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  1. This actually does seem like it would have been a cool idea. Unfortunately it seems like a one time deal with no replay ability. lets say the WPE launches in the game and someone defeats the encampment. Then it never respawns? No. It should be an unclaimable island so you can periodically go back and fight them again. yeah, I saw where it said they can respawn on any island that has been unclaimed or built on for an extended period of time, but yet when Xbox releases and all islands are claimed you single handedly got rid of your own mechanic? i think you might want to rethink that idea. The WPE in general is a really good idea, but once again we are faced with a good idea but bad execution. WPE’s will be short lived. I would wager than even within the first week all WPE’s will be gone. so yeah, it might be a good time to rethink this and make WPE’s non claimable islands.
  2. Idea 1: Please allow us to set specific rules for Folders (in our characters and tames) when farming. It would be lovely to be able to have all food items go into a folder of our choosing when farming with bears, giraffes, etc. would also be nice to be able to place armor/tools in a folder in our inventory with fear of losing everything after death. (Items sometimes disappear from dead bodies if those items had been previously placed in a folder. IDEA 2: It would be nice if a Whistle command for “All stop wandering”. (Mainly assist breeders with having to click multiple settings in the when during a large breeding batch. IDEA 3: Would also be nice if the “tame groups” system was better implemented and streamlined. Perhaps a toggle or a wheel to more quickly change/select a tame group. In it’s current state, it is nearly useless.
  3. Undoubtedly the best source for perspective, been on the forums since launch, hated the game apparently, but then when the game started to fail, he went around saying crossplay is not only a good idea but will save the game, that PC players should get wiped so that they suffer (just a little bit) and now he's saying that he's not even playing on the servers getting wiped, or on servers that have been confirmed to have crossplay. In this thread, now says crossplay is a bad idea. Best go to source for perspective, many people go to learn from him. I can't wait to for him to let us all know why crossplay is a bad idea, now that he has let us know that it is a bad idea. Huh? If atlas doesn't fail, you're able to blame pc players?
  4. Hello Everyone, I think the game new devs should rethink the whole speed sail idea. Having different sail types is a great idea but i don't think they should impact speed. Right now we have Speed sails, handling sails and weight sails. Weight sails are never used and handling are super strong when you get +20% acceleration. Because for some strange reason acceleration makes the top speed as fast as speed sails. This makes it so people who lives in the game an farm a lot can have a clear ship superiority when fighting. Great for crushing the hopes and dreams of new people in the game but not a great game mechanic for interesting game play! I would like to suggest trowing the speed sails in the bin. Make all sail types have the same top speed and replace the current speed sail with a new type of acceleration sail. You can keep the look of the speed sail just rename it to acceleration sail. Then remove the acceleration stat form the handling sail. Handling would still give better handling for your ship and give you the better wind angle. This should make the different sail types viable and you can then easily make more interesting sail types. You could make an "armored sail" that again has the same top speed as the other sails but has more hp and is more resistant to sail damage. This make it different but still something you can use if you want and all the sail types are now something that can be changed to your play style and type of ship you like. Just a note: Weight sails would also benefit form a change to the stat it gives to weight, consider giving it a % bonus to weight. If it has the same top speed as the rest of the sails then they will finally be used. Maybe even in some heavy combat ships or large fortress like ships They would be bad a turning and accelerate like a brick but could be fun What do people think about this idea of making all sail types have the same max speed? Do you have some interesting ideas for new sail types you could make for the game? Give me your opinion and like this post if you think this might be a better way of having the sails work in the game. Please remember, i am writing this to help improve the game not to hurt anyone's feelings. Best regard Jack Shepard
  5. 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.
  6. So after looking at the new road map which I think there are some wonderful changes heading to the game! Some of them gave me some ideas. Idk if some of them have been brought up, and if they have hopefully they reiterate that they are good ideas ! So first off I just want to bring to mind that the devs said that they want players to spend more time out on sea, which encompasses offline ship protection, and also they wanted to expand upon the mmo qualities of the game. So from those points are where my ideas fall. 1.so my first idea is a couple of ideas on the “spend more time at sea, offline ship protection”. So my first point will be “ship blueprint”, being that while we build a ship in a shipyard there should be a feature to save the layout of all the things on the ship. I.e. saving the layout of all the walls, boxes, utilities, sails, cannons, and all that Jazz. So when rebuilding sunk ships it’s easy to build the ship back there exact way you like. Ok now the “Blueprint” idea plays in to this one. 2. They want ways to protect people’s ships offline better. And I got an amazing idea while watch the pirates of the Caribbean on stranger tides movie. Captain Blackbeard had a bottled ship collection https://images.app.goo.gl/UpuFH3jpQoWx6yQ17. So what if we’d could store ships in bottles! If the “blueprint” idea is emplemented all you would have to do Is store the blueprint in the bottle (comes out with all parts still made), but make it so it can’t be stored with items in it. So you would remove all items not nailed down, and then it will allow you to store in the bottle. These bottle ships could be stored physically in chests or maybe a “bottle cabinet” so you could still physically loose your ship. So these next couple of points will talk about some more “mmo and mmorpg like” qualities of the game. I have always played this game useing my ship as my base, and it’s a blast maintain your crew and ship and travel the world. If they want use to spend more time at sea this should be more of a focus, while keeping the land building in game. If players want to make a settlement, pirate cove, or fortress that only addds to the world, awesome! Let’s dive in! 3. So if we are trying to bring a little more life to the game, let’s expand on the freeeports! Players love player hubs, they just do. A little calm in the storm. Freeport’s are already that, so let’s add a pub! Super easy, one npc to sell grog or something and place for single player to meet and join, or relax (or fight?). Maybe a very minimal bank, you can store a couple things to help get back on your feet (or maybe store a ship in a bottle?). 4. We have some skins you can throw on armor to give different looks, and they are pretty wild looking indeed! But the devs should watch some pirate films, like black sails and all the pirate of the Caribbean movies, and just look at the wardrobe. Gives us a plethora of shirts, pants, hats, boots, jackets, and accessories to deck ourselves out in! 5. This ones for the treasure baby! Ok treasure maps, are kinda silly right meow. No matter what the difficulty the map is your always going to get the same amount of skeletons. The easier the map the easier it should be to obtain. Range and vary the types of skeletons that pop up. 6. Alright so if we are going to be living on ships, they need to be harder to sink and easier to board. Things like crippling masts or rudder chains or just sheerly by blasting enough holes in it and slowing it down with water. Grappling hooks are already in game, and with “pull towards me” feature. Being able to use and aim npc crew to pull ships together, and then craft able boarding planks placed between ships. Defenders could cut ropes or hack down boards in defense. Also something to think about is maybe rethinking how the hull of the ship is damaged. Allow cannon balls to create holes, to many holes to a section and it has to be replaced. If at or below water line, in comes the water. This could allow for another npc spot on ship and another piece for a ship, a spot for a bilge pump. 7. And lastly the devs talked about “factions” right. Makes smaller quest factions, to go tame a creature and bring it back. Or deliver an item to another Freeport, just different ways to earn gold. I know it sounds like Sea of Thieves, but it’s not haresey to implement ideas similar to other games to make yours better than those games . so if you agree, disagree, or have your own ideas; light it up! Let’s discuss!
  7. Hello Everyone, The problem right now is that you can not keep your stuff for a day with out having a island. There is also a lot of offline raiding going on and that is not really fun. It turns off a lot of players to lose your stuff while you are not there your self. I would like to suggest that you should be able to safe logout your ship and the stuff on it to a off map lobby. Then you can spawn your ship in again on the freeport when you come back online the next day. This would end almost all offline raiding of ships but still keep some base raiding on the lawless where you have your base. I believe that this is a good solution for small company's and solo players. I also believe it will give big companies a chance to build back up again after a long war. In the end we are playing a video game and having a complete hard reset is to much for most people. You can limit the amount of ships you can safe log to your or your company lobby. However, i would suggest starting with a non limit safe lobby and see how it goes. What do people think about this idea? Please like and add your own idea on this topic. Note: The idea was influenced by Last Oasis. Please don't forget to make a company rank setup for the off map lobby. If you decide to go for it. We don't want people to steal company ships by putting them in the lobby! Best Regard Jack Shepard
  8. so was reading the road map and saw the devs are looking at vastly increasing the time players spend at sea and thought that was a great idea so i figured i would list some suggestions that would personally see me spending alot more time at sea then i currently do. please note i only really play on single player so alot of these suggestions will be with that in mind. first suggestion: a fleet system for single players to command up to 4 ships of a lower class than the one they are on. as a single player i hate the fact that theres no real reason for me to have more than one ship and when i go somewhere i can only bring one ship at a time. i would love to mount massive expeditions with a fleet or even just to send my fleet on an expedition to another island where i have a base without me. for this i would suggest giving captains the ability to tell an npc captain to follow another ship and "protect" it. to make this fair i would suggest limiting the number of ships that can follow any given ship to four and make it so they have to be a lower class ship so you dont have to deal with four galleons at once. i also suggest giving the option to tell npc crew to sail to specific islands either by themselves or with their fleet. this would enable you to get your ships from one island to another with relative ease without you always having to go with them. flotillas instead of or as a part of ship bases. so one thing i am afraid of is that this game will forget its piracy roots and start going off in a weird direction where all the sudden we have floating castles instead of ships. one way i think this can be prevented is by allowing for a flotilla type base system. this would essentially be a large gathering of your ships at sea that you can travel to and from the different ships via dingy or rope bridge you could connect them with. i would suggest making it so you could assign certain roles for ships. for example have a ship that acts as a naval farm that is responsible for growing crops on the deck and having a ship that acts like a mobile hotel where the crews of the other ships can sleep. make a deep sea anchor that acts as sort of a claim zone at sea and create a system where players can create a mobile self sufficient naval base that uses multiple interconnected ships and the fleet system mentioned above instead of just having one giant castle on a floating raft. to deal with the need for going to land for getting resources i have a few ideas. one is attachments for your ships that passively gather resources that "float by" like a net for fish and cargo. another is by creating trade ships that you can supply with coin and order them to travel to a free port in order to trade for the resources you need. i really like this idea because it poses the risk of not only loosing the coin if the ships of the damned sink your trade ship but also losing it to other players if they decide to play pirate and attack your merchant ship on route to its destination. the more ships you send as an escort the more likely your ship is to make it back alive but the more you have to loose if pirates attack. creating a real risk to doing things the easy way. also to prevent seas from being to crowded have a max number of active flotillas per shard and if necessary limit flotillas to shards with no islands like the ones i mention below. as for exploration some times less is more when it comes to end game exploration. it is always nice to have an island near by when sailing the seas and it certainly makes you feel safe but one of the thrilling parts of exploration is the fact that you dont know if you are going to find anything or if you are going to make it back. for end game exploration i would suggest creating a situation where the further you move away from the center of the map the less islands and resources on the islands their are. make it so at the far edges of the map you are dealing with mostly open seas and desert islands and even entire shards where theirs nothing but water. and at the furthest edges of the world make islands rare but also make them the richest in resources and big. this would create a system where you truly have to plan for and look for these islands and when you do find them you would get the genuine sense of discovery and accomplishment that comes with discovering a new world. also to really hit home the fact that this is undiscovered land make the flora and fauna seem different than anywhere else on the map. almost alien to what you would expect to see given what exists at the center of the map but not so alien that it looks like something that should not exist on the same planet. also make it so unique variants of certain species of animals appear only on these far off lands. this would allow peoples tames to show where they have been and give them more of a reason to explore. examples of unique variants can be anything from variants of the animals with a different color scheme then what appears in the wild like a wolf that has a color scheme that resembles a fox or zebra and for the rarest of beast variants give them some kind of special ability others of their species dont have like a wolf with a howl attack or that gets a stat boost at night and during a full moon. under water caves, temples, and lost cities in the open sea. so one thing i noticed as soon as i started playing atlas is how cool it is underwater but also how there is little to no reason to explore the vast landscape of the ocean. to remedy this i would suggest creating underwater temples and lost cities where you can find rare resources and treasures if you look hard enough and i would also suggest having under water caves that lead to large chambers that air has been trapped inside where you can find some resources and even build a base. this would create incentive for exploring the underwater areas and offer more areas for people to set up bases in secret which given the limited land area is desperately needed. also and this is important. make sure these cities, temples, and caves dont show up on the map. these are lost cities and temples and undiscovered caves after all. so giving players an idea of where to look for them would sorta ruin the whole point of the discovery. and finally carrier ships for tames. this would be a class of ship that is used specifically to carry tames either for transportation or combat purposes. it would have a big door on the deck you could open to enter a large space underneath where you can store multiple tames and if possible a partially submerged deck for storing sea tames although this one would be harder as you would need to make it in a way thats believable so people dont question why their ship does not sink. one reason i spend alot of on land is because thats where my tames are. a ship that you can assign to your fleet via the system mentioned above thats sole purpose is as a carrier for tames would go a long way in limiting the amount of time i spend on land. i saw on your road map you guys are looking at making tames less important. i personally think this is a mistake as one of the biggest draw to these kinds of games is the tames. instead i would suggest better implementation between the tames and the naval aspect of the game to the point where tames can almost be seen as an expansion of the naval combat. a ship class designed specifically for combination naval tame combat would go along way in achieving this. now you can already pretty much create tame carriers given the ships and ship building system that are in the game already. but i think a ship built and designed with this aspect in mind could do alot more. it could have extra hatches specifically for launching your tames from the top, front, side, or backs of your ship or even using some of your tames with ranged attacks as turrets. and given your road map mentioned a boarding meta game i think theirs a lot that could be done in that regard as well. after all who doesn't want to board another persons ship while mounted on a wolf with a pack of wolves following them. i even have an idea for design inspiration for the ship. make it an ark. how cool would that be! of course i dont expect all or even any of these things to actually be implemented. but if they manage to give the devs any ideas or insights into what their players would like to do at sea then i will consider the time spent making this post worth it. also if any one has any ideas they have that they think would make them want to spend more time at sea please post them below. also i apologize for any misspellings or poor grammar in my post. i have a disability that makes things like grammar and spelling very hard for me to learn how to do correctly so bear with me.+
  9. 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
  10. 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?
  11. "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.
  12. I am having the same exact issue while hosting. Everything is fine if we are sailing a grid, but the moment we try to go out to another one the game crashes for them. I have no idea how to fix that, or combat dying from heat even after adjusting the health recovery rate and dumping points into fortitude, seeing as swimming doesn't always work even when fully submerged.
  13. Aaaaand...now we're back to talking about ME instead of the points I've raised. I talk about game demographics, player profiles and how they are influenced by game design, and your response is to make it personal to me and imply that I'm just stating some unusual personal preferences. That I'm unfamiliar with the MMO environment, and should just "give things a try". This attitude comes up repeatedly that MMOs by definition, are toxic places and you shouldn't enter them unless you're willing to put up with that. It's crap, of course, and nearly all developers agree because they write codes of conduct, even when they never intend to enforce them. Here's my final comment and then I'm done - You have an idea for a specific game design which may appeal to some player segments, but not all of them. You are completely in love with your idea to the point where it cannot be allowed to have any modifications , and it MUST include the entire playerbase, even the unwilling players. And although it could easily be tried with just the subsection of players it might appeal to, you insist that everyone should be made to do this. You attempt a hard sell of your idea on the forums by responding in great length to every objection, repeatedly posting your original lengthy design, and taking every opportunity to point out that **a DEV!** has responded to your post. There are a good number of players who will quit after another wipe if that wipe is not being done to bring them something wonderful. This idea does not bring anything wonderful for a large subset of pve players. Draw your own conclusions here.
  14. It's because age is the easiest example and the one most people can relate to. It boggles my mind that you think I'm saying something bad about various age groups when I'm only pointing out the differences in them. As a rule groups of 20 year old guys don't go to the park to hang out with the little kids and play on the seesaws. They like different things. They speak in different ways. It doesn't mean they don't LIKE little kids, or that little kids don't like them. It means they behave differently as far as their leisure time goes. Same with 20 year olds and 50 year olds. No senior citizens group is going to go hang at the neighborhood pool at the times it's full of screaming kiddies. It's just not fun for them. We are talking about how different groups of people want to spend their leisure time. It's obvious that age plays a huge role in that. I could talk about diferences in how women and men like to spend their leisure time, but that involves more nuance, and when the big obvious points aren't being understood, I don't want to try that. Here's the important part - all those people play online games. Women, and young people and old people and gay people and brown people and people from different countries ALL play online games. YIKES, CAPTAIN See? Again, my mind is boggled that you think that's a weird thing to say. I'm going to use age as an example again, but I'll add in gender and location, so maybe it's not such a big deal. I know how groups of 16-20 year old guys (just for an example) talk, and some of the types of places they might hang out when they are on their own hanging out together. (Same thing goes for girls...remember, it's just an example). (And let me say here once, not ALL of them, but ENOUGH for the example). They may use bad language, they may talk badly about women, they may use homophobic or racial slurs whether they really mean them or not. They may be too loud and too physical. They may break things. Everybody knows they do this, and if they are on their own and not bothering anybody else, it's just considered part of growing up. When they are in school or at work, or at the family reunion, or at a restaurant for dinner, they don't behave this way! Because now, you're mixing ages and backgrounds and locations, and (most) people know that is not how you behave in those situations. The problem arises when there are groups of people who assume everyone playing the game is just like them, and they're hanging out with their gang and can behave like that. PvE attracts an older crowd, because of the nature of older people's lives and the interruptions and limited playing time they have. Pve also attracts more women players than pvp. I'm not sure what is so surprising to you about that. But here's something that may surprise you - I designed a game very similar to the one you're proposing with a friend who has been running private servers for games on his own server farm for over 20 years. I like that game idea very much. But I don't like it in this context. That idea only works one of two ways - in a niche market where your entire player base IS one gang and can all relate to each other on the same level, OR where you have a very robust GM presence such that someone steps in immediately to stop anyone going around being an ass. We had three rules on our servers - no cheating. Immediate ban, you're gone. Watch your language, and DBAD. Violate those and you get a *zotz* from a GM and dying had penalties there. Repeat it enough times and you're gone. Atlas has neither of those things. It has a nudge toward the niche market in that it's separated pve and pvp, which tends to separate types of players as well. But, as you point out, not entirely. Pvp has some good apples, and pve has some bad ones. But it helps just a small bit. It's also interesting to point out that Grapeshot agrees about these kinds of behavior and has written a code of conduct for that, but have already stated they have no intention of enforcing it in the game in any useful way, so we're on our own. Compounding this problem is the advent of voice chat where any idiot anywhere at any time can broadcast completely rotten shit into our livingrooms for the benefit of our friends and family as well. So this is where I'm coming from when you make the suggestion that pve players give up the little bit of separation that's helping them and get thrown into the pot with the pvp players, give up half the map including the spots that get loaded with goodies to make them more enticing, turn off general chat, turn off voice chat, and just kind of close their eyes and pretend it's not happening. Grapeshot will do nothing about any violations of the code and nothing that helps about any griefing or anything else. The proposition is lose/lose for us. We get nothing we want. There are other games out there. Any pve player who hasn't secretly been longing for a chance to play pvp will leave. So , I hope someone is listening...Jat's choice and Grapeshot's choice is clear...if you merge all the servers into one big server along these lines, you're going to lose a large number of players just from the wipe. After that, you'd better put a few 24x7 GMs with some muscle in there, or you'll immediately lose any pve players you have left because you've given them nothing they want, and you're not going to make those numbers up with new purchasers eager to play a combined pve/pvp server with no active GMs. And then you'll get to review everyone's scenarios for getting the servers filled up all over again. As I said. I like the idea. Hell, I WROTE the idea years ago, but not in this environment and not with this game.
  15. While the game continues it's voyage into Davi Jones' Locker, though about some possibilities to make ship battle more interesting, more piratety but less fatal. Wanted to share this maybe not yet consistent ideas for feedback. I put it here in PVP forum, as obviously there is not much discussion under Suggestions... Currently ship battle – if it ever happens – is ending in someone running away or getting sunk. Boarding does happen, but only to sink the ship. In a war setting sinking the other ship is the only way to get it out of the way. But it is also the best way to raid a ship – after it sunk, and unfortuantly the game makes it possible to dive to it all the way to the deepest bottom of Davi Jones Locker. As most players interested in ship battle have complained, boarding and taking over a ship is not possible, as the claim timer is stupid long and popcorning of the cargo before or when it sinks by the owner is modus operandi, so no looting... As ships are always sunk for their resources and cargo or 'just because', the Devs made them cheap enough so you can build new ones very fast. This tries to mitigate the problem of them getting lost so fast, mainly while offline. In the age of sailing ships, ship combat rarely resulted in the sinking of the ship. As the cannons would not make much damage below the waterline ships would not sink so easy – cannon balls would loose terminal energy fast when hitting water or bounce of the water like a stone flipped flat over water and hit the enemy hull above waterline. Ship to ship combat would be determined by whos ship will loose the ability to continue fighting because of loss of crew, which get wounded and killed by enemy fire, loss of maneuverability like rudder and sails/masts, or fire breaking out uncontrolable. Small arms fire and boarding was a valid option to overpower a ships crew. After a ship was defeated it was looted, taken over or sunk, depending of the state of the ship and value of the ship itself. The idea I want to develop here is that sinking ships in Atlas should be not the go to only solution, but the least likely. As obviously the game allows for very toxic behaviour which would continue to result in ships get sunk, just because, it unfortunately would need some game restrictions prohibiting this. But as this is still a game, rules define it anyway, so it not have to be realistic with everything possible at all time. Main concern here is, that a sailing game needs people sailing and somewhat willing to risk ship combat. Otherwise what is the point? Therefore my idea involves some fixed piracy rules of engagement. For this the Devs need to add some piracy things in the game for ships = flags and colors. If two ships meet in the game and one wants to attack the other it raises The Black. This happens automatic when it makes damage to the other ship or by captain choice. In the later case any ship within some radius will get the notification that they are being persued by a pirate. Ships hit get the same notification on receiving damage. The defender now has the option to raise the White flag at any time. This will result in the defender cutting sails stopping the ship automatically and stop making any damage to the attacker. On the other hand the attacker can no longer make damage to the defender aswell. The attacker now can board the defender and loot an amount of its cargo and gold depending on how soon the defender raised the White. Lets say within 2 minutes of raising the Black the loot is 25%. Every minute after that it is 25% more. So the defender has an option to decide what it is worth for him. Please do understand this as World of Atlas agreed Rules for Gentlemen of Fortune automatically enforced. Also the ship weapons of the defender gets 'spiked' making them useless for some time, maybe 1 hr or more. Optionally the defender could be protected from looting for some more time after it got looted, unless he makes damage to anyone in the meantime. Only if the attacker goes away from the other ship – out of range of the Black flag, the defender gets control back and can continue. If the engagement continues without the other ship giving up, raising the White, for some time, say 5 mins, which already equals 100% loot, the attacker can raise the Jolly Roger – the Red. This means that if the defender is defeated the attacker has the option to kill all crew and take over the ship, if it is still floating. Upon getting the Red the defender has one more minute to give up before he can be sunk or claimed. His decision again. By the way, the attacker always has the Red flag upon him, if he starts the attack – pirates can not expect quarter. Maybe that could stay on him for some time after a fight? Please note that at this point there not need to be any shots fired at all. If the defender just gives up early he will get treated better by the victor, until the time he must expect no quarters given. There would an option that the loot % and time to raise the flag get shortend the more damage the defender does to the attack, meaning that he resists more. Next up the looting. As it is now, looting can be made impossible because of the defender popcorning everything. This cannot be allowed under the above idea for the attacker. Therefore I propose that the moment the Black starts everything in the ships resource box cannot be taken out other by the current automatic use = repair hammer. Same for the ammo box and any other storage box, like bookshelf. The only box that can now be used by the defender is the new ship locker which only holds things like weapons, armor and ship tools. The moment the defender raises the White he also can no longer use the ship locker. The defender can again use the storage when the attacker leaves him. Next up the actual combat. As it should be the case ships should be defeated more often before they sink, damage to ships should be handled differently. Mainly damage is against ship speed, manouverability, cannon reload time. Or combined into damage to the crew, which looses abilities the more damage it gets. This makes the hit ship slower so it cannot run away, less manouverable. Loosing cannon crew / reload speed makes resistance less useful. This is all used to get the defender to submit. Again the attacker does not need to raise the Red, still leaving the defender to surrender and not loose the ship, just the loot. If the game could handle crew damage this way, crew will stop working if they get damaged enough but not yet die. More damage will kill them ofcourse. So even if the ship gets damaged that the crew does not work anymore (partly or all) they are not lost=dead. Therefore high level crew can be rescued by surrender. Also high level crew with more health is obviously better and good to acquire. Ship resistance per plank gets lower by damage, allowing more damage to the crew behind it.Also personal armor would help. Option: by the way only ship structures (deck and planks, maybe some new form of optional compartments) should work as protection. Any other structures (walls, ceiling, ramps) give no protection. No armoring. Also to promote gun ports, guns on deck would have no protection for that matter. There should be different typ of ammo. Ball for plank penetration, Chain for sail damage, Shot for unprotected (low plank health) crew. Optional boarding party. The game right now allows the ship crew to dismount cannons etc. and aggressively engage enemy on the ship. What we need would be the option for the attacker to send his Marines to 'spawn' from his ship to the other ship within certain range. I think the problem right now is, if one would order their crew onto another ships they would never reach the other ship while it is moving. Thats why the easiest option is them be able to just 'spawn' on the other ship for now. Also I think that ship crew under attack, as well as the attack should just spawn on the main deck, so noone gets stuck somewhere below causing frustration. Obviously we need the option now to have more crew on ship to allow for Marines. Therefore get rid of the crew limit. They have weight and that should be enough, especially if they are armed and armored. Maybe raise food consumption. Spawning. If a ship engages in combat the beds on each should be locked, so that every bed only can be used once more. This allows some allies to spawn in and help, but not unlimited. Also makes more beds on ship more valueable. This is somewhat like the bed timers with the kraken going to 1 hr disallowing respawn while the fight goes on. Oh and by the way, if the PC crew all die the NPC crew will raise the White automatically. Ship damage, fire, sinking. As the crew = function of the ship takes damage faster than the ship itself it should usually not sink most of the time, before the crew is incapacitated. There should be some random option for fires and maybe ammo explosions making lots of damage. This if not controlled could sink a ship on it's own. Other than that sinking a ship should most of the time be an option for the owner, meaning either the defender sinks it before capture or the attacker after he raised the Red, captures it and becomes the owner. Capturing ships. A ship can be taken over when the attacker was able to raise the Red for atleast one minute and then gets to control the other ship, defeating the other crew atleast to incapacity, killing the PC crew. There could be the option that surviving NPC crew joins the attacker. This could be determined by crew level and maybe a pirate skill of the attacker. Oh and maybe just for fun, the PC crew of the defender can be put on the guiotine for punishment for not giving up fast enough. Recapturing ships. If a ship gets captured this way, it still keeps his name for some time and stays shown on the defenders map. So Captain Jack Sparrow has an option to get his Pearl back. This could be like that if the original owner gets on the ship within the next 48 hr (?) and gets rid of the NPC crew (or maybe even using his pirate covincing skill) he can just steal it back and get away. After this reclaim timer runs out the new owner can change the name to his liking and the old owner looses the map marker. This would be in line with the Devs idea that ships should have a history and should change owners. Ship repairs. Ships should be more time consuming to repair. This is because if a ship is damaged in war for example it should take some time before it can return to the front. If it not gets repaired between engagement it obviously engages with lower health and therefore starts with lower values in speed and so on, and also the crew is not as well protected by it. Ship repairs not anchored should be only stopping leaks and fires. Full ship repair should only be possible while fully anchored. Parts repair points over time after the resources are invested. PC repair (skill and mini game) could give bonuses to the time, as would captain skills. Using a shipyard of correct size should be faster. Ship cost. As ships would now not always sink, there is no need to make them cheap to build = easy to replace. Building a ship should now be a bigger 'time' investment for players, meaning more resources to farm, taking more time. Also repair would cost correspondingly more. Also if they are more expensive to make their captains would be more willing to raise the White before they loose them. If they stay cheap they will just be suicided. Optional, because ships become more time valueable and finaly better able to capture it should finally become possible to redesign them in shipyards and also to respec their skills (for a cost). So what could that look like in game? If you are just going from A to B for say discoveries or tames and you get attacked you surrender and loose some resources and be on your way. If you haul resources you loose more resources as a % of the total. If you decide to fight, because you think you will win or run away, it is your risk decision. This counts for the attacker also. If you are in war type engagements, your ship could be lost with the Red. Or atleast taken out of combat by spiking the ship weapons for some time after you gave up. As ships would become more valueable, but less likely to sink (per decisions of her captain) griefing by outright sinking everything is more controlable by the owner. Meaning loosing the ship is less likely for the little guy, promoting that he builds a ship and uses it more. Because there would be more ships actually that are on the sea, more pirate action for everyone. And maybe you find the big fat price. There should be a system, where the spyglass would allow (like the pirate skill) seeing some or all what is in the ship cargo. Maybe just how heavy a ship is loaded, as can be seen how deep it is in the water. Therefore not needing to stop every ship you come by. There could be an option for a war token to allow to raise the Red from the beginning on the designated war enemy, so you can sink or capture any of their ships. But what about anchored ships? Well I am still advocating to have a change to the island protection system. My favorit would be a full PVP radius around the flag and PVE protection everywhere else until the island gets declaimed. This would include anchored ships. But if that separate issue does stay the same the described system above still works. Because as said if there is no PC on the ship, the NPC crew gives up. In the case of the Player being offline or not close to the ship, it means immediately = minimum loot taken and loot protection for some time, maybe until next login of the player. So either take any valuables of the ship before going offline or loose some, your ship will very likely be there tomorrow. Thoughts?
  16. Nope, they leave the game, because when they build a ship, the next day they come online it is sunken already. So they don't like, that they cannot even have a shipfight in the first place... Good idea, but if anyone can sail any ship (without enemy crew on it) when does the chnage happen in ownership? Will the ship just disappear for the original owner when someone else takes the wheel? Or will ships no longer show on the map at all? Would be more realistic obviously. That was the point, surrender fast, keep most of your stuff and ship, while giving the pirate players something to do. Contrary to 'loose the ship and all your stuff', while the pirate players do what they want to do anyway, while you might not want to build another ship and waste your time outside of this game. Well after 6 minutes max (with damage dealed making it much faster) you are back to loosing and sinking. This is not intended to change something in war situations. Yes ships in a fleet could just give up fast. But than there ships will be out of combat for some time, while the enemy keeps pounding at their base unopposed. It currently results in ships only been sunken all the time, most in harbor, killing player population, as does the land PVP wipe problem does, therefore killing the game. Also as listed initially the always sinking of the ship does destroy the initial development ideas for the game, like ships changing owners and getting hunted back and so on (because of which we are still not able to change names of ships, because the idea was you could find your ship back by name and reclaim it). I think I have said nothing about actual changes to combat. And because realism in a game is not so important, therefore the proposed idea is valid. Yeah it is a different world where pirates have to 100% work by the 'unwriten rules of piracy'. Also that is the problem I try to announce with this idea of changes. The problem that the realistic option, of people can just sink ships whenever they want to and no rules stop them from it, is part of killing the game right now. So we want a realistic game, where the player has final game killing decision or a game with some restrictions but still actual player playing...? I think I said you can retreat - by not giving up at your own risk. By the way the same risk while retreating you have now... And thanks for the feedback and concerns!
  17. I've got 5K for schooner and 10k more in just 3 days, doing lvl-5 - lvl-13 treasures with wild-lvl-28 bear I tamed. And I think I'm the only one who likes the idea of putting efforts to your ships (meaning I like the idea of gold cost for ships).
  18. How about getting back to topic? I see a lot of threads drifting into discussions about anything but the OP's topic ^^ Maybe it would be better to post suggestions into the suggestion section of the forum. It has been cleaned up and isn't cluttered any longer with ideas that are already implemented. Which is good to discuss new ideas and bad because we lost all proof that the devs are listening to ideas Of course the OP is an isolated idea and neither I nor you or anyone here can formulate ideas that take every little detail of the current game into consideration. That's why professional game designers exist ^^ But it is a good start. I think it is good to change the Headline because the old headline was destined to attract posts which wouldn't lead anywhere. To sum it up 1. Automated ship routes Very few of us seem to like it. It could lead to more cargo ships and this could lead to more piracy and more fun stuff happening. BUT the only difference to the situation we have now would be that an NPC is sailing the ship instead of an actual player. So it is at least questionable if one NPC could change the whole game. I highly doubt it! I think the reason for a lack of piracy is not easy to determine. The game is a complex system with many factors that play into that. I wouldn't mind auto ship routes but I don't believe that it would have the described effects on the game itself. Because even if there would be more ships for small companies to raid. They couldn't do this because the revenge of the trading company would be harsh. So it would be convenient to have this but I don't think it is a solution for anything. 2. I agree with the exception of a WoW-like auction house. Make it a physical marketplace 3. This is crucial! On a baseline this is something that needs change. Almost nothing in this game is worth anything. Resources are meaningless. I think the farming and crafting system needs a little bit more depth (New World's crafting system is a good example). As far as I can tell the main reason for trade right now is "I don't have to spend time on it myself" be it farming stuff or taming animals. There is nothing special you can trade. There is nothing with personality you can trade that has actual impact on the game itself. Take any WoW item with cool stats for example. That is something unique! Higher tier items get just higher numbers. They don't change. And this is dull and empty after a while. So a little bit of rarity or specialness or millenial items or how tf you want to call that wouldn't be that bad. But again. Each idea on its own doesn't improve anything. We need a set of different features that work hand in hand that it almost feels like a redesign of the whole game. And honestly I hope that the devs have a list of such features and will blow our mind someday with a real MEGA patch. So why bother discussing ideas here? It is a creative process and every shit idea can inspire someone else to have a less shit idea and so on. And maybe these "someone else" are the devs Happy Brainstorming guys
  19. I think it's a bad idea for devs to create a medium (a game) for players to be a$$holes to other players. This is a lose lose situation. In order for one player to have fun, it's at the expense of another player. Ideally you want all your customers to have fun. This game has so much potential but the leadership behind it is taking it in directions that just don't make sense. It's hard to imagine where this game will be in a couple years but I feel it wont be in a much better state than it is now.
  20. found 3 lava vents in the world so far, so far 3 companies have decided that its their lava vent and walled it off from everyone else. way to go once again atlas devs. now anyone with an island that doesnt have a lava vent wont be getting the supplies they need to go the industrial age route. when will you ever learn.. if you leave it up to the players in your game to decide...inevitably the dbag patrol will ruin it for everyone. and thats what theyve done.. in m7.. peaky blinders company walled off lava vent. in f6.. a lawless territory.. another company has walled off a lava vent... in the african territories.. not only has a company walled off the lava vent, they insult and smack talk every person who comes through their sector. brilliant idea devs, smdh.
  21. Since the crew vanishing bug I've been knocking around on a cog collecting discoveries and maps, easy enough to do without any crew to loose, with only one sail. but it has meant going through a lot of zones and my bear has fallen off the boat a half dozen times now, it's not so bad in calm weather, but entering a zone with a storm and cyclones or SoD's nearby makes picking them up hassle that I'm sure is not meant to be a feature in this game. The last time I was traveling slowly along a transition line looking for it I was wishing the bear could be as secure on deck as the water barrel on the back of my boat, and realised it could be as there already is a way to store creatures in objects, 'tame house', Pegasus module. So how about a cage, more fitting than a small thatch stable that can hold dozens of huge creatures, 3 sizes would be suitable small 'shoulder pet', medium 'horse or bear', large 'elephant, and make it only hold 1. I'm not sure if I'm being too realistic for a computer game, and wanting to worry about the logistics of scale when transporting animals, or doing it in a not immersive breaking way, either tame bugging off the boat or cramming a half dozen giraffes into a shed too small for a horse. Any thoughts or revisions to this idea welcome.
  22. Most of it on PVE like 80 % now So, I return to Atlas after a while, I was hoping that most of the stupid mistakes will be repaired after a 5 months of my brake from game. Guess what. They was not! First of all, a sailing simulation , it was very very nice to sail in game the filing of it was so nice ( I did not sail irl ), an now you broke it !!! I don’t know what happened and when, but when I sail, I haw a wired d-sinc it looks like my ship sailing on code but graphics of waves is covering my ship to half of the height of the mast, and fallowing with flaying ship whey above the water. Next – Why berries give vitamin c boost and berry tea give vitamin a boost ?? Can you make cooking system that is actually nice to interact, right now I don’t see any sens to use cooking for hunger and vitamins, only for buff, there is no sens in it, there is more meals with one vitamins combination then the other and if you want to make like 2 meals for all needs ( vit and hunger ) You can’’t or is very problematic to find ingredient. Making game easier is not making it better, all the hunger and vit effects was good idea but wrong implementation. You have to have drawbacks when it is a little survival game, for now there is no sens for vitamins system at all. Skills, just OMG Progression of some skill tree just don't make sens, why you have to unlock hand to hand combat for harvesting skill, make it on his own or strap it to cooking or building or even farming … Why Weaving is between tire of buildings, you don’t do it for buildings Why sword and pike is a separate skill ( the first level )?? Why improved steady aim required Explosives And we got 3 skills for better quality bows fallow by grenades !! Just allow a firearms to be learned after a bow skill like advanced steady aim In shipbuilding you can get sloop and small handling sail in one skill and afterword you can make a speed or weight sail, in bigger ships is sail first then ship Preservatives should come from cooking not from farming – and change the icon And the worst thing in skills One skill is + 10 % per level and on the end is 30 % other is like +10 +15 +25 and end result is +25 % Really Sextans skill don’t provide bonus you get 7200 sec of buff time from one skill and the next don’t do much of a difference. Sightseeing should give you boost to see a SotD from further away And islands Shoreline, there is a lot of very nice bays that can house more players, and allow them to create a city of some sorts ( if there is mechanics for it - claiming sucks -) but you can't sail in them because there or to shallow or at the entrance is a ridge preventing any ships to swim in, We need more shallow navigable waters, some can be cowered in mangrove, but with space to build homes and shipyards BPC …. Good idea with different minerals, from what I know it is that a gray BPC can get from lets say 0 to 10 % but a pink one can get from 0 to120 % Make it like its green its not less then gray It is for sure not all, but I just want say something, because I like this game a lot and I want it to be something more, but I know no one will care, Just do like you said guys, sit down and tackle basics and build more on that solid base, do not add another jesus feature which will be broken because of core gameplay mechanics. You can add more ships, and ships building materials and more ability customize ships, but don’t brake old ones. I like this game, I play it, and I enjoy it, with couple of my friends, and still think its a mess, in some parts. and yes for PvPvE server
  23. SNAFU Or, rezzing from refresh/death, only to be starving 20 minutes later. A B C D stats all over the place. Why do we need to eat so often now. I stopped eating altogether. All I eat now is turds to reset. Lost a stage 2 or 3 bear that starved to death right next to 4 full feeding troughs. Checked other bears around to find some but not all were near 0 on food. Some were full. Some just stopped eating. And what's with the market changes this patch? Market/trading used to produce way too much to the point of discarding materials to now so low you must make up the difference by going back to chopping trees. Or just causing bugs. Why mess with things that were working ok? This idea of just pushing mostly meaningless content and not bug fixing is just cheap and all too expected.
  24. You are joking right? You expect people to sleep or log off for 4 hours or less at a time? Some people work for a living.. does that mean they can't play? Any idea that incorporates changes, needs to happen over an 8/10/12 hour period as it needs to be available for all the playerbase, not just those living in lofts, with their pc's and can afford to sleep in 4 hour shifts.. Otherwise I like the idea. Personally I'd like to keep the flag idea.. but only 1 flag per company.. First player gets the biggest chunk, next player, if their flag doesn't interact with first players get's a decent chunk.. if it does, then their area, is the normal amount, except the area where it interacts, where the second player looses out, and their area, just borders the firsts. That way, it's impossible to steal land. Flags cannot be removed. They expire automatically, along with structure and tame demo after 15-20days. That way, people going on 2 week holidays etc can leave their stuff safely.. all pvp occurs on the sea or in outlying areas. You can't capture or damage peoples bases. Then people have a base of operation to play from. A safe haven etc. This idea people have about pvp having to be about being as antisocial and crass as possible is really what turns most people off pvp. I think it's time, pvp was forced to obey the common rules we all have. And in turn, I feel it would improve the overall attitude people have towards it.
  25. @Jatheish As player characters, we can gain passive bonuses such as extra armour durability, stamina regen, etc. and short-duration feats with a timer. It would be great if we could do the same to personalise and tweak our ships, and to make them less disposable beyond the bonuses of the cannons or planks. I think this would work well with the idea Jat recently expressed about wanting to give ships a "story". Some ideas that came up around the water barrel tonight... * After a certain number of miles travelled, the ship gains "Well Travelled" and gets a permanent 5-10% boost to speed. (If it's not practical to record actual distances, I'd count the number of zone transitions and add some checks to ignore zigzagging across a zone line or doing loops around a 4 zone intersection.) * After absorbing a certain amount of damage without losing a plank, the ship gains "Well Maintained" and gets a permanent 5-10% boost to Resistance. * Ships that survive a Kraken fight could get a boost to Handling or Sturdiness * Kill-based counters - number and level. E.g. a ship that kills a level 50+ SotD galleon gets a 10% boost to cannon range. A ship that kills 50 x SotD Brigs gets a 0.5% weight bonus (repeatable mini-quest up to 20 levels). Killing 20/50/100 brigs earns 0.5% boosts in gunner accuracy. * Synergy bonuses for sails - I think this is a fascinating idea. Certain combinations of sails will give a boost to a certain trait, potentially giving indirect access to stats that can't be directly boosted. E.g. 3 handling and 3 weight negates vitamin loss. Four handling and 2 speed might give a boost to weight, or reduce the likelihood or density of cyclones. Plenty of opportunity for creative combinations and tweaks here. * No guns - I like to see some benefit to having no cannons, other than just the weight saving. One possibility would be to reduce or eliminate the speed penalty from cargo boxes. ---- As an aside, I'd like to relay a point made during tonight's discussion. Engaging the community in the design process of the game could be very, very productive for you. For example, someone proposes an idea. The GS forum reps reply and say something like, "It's a nice idea but it's not going to work because it will result in <undesirable balance / lag / performance problem> or <undesirable exploit/cheesing>" It's highly likely that the community would then brainstorm ideas on how to avoid those undesirables. My group feels that engaging the community in this way would do wonders for regaining / boosting public interest in the game and give you the benefits of crowd-sourcing problem-solving and feature development. Cheers
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