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Found 5,355 results

  1. here you have some impressions about speed. A Grapling Gally with speed sails and green wind is fastest. And no need for the OP bar shots... because enemy just gets grappled. In the second part... a ramming gally that is faster than the OP speed shooner that according topic is too fast... well it got sunk(catapult meta) and the poor handling shooner had some more issues as well... So yes, ramming gally can work if the enemy does not shoot on you and you have lots of catapults and barrels. Don't forget repair it is very broken and no fun at all. Now again question to Chukiki if you think your proposed balance change is a great idea? I guess you know yourself it is not.
  2. We mentioned an idea like this over a year ago, you might have noticed, it hasn't happened. It could be a safe zone island for pvp. A place to show of our ship builds etc, socialize, jump ship, and join companies.
  3. This is the most retarded game design ive ever seen. Atlas is the only game made for wimps. 1. U cant steal ships 2. u cant conquer bases (claim towers dont work everywhere). Besides, most claim towers are on top of cliffs so forget it 3. Freeports and Peace phase islands completely destroy the idea of raiding (all your opponents stuff and buildings is in God mode) 4. Warehouses only give u a fraction of the loot as a raider, and Banks give u 0 5. Industructable armored docks Like wtf, get real?! If ur too pussy of a developer to be a pirate, dont make a pirate game! Go back play minecraft with the kids!~
  4. Unfortunately this will not work on official servers. There will be nobody settling in the PvP Zone. Everybody will settle in the PVE areas. So the big game part of land fight (distruction raids) will not be available anymore. Players would just have safe ships parked on the shore and could bring them into battle(other server grid) when ever they like... it would be a sea fight PvP only(or run into PVE if loosing game). The game would need drastical changes to get valuable resources on those PvP/Golden Age islands. But what is valuable in this game? The PvP islands would need strong monsters like dragons and hydras that gain Xp, rare powerful Blueprints and may have some resources only available there. So Players would be forced to farm there, bring ships to transport the goods and a fleet to safe it. The strong Lvl 50-60 SotD would need to drop good quality BPs. It may even worse to put some lvl 70-80 SotD into Golden Age and make minimum SotD level to 30. Players are currently so bored of hunting good BPs also because of the worse BP balance that spread to far... like 350% cannons etc. Currently you have sea fights in Golden Age because lots of players are out there with ships to get BPs while other group up to hunt those to get the BPs. It's actually some piratry game but in 90% of the cases there is now valuable stuff you can get from your oponent... or it gets droped before the ship sinks. Fun fact, breeders would be safe but their tames would be off no use. You could actually combine PVE and PVP server in this case. Treasure Maps can be done safely only paying some tax to the islands owner that does not need to spam fences and "useless" time sink defence. Some would like this idea and play this way on private servers already. But on official servers Players like the tag PvP because it means 24/7 aggression, destruction, offline radining etc.(typical Chukiki)
  5. Why isnt it faction based? Becuase it's a sandbox game. They were very upfront about that. Factions wont happen, and that's a good thing becuase we didnt sign up for a theme park. You should get that terrible idea out of your head or go play WoW or ESO or fill in the blank theme park mmo. They arent pushing it twords large groups. They flat out made it a large group game. Not one single change has ever favored a smaller group over a large group. It's obvious becuase of how easy it would be to balance it out. It's just a god damn shame.
  6. Galleons are already faster than schooners and brigs with equivalent sail types and weight percentages. Speed is the only advantage a schooner has over a brig, so what's the reasoning for transferring that advantage to the brig? And your "large margin" idea - I'm not sure whether you're legitimately trying to improve your own situation at the expense of game health, or if you're just trolling these forums.
  7. Yeah big shame but this ship has sunk man. These devs literally sunk their own ship. Nope. I am not giving these guys any credit for anything. They have done nothing but screw up and screw over the playerbase. So no, they have never had a good idea.
  8. claim towers is a good idea. but they sahould have went for cupboards, so u have to break into somebodys base
  9. I just bought the game and installed it. Created my character and I'm trying to start. I spawn in and I'm in the middle of the ocean (not on a boat). I have no idea which way to swim to get to land. I swim a little ways and either I get killed by a shark or die of hypothermia. Then I respawn and the whole thing starts all over again. I've seen a few Youtube videos of how to get started so I have a general idea once I get to land. But I can't even get that far. Help please.
  10. So, as a trader, I figured id make a suggestion in regards to a few things that I would like to see added into the game, these ideas are simply with the exception of the modular ships.... Now, I know in the future yall plan on adding in "Steam Powered" vessels so, I wanted to suggest two ship types that still stay in like with like the 1800s basically, but before I get to those, I wanna sugget the ability to stand up while fishing, as having to use those bulky chairs just to fish on a sloop is a really annoyance! Ship attachment ideas include a Fishing Net to be able to cast into the water while sailing around... This net however will do more then simply catch fish, it would also catch any floating cargo or "Flotsam" as well as fish and such, this attachment would bring a little more to do on a ship, since there is a rather large amount of people who enjoy fishing, as well as make it easier to grab flotsam Another Attachment Idea is a modular ramp system that can bet let down and folded/raised back up... now your probably thinking "Why do we need that, people can simply for tames and npcs onto their boats with the place on ship option!" Well its simple, some like cosmetic and such for RP reasons, and the ability to dock the ship and extend your ramp to the dock or the ground to get on and off the ship is a really cool idea, im honestly surprised that the "Gangway" was never added into the game at launch since gangway planks was very common... Now onto the ships! I wanted to suggest first, a roman ship called the Corbita, which is a Merchant ship And the last one is a steam/sailing vessel mainly used for fishing
  11. Haha, i dont even know were to start. I play pve so i might miss some points, but how you want to motivate people to do the epic big fleet battles? You introduced the trading system, having an idea to create points of conflicts. Then you fail or skip the physical trade ships, which was critical to it. Maybe you realised how dump of an idea it was. You now replaced them with the buff towers. I dont play PVP, but i guess you get less fights them more now, bc the attacker is in a worse position. So again, talk about motivations of fighting instead of shitty untrue stuff like this: I think the further a resource is away (or the least accessable) the more valueable it becomes , but it depends on where you live. High level players, what do you even mean by that? How your epic seabattles with multiple companies plays along the efforts to enable smaler groups?
  12. Nice idea! .. but can you please fix buff towers for Sea Fort such as Atlantean spire and so on from the recent patch first? They cannot be put on the island of the Sea fort.
  13. As far as I can see, devs did this resources overhaul for "farming spots matters". So if you place your gathering facility just the first spot near your base, most likely you'll gather: Softwood/Bark/Limestone/Basalt/Iron/Straw. For example, I live in south island in I10 and that's western tundra biome. I have just softwood in all my trees. But guys who live in J11 north island that is also western tundra, have rowan-like trees that gives them lightwood. (I also have rowan-like trees right in my base but they brings me just softwood). So the idea was I guess, to search most unique spots for gathering facilities, but... with current "restriction radius" it'll just wont work. If you find your unique spot in 99% of that spots you'll won't be able to place your farm due to "to many similar building in areas". Oh and of course those who settled island like my (and I've got exactly all softwood/bark/limestone/basalt/iron/straw and nothing else) won't be able to offer anyone anything unique.
  14. so with the new modular ships idea. i like the idea of having you still need to make planks and such and in stead of placing them on the ship. you make it a required item to make the ship for example so if you build a brig frame you need metal wood thatch fiber and gold. my idea is get rid of the metal wood fiber and thatch and just make it need 28 planks and 12 Gun ports 3 decks and then you get the full completed hull. but how would the ship work in a modular set up like the ramming galley and Kraken? so I think you need make it a cumulative HP pool base on the rarity of the parts used so you make it. So you make 12 Mythic M Gunports they have 40k hp each that comes to 480k hp added to the HP pool, you make the same rarity Planks 28 of them at 35k come to 980k Hp added then make 3 Mythic medium decks at 250k each comes to 750k added so your total ship when it made will be 2.21m HP total, but all other stuff like walls and alike dosent add to the ship hp pool. doing this will make pvp fight more of a fight not a one sided thing. you just have the repair kits or keep the wood and such for repairs. so ppl can carry more ammo or armaments.
  15. 25 - Underwater treasure? Really? I met this one 3 times this season (and not a single time in last 2 years). Treasure spawn in the water. It shouldn't be there. - You have to dive to make guardians spawn. But they can not dive, so what happen next, they just randomly do sudden appearing in the water surface. - They can't fight swimming. So what happen next - they just randomly swimming to all directions and occasionally I receive damage for no reason. - After some time, they go to nearest shore to burry themselves. If they can climb there - they burry themselves. If not, well... they can disappear and never appear again, so I won't be able to dig treasure. So... I dunno who told you that underwater treasure spot is a good idea. Let me tell you this. It's not.
  16. these platforms were a stupid idea, but defence in this game (building on cliffs) is overpowered af atm as well as mega clans having all their own islands wiht peace phases. While u can only attack those in a small time window they can attack u whenever they want.
  17. I'll admit that I initially though that claimable lawless was an interesting idea. But no, no... like so much of the newer content, it's a train-wreck on PvP. Everything within a claim tower's radius is owned (or becomes owned) by the owner of the claim tower. So if you have a primary base, that central claim tower not only doesn't help you at all, it's actually a HUGE liability! It's a womp rat-sized exhaust port on your Death Star base. Add in saddle platforms on jumping crabs, and the fact that you can mount LARGE cannons on them (you can't even mount large cannons on the deck of a galleon...) and the bed/artillery building height restriction, and attackers can safely chew through your defenses from a mile away - if you can build a bed and puckles on it, a saddle mounted large cannon can hit it. You'd be far far better off building that same base on a normal lawless and spamming building blocks. Armored docks on claimable lawless. There's perhaps no bigger mistake made since King Olaf the Viking ordered 20,000 helmets with horns on the inside. A 20 million hitpoint dock protected by a 400k hitpoint claim tower? Good luck with that. So, we have two newish content updates (armored shipyards and claim towers)... that should never ever ever be used together. Brilliant! You know, as I wrote this, I had an epiphany: armored docks were designed with PvP servers in mind, and claim towers were designed for PvE servers. The fact that claim towers have 400k and 500k hitpoints was an afterthought when they remembered that they'd be used on PvP servers too... and that's pretty much all the thought that was put into it.
  18. "Platform saddles for crabs". Someone at Grapeshot actually uttered this as a suggestion at a design meeting, we know that. And yet somehow, they not only weren't laughed at and/or immediately terminated on the spot for doing drugs at work, they were lauded as a visionary as the team proclaimed, "Great idea!" Originally, I was going to go on a long explanation as to why strapping artillery to the back of an already-overpowered tame, while still allowing it to jump, is a really really bad idea; but anyone who's ever played the game and is not regularly under the effect of a mind-altering narcotic or hallucinogen knows this without being told. So, I'll just stop here, sigh sadly and go on my way.
  19. I live on an island owned by someone else. All seems good here with no issues. I think some island owners may not want settlers due to you never know what you are going to get. Do you get someone like me with two fairly small buildings playing around with breeding bears, that you never hear from? Or, do you get the person that builds all day, everyday, building some giant base and yapping smart ass stuff in chat all evening? One is out of sight, out of mind. One reduces the value of your island and your Atlas time. I'd say if you see an owned island with a lot of open space... talk to the owner, tell them what your intent is on building and what you are like. This way they have some idea what level of risk they are taking by allowing you to live there. If I owned Atlas, I'd explore options like grids with many small islands I could rent for USD. Something like Secondlife's land rental program. As long as you pay the 5 USD a week you own it and can set the rules. I'd set up grids of all different layouts to rent for USD. You could rent a tiny island, one of many on a grid. You could rent an entire grid. Or anything in between. Not changing the current layout of the map other than adding more grids as rented attached to on side. I'd use the income to add staff and servers.
  20. Now loads of them are coming up as "aborted". Any idea why that is or how to resolve it?
  21. 18 - Treasure damned guardians spawns from behind. That's the way to make things worse!!! I've noticed that when you approach treasure map spawn point, damned guardians don't spawn where light pillar hit the ground anymore. I most cases they spawns somewhere from your behind. It would be no big deal if we had spawn points on the flat ground. But yet we still have plenty spawn points on the cliff edges, where you can not approach them from wherever you want. In all those cases damned guardians spawns from impossible spots. On cliff walls, in the air, under rocks etc. After spawned they can fall down, do forever sliding half of islands etc. So. All those high cliffs points were already broken, but yet you managed to screw it and make things even worse. Making damned guardians spawns from behind was not a gr8 idea.
  22. I read this and laughed. You add barrles, Then JUSTIFY them staying in the game to push these new boat system w a balance THEN. So you add something NO ONE WANTS to justify replacing the boat system with one with ALOT LESS uniqueness that no one likes (cause how many do you see out of all the boats out there on official, almost NONE!) saying Barrels will be balanced THEN. NO ONE ASKED FOR BARRELS and you added them TO MAKE US HATE THEM ON BOATS TO FORCE the players to these NEW crap boats Saying THEY WILL HAVE THE BARREL BALANCE! You are very bad at mental manipulation, You made boats bad to push new boats on and take the old ones away. They have been in the game for a year, take barrels off boats it not hard it like 3 settings you flip. Your acting like its So hard to fix. A YEAR of not having fun. Just let us PLAY THE GAME! ON TOOOOOPPPPPPP of you petteling that lie. You give use another. Planks and gun port craft are NO WHERE NEAR where they were. Use to find some with 30-50 crafts..... now 3-5.... thats fixed? It was 1 sure... but come on. is this more messing w stuff to force us in to these new boats and remove the old ones? I legit want to know. Then we have more. SotD.... Check the latest patch notes.... Yeah datamined it and the floatsum that come off the ones in the north are still not dropping mythic anything.... So you should have just said NO we made the north of the map like Pollar in prior seasons with Sotd's in the range of 30-40 Nothing has changed. No better drop rates. IN FACT we still get drops of gold and ammo from 60 Gallys in Golden ages..... FIX THIS PLEASE Stop working on ships and work on the Game system that are busted... Also WHO ASKED for quality of life to be down graded with Bottles not having interference? I LEGIT want to know who thought it was a GREAT idea to Allow people to WASTE MORE HOURS of the game time in having to run + swim to collect maps. Why are you adding hardships to the game? you have had better states in the game. I do appreciate you nerfing Catapults BP's (although i think 140 ceiling would have been better then the range it currently is.) i did see that and want to say it was a step in the right direction.
  23. The devs have stated they wanted to get players out on the sea more, but inadvertently have put the biggest barrier to the sea the game has ever seen. I understand they want to add value to gold and make it an integral part of the game, but they did so at the cost of players being able to make more ships which would result in more combat and an over all increase in the enjoyment of the game. Gold requirements and value can be added in ways that make the game more fun and not act as a hindrance. Such examples could be purchasable talent points or buffs for ships that are already crafted or as a modifier during the craft that can add over all quality to the ship at the cost of gold. I would rather gold be seen as a power up and not as a barrier to getting out on the water. I love the armored ship dock gold upkeep because this allows for gold to be used to protect your ships and I look forward to the specialized ships costing gold. One idea for a ship that costs gold would be a mortar ship that has one mortar on the front of the ship that solves the problem of large scale combat where the defenders just turtle up and force a land fight. the mortar ship forces them to come out of their castle and deal with the siege weapon. Limitations to this ship could be that a company can only purchase one per day and it only lasts for a certain window of time. Please consider evaluating the ability for players both in small groups and large groups to earn gold outside of the trade system and their ability to get out on the water and off of land. I know you guys want us out on the water and not stuck on land, that was one of your goals of the automated farm houses at the start.
  24. This post is more of a brain-dump about the new lawless claim tower system than a commentary. It's not comprehensive by any means, but hopefully it might be useful for anyone with questions about it. We're a small company of ten folks this season, so we decided to forego the whole island claim race and give the new lawless claim thing a go. So far, we generally like it as it seems ideal for small groups or even a solo, since a claim tower locks down a good chunk of land for yourself without the need to spam claim blocks. Now onto the stuff: You cannot place claim towers on lawless islands adjacent to freeports or on "quest" islands - like the polar islands where you do the yeti achievement. There might be more islands that are blocked, but we haven't found any. Claim towers have no "combat timer" or permission functionality at all, and they will not protect you or your buildings/tames from attack. Basically, they just give you a ring of building blocking and immunity from the lawless decay timer. Attackers can happily skip past your ring of claim towers and burn down your thatch shack 24/7, so plan accordingly. Only the claim owner can build within the claim tower circle; enemies and allies alike cannot. Player and company owned claim towers become owned by the inviting company when joining or merging. Claim towers are fairly cheap (no alloy for land claim towers), and one person can probably gather enough mats for one in a few minutes. Water claim towers are pricier since they require alloy. If you played in the first season, the claim mechanic will be familiar (since it's basically the old flag-claim, but with towers). Each company, even if you're a company of one, begins with 200 points to spend when claiming. Your first tower will cost (4?), and then scale up as you add more. Tower claims do not need to be adjacent (or even on the same island), and they cover a reasonably large area (this isn't us, btw): There's a one-hour(ish?) delay after you place a tower before the land is officially claimed, which you can see as a flashing green circle on the map. When first placed, the tower will have very low hitpoints, and will repair itself over the next hour to a maximum of 400k hitpoints. Note: On hover, there's an option to feed the tower 200g. We have no idea what this is for - maybe it instantly repairs it to full? Dunno. You don't need gold to place one, and we're not in the habit of giving gold to random buildings without knowing why. You can place multiple claim towers at the same time, and their circles can overlap. In the case of overlap, the first tower placed takes precedence: I.e., the first tower placed controls a full circle, the second overlapping one controls its circle minus the 'bite' taken from the first claim. This is relevant when placing towers next to enemy claims: you can place a tower directly next to (but not within) an enemy claim, and your claim will not capture any land controlled by the enemy tower until it's destroyed, Enemy claimed areas can only be captured when the enemy claim tower is destroyed. At 400k hitpoints, common cannons will need just over 300 cannonballs to destroy it. Water claim towers can only be placed adjacent to your own land claim towers (I'm guessing that this is to prevent monkeys from claiming chunks of open sea, as often happened in season one). Land claim towers follow the local build height limit (not the bed/cannon height limit), so you can definitely land claim mountaintops around you (and you should). Your buildings within a claim ring will not be subject to the fast lawless building decay rate. You might see a 'decay quickly' when you first place a tower - ignore it, it's a dirty lie. If you read nothing else in this list, read this... it's really, really important: buildings within a claim tower radius are owned by whoever owns the claim tower. Which means, if the claim tower in which your base resides is destroyed, and an attacker places their own claim tower in its place, the attacker now owns everything within the ring of their claim tower: every building piece, door, chest etc.. now belongs to them (i.e., their company's name appears on hover instead of yours), potentially without a shot being fired - other than those at your now-destroyed claim tower. It is possible to build around a claim tower and completely enclose it within layers of blocks and/or honeycombed walls (see above bullet point). If you have a primary base, it's probably a smart idea to build your base around a claim flag. That's all I can think of at the moment, but I'll add more if anything comes to mind. Feel free to add anything if you have additional insight or have specific questions.
  25. Currently all our trades say "no route". Any idea what that means?
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