of our goals for the current season. Included in this update are several of those new features as well as some much needed bug fixes. Pathfinders can celebrate the holiday season with some spooky decor and skins, enjoy life at sea with the new Floating Operating Bases, and partake in the plentiful harvest provided by new tameable creatures. Servers will be going down to deploy the update on Monday October 31st at 1:00 PM PDT. Servers are expected to be back up shortly after. Released Patch Notes v.552.9 New Content Halloween Event Halloween has arrived in Atlas again, so get in on the tricks and treats available with this limited time holiday event! Players can also enjoy a week long bonus rate event! Jack O’ Lantern This carved pumpkin contains a variety of Halloween themed gifts inside when opened. Can only be obtained from destroyed Ship of the Damned loot. Halloween Items: Two-Handed Scythe: a cosmetic variant of the 2-Handed Mace. Jack O’ Lantern: a placeable cosmetic structure. Gravestone: a placeable cosmetic structure. Scarecrow: a placeable cosmetic structure. Candy Corn: an edible treat (or is this a trick?) with no nutritional value. Witch’s Hat: a cosmetic hat for Cats, Crows, Crocodiles, Yeti, and Monkeys. Jack O’ Lantern Helmet Skin: a cosmetic skin for a helmet. New! Jack O’ Lantern Cannon Skin: a cosmetic skin for your cannons to change the appearance of shot cannon balls. Items can alternately be individually purchased from the Holiday vendor located in Freeports. Floating Operating Base Some crafty Pathfinders without an island to call home have managed to strap four schooners together and built a platform on them! This new Floating Operating Base has finally made its debut into Atlas! Floating Operating Bases (FOBs) introduce a whole new strategic system into Atlas where players are able to build temporary floating bases to stage their fleet. The foundation of the FOB is a large square with a hollow center. Along each side of the foundation are snap points for Sea Docks (max: 6), where player ships can be docked and protected. The foundation will provide support for all structures placed on it or connected to it up to 16 connections away, with no weight limit. There are, of course, limits on where FOB foundations can be placed to avoid potential griefing. Placement Restrictions: Companies will be limited to one FOB per grid. Must be placed in the open ocean. Can’t be placed near Tradewinds, portals, islands, or other FOBs (being allied does not reduce the placement restriction). Can’t be placed in Golden Age, kraken, or Maw grids. After placing the foundation, a decay timer will start ticking down regardless of if a player is within render range or not. There are only a few instances where this decay timer can be extended and once the decay timer reaches zero, the foundation will be destroyed. If the FOB foundation is destroyed, all attached structures will also be destroyed. Any ships currently docked will be released and no longer protected. Foundation Decay: Island Claim Grids: The foundation will decay after 36 hours and can only be extended if a War Declaration changes the grid into combat phase after the first 12 hours of the foundation's existence, meaning the foundation will be extended until the completion of the war declaration Lawless and Lawless Claim Grids: The foundation will decay after 36 hours. PvE Specific: All FOB foundations will start with a 7-day decay timer which can be extended by 12 hours for 5,000 gold, with no limit on the number of extensions. On PvP servers, FOBs can be claimed by other companies using the same claim flag used to capture enemy ships. The flag can be placed anywhere on any structure connected to the foundation. If claimed, the ownership of all ships docked in Sea Docks will be transferred to the new owning company as well. Crafting: Crafted from the Smithy after learning the Esotery of Building skill. Foundation: Wood: 35000 Gold: 10000 Metal: 15000 Fibers: 10000 Sea Dock: Wood: 10000 Fibers: 5000 Metal: 5000 Swarm House The Swarm House offers a way of obtaining new companion tames with the added benefit of passive resource generation. Swarm Houses provide the perfect habitat for Bees, Ants, Bats, Rattlesnakes and Mini Crabs*. Nearby wild tames of the acceptable type will be drawn to the Swarm House where they will be captured and tamed. Creatures tamed this way will not be rideable or breedable. Passive Resource Generation: Bee: Honey Rattlesnake: Venom Bat: Nitro Fertilizer Ant: Toxic Flora Mini Crab: Crustacean Meat* *Please note: the Mini Crab will be added in a following patch. Crafting: Crafted at the Smithy after learning the Beastmastery Tier 2 skill. Thatch: 40 Stone: 20 Hide: 10 Wood: 20 Fibers: 40 Bug Fixes Fixed various issues with tames being unloaded from the Tame House and Hatchery. Fixed an issue wherein poison arrow inflicted zero damage against a Fire Elemental. Fixed an issue with buried Treasure Chests always containing Shipyards as loot. Fixed an issue with unclaimed tame timers resetting on ships. Fixed an issue with water spouts disappearing immediately after digging them up. Filled in an exploitable gap near the Rock Elemental boss. Fixed an issue with misplaced Voyage of Power map markers. Fixed an issue where Waterskins and Jars could not be used to add water to Water Barrels. Fixed some issues with incorrect soil types on certain islands. Fixed an issue where the Aurora Borealis would appear in the tropical J10. Fixed an issue with island spawn selections for previous season’s freeport grids. Fixed an issue with the game crashing when joining with a new character. Fixed an issue with respawning on home server not spawning on home server. Fixed text issue in the keyboard bindings menu. Fixed an issue where Power Stone map markers were displayed in incorrect locations. Fixed an issue with players being able to clip floors and foundations into each other. Fixed an issue where Guillotines are spawning on the new sea fort too many times. Fixed an issue where NPCs will stand up when the player accesses the inventory of a sail with a junk skin. Fixed an issue where NPCs are not seated correctly when a junk sail skin is used. Fixed an issue where dismounting the wheel or sail of a moving modular ship would cause the player to fall into the ocean. Fixed an issue with crashing when gridding on non-dedicated servers. Fixed an issue about disconnected terrain on the north side of the north island in L9. Fixed minor map issues. Fixed an issue where non-fertilized chicken eggs could not stack. Fixed an issue where the Large Wood Wall was placed in the wrong folder in the Smithy. Fixed an issue where buried treasure chests did not contain high durability Small Shipyards. Fixed an issue where items that require Toxic Compounds to make would be missing from the Mortar and Pestle after a server reset. Fixed an issue with turtles not hatching from eggs. Fixed an issue where the Puckle Tower was too difficult to place. Fixed an issue with rowing module activation while anchored. Fixed an issue with players able to clip through modular ship hulls and onto lower decks. Fixed an issue with the Crab Boss not dropping Mythos. Fixed an issue with selecting the join with new character option. Fixed an issue with Tame Houses and Tame Hatcheries increasing the mating interval instead of reducing it. Misc. Added limits on how many Wall Hooks, Wall Planters, and Hanging Plants can be placed in close proximity to each other. Increased the movement speed of Kekada (crab boss). All bosses drop 2000 Mythos when defeated. 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
  24. 29 - You've got wrong information when leveling the TAMES. 1948.8 + 116.9 = ???? Use your calculator and tell me the answer. You think the answer will be 2065.7? Well, you wrong. The answer will be 1999.2. Why? I dunno. But game says it is! I mean really! You show us wrong resources with resources scan. You have text overlays. You give us no information (like how much addition levels will provide better quality shipyard). And now you give us wrong information. It's like: "We wanna show you some random numbers, during you leveling your tame up, and you never guess how much exactly you'll get!" I just wanna repeat, what I told you before. Your UI needs to be canceled and rebuilt totally.
  25. So, I said your mega was "likely" abusing things. You say as a solo I "dont" know what it takes. Wasn't there something about absolutes and the sith? You took it personally I see. So I should ASSUME that your mega didn't take over an island or 3, THEN go into lawless areas and pushed out solos and smalls to set up more market systems to then trade back to yourself. Or perhaps that's just not abusing a system to you, with no regard to the solo. I should also ASSUME that no one in your mega went out and started throwing down claim towers on lawless while still holding islands. I will also ASSUME that no one in your mega (witch I also assume is full or near full roster) has ever cheated with third party software. I will assume as well that every member has been vetted and invited over for dinner to ensure their online identity. No your right, I am probably the imbecile here. Hey, if I am wrong here, I am wrong, but your mega would then be the outlier. Lets be honest. I have been in a mega, twice actually. They said "don't build, we have builders". They said "go here for FoB NOW". They said "Don't shoot these people", even though we are not in an alliance. "READ THE DNS LIST" because it only changed 3x a day. They allowed me, ever so graciously, to access the second from lowest set of doors and shit. There is a lot of DOs and DONTs in a mega. The people "asking" are usually the ones who have no restrictions I found. There is a reason I play as a solo. I don't have horrible ideas about megas, just some RL experience. Giving me the "OPTION TO JOIN" is not restricting me, and I never said it was. I am only restricted AFTER I join. When I can no longer use doors I built. When I can no longer demo things I built to even get myself out of a structure. When, if you had your way, I would be restricted to only sail the boat you allow me too. This is a pretty straight forward concept that should be easy to grasp and not questionable as weather or not you are (or are wanting to be) imposing restrictions on other players. It's not about me wanting to sink your ships. Its about wanting the respect you would give any sensible adult. We are playing a game and I would be happy to play with you. So long as I can do everything in the game that you can and you don't think of yourself as above me in any way. I think that is very reasonable. My post was a response to yours, and it was not incorrect. My point was; "When you say "Literally NEVER going invite new players able to come in and scuttle all the boats in the harbor." You are "Literally" wrong" This was then proved by the fact that you ARE a mega. Meaning you DO have a full or nearly full roster. So you DO invite new players, and they COULD scuttle some boats. So your supposition is incorrect. -CS
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