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  1. Hello, I would like to create a server myself. As a test I have created a 1x1 grid. Normally a computer with DSL-Lite without real Ipv4 is not reachable from the internet. With a SSH tunnel or server-2-client portforwarding I could establish this accessibility now. A local web server is thus accessible from the outside without any problems. Normally this should also work with a local Atlas server or ? The test server is running on Windows 10 and with Bitvise I forward the ports locally to an external Linux server. Which then successfully accesses the local computer from the outside, at least for the web server. I have tried different configurations: The Atlas server bound to 127.0.0.1 which would be the same as the web server. Bound to the external IP which if I understand correctly is not a real ipv4 with DSL-Lite ? The internal IP tried but all without success. Atlas itself does not recognize the server at all so it does not appear in the list. Steam recognizes the server only if it is bound to "localhost". Redis and the server run at least as far as visible without problems. The server appears under Steam - I go to Connect - Steam asks for the password and then loads Atlas. Then comes a message that disappears a bit too quickly followed by a essage box that says "Unable to query server info for invite". I had this message on previous attempts without SSH tunnel with loopback adapter. So something very simple is missing, or I misunderstood something about the whole thing. However, some have already achieved success with the "MS Loopbackadapter" or somehow via VPN so I thought it should work so even more. In the example with the web server it is interesting that this has neither in the Cable Router "Vodafone Station Wi-Fi 6 Technicolor" nor in the Windows Firewall a port permission. The server ports (Atlas) on the other hand are all unblocked, if you can call it that. The cable router, which is probably not intended for this, calls the whole thing "IPv6 Host Exposure" and in detail "Connect remote computers to your private network. Use Host Exposure to control the connection to a specific device.". Does anyone have any idea where it hangs, or if it is even possible ? I'm happy to send configurations or other details if that helps.
  2. Totrider, That sounds very much like my first solo go at breeding. Was a complete cluster. Like much in this game first attempts usually are very educational and let you plan better for the next attempt. Breeding can be very time intensive (esp in the first 10%) and does require planning. Once you breed the animals you do not need to babysit for the gestation period. For the first 10% (~4 RL hours) you will need to devote focus to the babies (and manage baby tempatures if required) which requires IRL planning. I usually breed on the weekends due to this time constraint and because every 8 hours you need to imprint, which means you may need to wake up at 3-4 am just to cuddle/walk. Usually what Ill do (schedule given here is meant to give an idea of time/planning) is mate the animals within an hour of getting home from work (call it 6pm); which means babies will pop around 9:30pm. From 9:30pm to 01:30am, I babysit the animals until 10% when they can hit the troughs (note: after 10% temperature management is no longer needed) After 10% Ill go to bed, but will have an imprint at 05:30am. ( 8 hours after birth is the 1st imprint). After that its just ensuring feed troughs are full and coming back every 8 hours. After the initial time commitment, breeding already is fairly casual. It just requires proper planning (and alot of alarms on the phone). Also as Assimar noted, carnivores are much more of a pita than herbivores are. Now regarding your points. I disagree with #1 as not only does that make maturation A LOT longer, it requires someone to play for 48+ IRL hours (granted not all at once, but 2 hours per weekday +6 per weekend day (not really a causal schedule) basically makes it take 2 IRL weeks for maturity) before being able to have a mature tame. That is not a "casual" approach. With #2, company members can already help feed the animals, but the imprint results in a personal bonus (up to 30% damage increase/incoming reduction) when riding the animal, which would not work as if it was a company shared imprint, as it would be very easy to achieve a lot of powerful animals very quickly. (Honestly we do breeding events every weekend and at this point everyone has a 30% bonused bear already at this point but it took about 5 weeks to get there). #3 I disagree with as there should be a penalty for messing things up. (I just lost 2 baby bears last night due to having set my alarm 2 minutes too late, so I have experienced this as well) I like your #4 idea though. It really makes sense with mammals given the milk produced by mothers. Birds could feed from the troughs to the baby much like they do IRL (just without the finding food part in game) Given an increase in food consumption in line with the amount of food a baby would consume to the mother and I think this idea would work well. On #5, I dont like the idea of another food to make on top of everything else. However, I do believe (esp for meats) an increase in spoil timers when sitting in the inventory of a baby should be a thing. Ultimately, I think there needs to be a commitment from the player for breeds because you can get some very nice stats from it. IE a wild level 89 Bear base stats:
  3. I was speaking of mechanics that should exist. Your speaking of social interactions and drawbacks to other people. Turning something into an advantage should, mechanically, turn something else into a disadvantage. I join a big group, the upkeep should raise exponentially becuase i now CAN harvest 100k resource in no time. I stay small, I cant do that, but in return i have minimal upkeep cost. Do you understand about what im taking about with a game mechanic or system that initiates balance? And again yes, hell yes, there are many many successful titles that combine PvP and PvE lol. This is just a fact. Ark isnt one if them. Ark sucks, Ark is not an MMORPG. Ark is a terrible use of the UR4 engine. In fact whoever thought up the IDEA of one grid, with 70 people, who can teleport to another grid that is completely separate, and max out server count as a PVP tactic is a... FUCKING RETARD. Yes let me spend another hour trying to logg in becuase that is a good meta..... Trying to make Atlas more like Ark is a retarded idea as well. The idea of Megas, is a retarded idea. If you dont understand that, whoever i am refering to at this point, you are just bad at math. As in please have somone else in charge of your finances bad (at the very least the retirement accounts). #learn2math
  4. Again, your idea is bad. Just plain bad. Laughably bad. The fact that the tally of commenters for and against your proposal is 0 to double digits and counting speaks volumes. The idea has no merit whatsoever to any pve player and the criticism you’re getting for suggesting something so blatantly suited only to your own desires at the expense of others is well deserved. Can’t handle the fact people don’t like your idea and are telling you so without sugar coating it? Not my problem. I haven’t noticed anyone insulting you personally, just criticizing your idea. The things said here are far milder than the way pvpers as a group routinely speak about and to pve players, so until you start regulating on the behavior of your own, your cries of poor treatment are going to fall on deaf ears. Suck it up buttercup.
  5. I agree with some of what you say, but I'm not sure we can say that the new system allows most people to have a space to build yet, because the servers are nowhere near fully loaded. When this new change came in, a number of us predicted that everyone would think it was fine afterward just because so many people have gone. It looks like we were only half right about that. We had listed all the ways this new system was unfair to both landlords and tenants, and all the things that would annoy each group. It turns out that the things that are unfair to landlords are evident even without a fully loaded system, so now we're seeing the landlords' complaints and suggestions for changes, each of which make the tenants situation worse. But the tenants won't speak up until the population numbers are up, so it's a bit unfair to not consider them. I'd wait to see what it's like when/if the server numbers come back up. To put some of these suggestions in perspective, you have to review what happened and how we got here: The first claim system had smaller unlimited claims with no upkeep. The earliest people grabbed all they wanted and later people reported they couldn't find land to claim. After a while the player numbers started dropping and various expiration timers were put in place for claims. It became a little easier to find a claim, but the fact remained that fully loaded servers wouldn't have a claim for everybody. The devs came up with a change designed to allow everybody not to have a claim, but to have a place to build. The idea was not popular, as what people really wanted were claims, and this change made even fewer claims available than the last system. So the devs new philosophy of "build anywhere" was implemented. Not only was it unfair to both landlords and tenants, but there was no way to resolve any of that without making it even more unfair to the other group. You and Lotus are both approaching this from the standpoint of how to be more fair to landowners, but your solutions make it even less fair to tenants than it is already. Of course it's not fair to landowners that they only get 24 hours to remove structures. It's ridiculous. People need to be able to be away from the game for as much as a couple weeks at a time for various things. But if you change that, it's even more unfair to a tenant who has spent a lot of time starting to put a base together and then has somebody just wipe it all out. The idea of being able to set permissions of who can and can't build is even more unfair to tenants on a fully loaded server, and it just won't fly under this system, because the whole system is based on the devs' idea that anybody can build anywhere. That's the whole bit that made it possible to have fewer and bigger claims and still give the other players a way to play the game. They promised people they could build anywhere. (They never really meant it though, or they wouldn't have given other players the power to keep people from doing just that.) Doesn't matter..that is as much a part of this new system as claiming an island is. If you do away with "build anywhere" by using permissions, and then give the land owners an extended destruction timer, then what does the complete new claims system look like? It looks like the old system, with far fewer claims than before, with claim caps and upkeep. You still haven't got enough claims or now even enough land for all the players on a fully loaded server, and you've put over half the players subject to the whims of the other group who get to own the claims. It's like we said back at the beginning of this change - there are things in it that are going to make both groups very unhappy, and it looks like the devs had a goal of making everyone unhappy equally rather than making everyone happy. The unhappiness is balanced. If you start tinkering with that balance in favor of landlords, you'll make tenants unhappier and vice versa. I do applaud the ideas about making alliances a lot more useful. I think they were designed with pvp in mind, but for pve they are the "town structures" in the game, and need a lot more detailed permissions, chat options, etc. I also think the idea about increasing upkeep is good, but needs more discussion. There needs to be an incentive for bigger companies to take fewer bigger islands than more smaller ones.
  6. To point one: This is Official PVP of a Sandbox full loot MMO... Not a rp server. TF? To point two: They have actually been balancing tames, providing counters to other tames and mechanics. I dont see this as a big 'problem' and it was something to add some balance and flavor to pvp. To point 3: Its almost like.... They could add a trade system... lets call them 'markets' (im kidding, dont be offended) Sorry to be fair you have a good point here. They REALLY REALLY need a way to have a barter system for maps and blue prints. I think that would be very helpful. I dont see the value of a letters of deposit though? I mean there are no NPC banks, Or npc transports of gold between said banks (gold was shipped overseas often for banking). and its not like people have a issue transporting gold now either? So i dont see why you would NEED said bank. So who are you depositing it to? Bullion? Why they have STANDARD already. bullion is just compressed for size to pure gold.... we dont worry about size in game, just weight... so im confused on the purpose? is the gold we have not pure gold ? is it 18k? and we get silver and less gold for transport? why? RP? I dont see bullion as a good use of time the devs can be addressing stability issues w the game, or implementing the bp, trade winds, portals, monuments, REMOVING BARRLES FROM BOATS! i can see the draw for bullion as a good immersion idea, but ... needs to be more of a reason on WHY you would need bullion IMO, if you have a idea for the WHY please let me hear it
  7. I thought that was the original idea from the devs way back but they haven't bothered to implement it yet. Until such time I wish they would nerf the aging process. Before you know it, you're old and you have penalties, so then you have to go to the fountain of youth. I still haven't bothered to go there nor do I know where it is.
  8. @Nacona 1. Last patch notes, or ones before, says they nerfed 1 for 1 (same item trading). Notes say you have to trade different materials now. Notes somewhere said the income from trading was being adjusted also. Look back a few patch notes basically. However the trade radius is getting bigger. 2. I don't know if its a bug or if I was grandfathered in but I made ~5k or more a day from trading. I just performed 2 trades over and over, ( marble for marble and softwood for softwood) 2 old friends joined my Company and did same thing you did, built a warehouse and market out in the ocean about 6 tiles away. I don't think they ever got over 800gold a day. a. They had trouble keeping it full, so it wasn't always running. This caused less efficient trading and probably led some trading partners to drop them b. Most Companies were already maxed out on routes or satisfied and scared to mess with it because things were running fine. A few other things.. Someone claimed on here that you could cheat your trading partners by setting the trades at 100 to 1 and steal all their materials if they accepted the trade (or some bullshit like that) claiming the system would use an averaged trade ratio. Never happened to me, never verified it to protect myself and I doubt its true, but, who knows... Final thing. The last "Meta" or "Exploit" that I heard of was to have 2 or 3 markets and basically rotate the materials in a circle. 1st Market accept wood for stone, 2nd accept stone for flint then 3rd trades back to 1st Market something like accept flint for wood. The OP explains it better but you get the idea. Just move them in a self sufficient circle.. May be required to stagger the trades in conjunction (since each market can handle multiple routes)... but apparently if you do it correctly it's still very profitable like before. ** edit found the Announcement Patch Notes, date Feb 10th ** This is the link to the new method thread. I have NOT verified if this works and I have zero idea if the devs will begin labeling this as an "exploit" https://www.playatlas.com/index.php?/forums/topic/119351-new-market-place-set-up/ Either way I GIVE the devs the correct solution to their problem in this thread back in January, a few posts down the thread. Also this happens to be the post where it's alleged theres a way to cheat trade partners https://www.playatlas.com/index.php?/forums/topic/119171-new-trading-system-tips-tricks-exploits-issues-and-suggestions/&tab=comments#comment-517085 Good luck
  9. Wow Chukiki... well a long story and good explained but the idea is worthless. Farm for 1/20th? So hit a rock and instead of 40 stone you get 2 or instead of 40 stone you get 0,5(80 players) - 0,5 is not possible You basically tell others that they can't interact and corporate with other but all you want is being god with "cyclopse" NPCs and a NPCs fleet because you are solo and not able to find a company. There where posts here that mentioned you got kicked from company because of bad behavior. If you are driving a ship on PvP Pirate server you may face some pirates instead of offline raidable bases... surprise you lost. If you want to play Atlas go to a private Server with 10 or 15x settings where farming is no issue. If this is not what you like just leave and play strategy games as the god commander. Please stop posting your ideas here, they are of no use!(My opinion) If you don't understand Ranger1ks irony well... he is not supporting your idea.
  10. a good idea would be for the smaller servers with 5 player cap their vulnerability window could be a lot smaller then the normal islands 9 hours is not enjoyable for casual gamers or normal gamers the no life no job players who go around zerging people are the only types who like such large attack timers
  11. Well hell why don't we have thunderstorms? I've never even thought about that until now. if anything is added PLEASE add this weather idea. It would be nice to sail nights and have a spectacular night sky.
  12. Nobody has presented the most important solution for this idea about the biggest issue at hand - which will btw buff mega-corps like crazy: If 1 Island has diffrent war-times on the diffrent zones it makes this Island unraidable. The defender can simply move ships & tames from peace-zone to peace-zone. This will lead to everyone capable taking as many parts of the Island as possible and give even more power to the strong one. The strong ones will then focus fully on all the small companies that just own 1 piece of land - because all the big ones are unraidable. Which will make everything so much more worse. It is not megacorp thinking. As I said: we are small, one could even say tiny. And that's why I see the danger in this whole idea and how it will only buff the big guys. This idea is not thought through to the end at all. There is no thinking about how it will be utilised by the big ones. And that is dangerous for everyone that is not big! Since Empire-Servers are gone, there is no "colonies is for small companies" anymore unfortunately. So a new idea with the thinking that the Colonies-Servers are ment for small companies and there wont be any big and megacorps is not viable. Instet people should think about mechanics only the small ones can profit from. And not make things worse for small companies by bringing ideas that operate under a complete false premise. I am not at all happy about the fact everyone is now on colonies. But we have to make it work now. And all I am saying is: there is nothing stoping small companies right now from taking land. Forming alliances and rule a server.
  13. Love how viable arguments that don't agree with the idea get simply ignored and not even botherd answering... There are many more arguments to the entire list I wrote above that explain why this won't work. Everyone here praising the idea seems to completly forget how many trolls and nasty people are around. Everyone seems to think, they would only get good neighbour and everything is love & peace. Which is never the case! What you gonna do if the one guy that has the sugar-spawns in his part feels funky and builds and entire wall around his land (metal is copper in that case)? What do you do if u have land in the middle and get built in? Can't even leave your island anymore? There are so so many diffrent scenarios that are so much more likely than random ppl sharing an Island in peace. And if you are not random people sharing an Island then you might as well work together now allready and take an Island. Btw still waiting for a solution of the biggest issue: how would the war-time be decided and how to prevent this being massivly abused and create Islands that are non-raidable. People also seem to forget that owning an Island and actually keeping it has very little to do with the available land. There is enough land available. There are still Islands claimable right now - and no I am not talking about some shitty land in the Arctic-regions, good land in good regions. Actually keeping the Island is the hard part. Beside the upkeep there is the defense that is absolute key. The idea of splitting Island will actually make it harder. And nobody in their right mind will share an Island because of this exact reason. Maybe this idea can be something for PvE - I don't know. But it is absolutly not viable in PvP.
  14. Hello Devs, There has been a lot of talk from people on the NA server about what direction the game is heading and what problems are the worst right now. The problems i hear are Lack of sotd spawns, whale spawns and the ship fight balance. There is also a bunch of other stuff, that i will get in to further down. Ships balance: When it comes to ship fight mechanics most of the issue stem form the 3 ship classes being in a strange imbalance place right now. Galleons are way to fast as a capital ship of the fleet and they can use a Harpoon to stop ships dead in the water. It helps big company's to crush small company's, since they can use it as an aggressive and fast hit. We all want this to change but also agree that the idea of the harpoon is not a bad idea, it is just not balanced. What can be done is change the galleon speed to be the slowest in the fleet so it fits more to the historical 16'th century ships. The harpoon can then be used as a defensive ability that the capital ship has as an option, when in a fleet. Just to make sure people understand, Schooner should be the fasts ship then the brig a close second and last the galleon as the slowest ship. Historically a normal schooner did about 16 knots, Brig 12 Knots and the Galleon did about 8 knots at best. Now we don't have to make the difference this large and the numbers in the game are boosted up so it takes less time to travel. I would suggest Schooners can do 30 knots at best, brig 24 and galleon about 18 knots max. This would make a lot of sense and fix the harpoon issue. Blue print issue: There is also a big balance issue in the stats of the blueprints right now. Common ships are really bad and mystical ships are really good. When you get hit by a 200% or 240% cannon as a common ship, you die really fast. You do not stand a chance. This is really bad for small company's and super for big groups. You can really step on people and fell ligit when you call them trash for only having a common ship. This is one of the things that has to be changed! Good Blueprints are so rare that small company's, will never have a chance to get them. Even if you get the materials to build stuff, you most of the time don't have any good bpo's to use it for. People are suggestion that making bpo's less good and limiting the random stat's just a little. Like why can a masterwork cannon bpo be better then a mythical cannon bpo? This should never overlap in a number like cannon damage. where the lower grade stops it's max is where the next should start as a minimum. If a masterwork can max go to 140% then a mythical should minimum be a 141% when you get it. In all the stats are way to high now, no way a mythical should ever be more then 170% damage and base stats need to be higer. This system needs to be streamlined a lot more before the balance is good for everyone. PvP ship combat: The current meta where weight is the limit sux and one of the reasons is that you can not build a cool looking ship. Further more you can only fight for a few min before you have to slam a few diving platforms and demolish for repair resources. The speed of your ship should not be influence by the weight before you go over 40 % or something around that number. You could also make it so building stuff on your ship did not cost weight. The borders on the side of the ship also need to be refined. You should not be able to protect your planks with wood ramp armor. This has always been something that even you guys(Devs) dont want. However, protecting the top of your ship and building a nice top on it should be allowed to some extent. What we want, dont want: This is where it gets interesting and it feels like doing a poll on this would be a good idea but i will give you guys input i get from talking to all the people i know who want this game to be great! Give us more ship types, cool gear and awesome events to farm and fight over. It would also be great with skins but keep it so we can still see the difference between the sail types and other gear types. If you want new animals, give us small useful animals that makes the game more fun and surprising. You should be fixing issues, like de sync and fps drops. Work on your engine and boost performance. If you release this half assed, people will leave. The systems that are already in the game should be looked at again and refined. Like the food system. Maybe add more cool food types and more cool songs for the music system. We do not want big dino like animals that take for ever to tame and breed. Don't make mechanics that break other stuff blatantly and then don't fix those things. Animals should be good utility things you have but not be op for fighting as they are now. I guess the big word right now is re balance the game and make it more fun, so it makes more sense. Oh before i forget, people should not be able to have island main flags and bases on tall mountain tops that you can never get to when raiding. This is not fun for anyone, so ether make it so the air is to thin for people to live there or make it so flags have to be on ground level. Best Regard FightzGamer
  15. Hello Everyone, I think the game 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 that makes them 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 gameplay! 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 an 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 feelings. Best regard FightzGamer
  16. If you aren't aware, people were/are ripping it for being too much like ARK...saying it is simply ARK with ships. The general public do not want to play another ARK. We already have ARK. We don't want another ARK, and the Devs don't want to make another ARK. They do want to use what can be reused, which is smart, but they don't want this to be ARK with ships. My suggestion was just an idea. You toss around ideas on what can put the focus on ships, and going to other islands. People do not want to play a game where you have to fear traveling across the map, because your base is so fragile, so easy to take down when you aren't there. The point is that it wasn't a garbage idea. It was simply that you do not like the idea. Fair enough. We will never get everyone to like everything. When the game is done, everyone will still have their own ideas of what changes could make it better, and we will never get everyone to agree on any one idea. That's OK. That's just part of being human.
  17. I don't know if they intended it to go that far, but who knows? (Unless you have some information about it that I don't) It's kind of a leap from having a landlord in charge of an island to having mega-landlords policing other companies with a direct line to Grapeshot CS. I mentioned in another post that game companies really need to be careful with even employee GMs, and that volunteer GMs are incredibly tricky to set up right. The possibilities for favoritism and abuse are huge. And, you know, you may be the perfect kind of person for that, but you can't base a game on one guy. All those people need to be vetted and you've got to have strong policies in place for them. The bigger companies are being held up as the current "winners" of the game, and to have them policing the rest of the players ...you can imagine how people will feel about that. That application idea was put up sort of tongue-in-cheek. It IS very close to what's already in place, where players have to go around looking for already claimed spots and checking to see if the flag is set to build or no-build. It just adds a communication element to that. But people aren't happy with that idea in general, so it wasn't meant as a real solution to the claims problem. I still think people just need to be able to have a spot that they own, and they won't be happy until they get one. I keep trying to run my suggestions through a filter of "how would I feel about this as a big company? a small company? a solo? A new player starting on a full server? What would the experience be like?" , etc. I like the idea of apply like you put an app in. I really like that like I could work that into my idea post as a hey this area is an area I want somebody to build on. So that's the view from one of the bigger companies. I think the view is different for some of those other groups.
  18. ??? This is not the first iteration of the system. Somebody sits down to design a game and doesn't consider these things? Somebody works out a design for the initial claim system and nobody says, "uh, guys...unlimited claims is a bad idea on pve."? It's not arguable that it should have been there from the beginning. It's laughable that it wasn't. Come on, I can understand being a bit off the mark and needing some tweaks, but seriously...that was game design malpractice. Nobody ever asked, "What could possibly go wrong?". And it's not "a terrible system that hasn't been implemented yet", A terrible system was implemented, a terrible fix was implemented, a terrible fix was announced and implementation is impending, The community has made a TON of suggestions, but rather than suggesting how to fix this fix to the fix, they are suggesting how it should have been done in the first place, before the solution gets so convoluted and complex and contains so many rules about this and that that the possibilities for unexpected consequences become astronomical, and the code becomes impossible to ever change again. There's a huge difference between sitting down with a team and brainstorming an idea, challenging the idea to make sure there aren't any glaring drawbacks, and then test deploying it...or just "having an idea" and throwing it at the wall to see what sticks. The players are actually doing the former. It really looks like the devs are doing the latter.
  19. The scope is too big to address all at once so I'm just looking at the claims part (and any other idea that really needs claims to be a certain way to work). Before that, though..the pve invasion stuff at the end is great, and there are other things that could be added to flesh that out and make it more programmable as well. But..claims: Definitely agree with you on the history of what has happened with claims and what went wrong each time. I think you give up too easily on this idea though: I think many of the people who said they wanted "lawless" don't really care about having lawless. There were a lot of different claim designs floating around at the time, and some of those people said that in reaction to whatever idea the devs or other players were coming up with that moment. I think if the situation was calmer and you simply asked them if they would like to have claims per person, they would overwhelmingly say yes. I don't think we need 2 different servers. If there were a significant minority that really did like lawless better than having a claim, here's what I'd do. Put in a claims per person system. Leave just a few of the lawless islands around if people want them. Take the other lawless and make them no-build islands for resources (and keep them in my back pocket for expansion if the playerbase started growing and I needed more claims. That would help me transition to the point where I was ready to expand the server or open a new server). Tax rate solution - I'm wondering if taxes also work as a deterrent for people coming in and strip mining someone's claim. Or if that's even an issue. Just a thought. The solution would keep people from being pissed off about taxes. I think they wouldn't have gotten pissed off in the first place if just a select few (claim owners) weren't the only ones that could collect them. When everyone gets to do it, what's to complain about? In any case, it needs to get "fixed" so that people quit being pissed off about it because it needs to come back later. (For some of those other ideas you have that I want to add to) Instanced Islands - I'm not sure I understand this idea. It doesn't really seem to have anything to do with claims so I'm not sure why it's needed. Unless the final claims design prevented everyone from having one, and these instanced islands were meant to be some sort of consolation prize. Are there people who just really don't want to interact? Maybe the rumored single player mod is what they need. Derelict boats - The lighthouse thing is interesting. Maybe let the people set their own prices. If they're trying to be big traders they might not want to charge. If they expect any deliveries from Atlas Mail (We're Going Postal!)TM they better not try charging the postal boat to park. More later......
  20. I've been hearing you talk about your idea for a while, but I dont recall you ever explaining it. I read a lot of too long posts where people throw up thier ideas. Some are good and interesting, some are lame. Then you get the despicable factions people who would kill the sandbox style for thier own pirate theme park. The thing is you can't say you have an answer on a public forum, then never provide your feedback. This isn't a direct line to the devs, it's a public forum, for us to share ideas and concerns amongst each other and with the devs and cm's. You know they read and act, even if the pace is slower than we would prefer. We asked for barrels to be taken out of cannons. We got it. We asked for better farming parody. We got it. We said , whoa, too much glider nerf. They unnerfed it slightly. We've been complaining about performance and lack of ship selection for years now. They introduce new and more ships comming out that will improve performance and now there are assholes bitching about it, and saying they don't read and it will kill the game. All of these actions were and are, openly and heavily discussed on these very forums. I believe, because of the evidence listed above, that your best chance of having your idea implemented would be to detail it and advocate for it. Rather than hint at it and demur about it. I honestly look forward to reading it because i think you put more time and thought into this game than anyone else I know of.
  21. Victory Coins This idea sounds wonderful! maybe these could be integrated into the Player Shop, with Blueprints in the Player shop for exchanging said coins for, per say, Resource Bundles, Varying Equipment Blueprints, or even Tames! The Ship Capture System could be integrated into the Claim System, and along with future improvements to said claim system, the results would be fun indeed! Rants I understand that you dislike the Pre-Built ships Idea that the Devs are working on. I assure you, this does disappoint alot of players. However, their plan was to make the Player-Built Ships the apex ships, while providing viable alternatives for quick and easy Ships with varying purposes. Consequently, they have to go with a faster approach in order to actually finish the game, hence the Prefabs. That is not to say that future prefabs rolling out won't have customization options, and the devs have promised us they will, but Complete Customization comes with way too much time in development, and puts way more strain on servers, singleplayer, and the like than the average player thinks, and this fixes that. So it isn't that the devs can't code these in, it's that it would take too long, it would take too much time off of bugfixing and the like working on other projects and optimizations in the game, and every Customizable Ship puts far more strain on the system than a prefab one does, even a customizable prefab. This is the direction that ATLAS is heading in, so that they can finish up the development and achieve a full release. I'm just telling you these things so that you understand, so please don't shoot the messenger.
  22. Old thread - info on this is still spotty at best. Have tried multiple things to get this working on dedicated, including: 1. Changing island Pirate Camp Spawn coordinates. Each island exposes a set of coordinates that appear to be (x, y, z) as you would expect. You can edit these in the ServerGridEditor, or directly in the ServerGrid json file you generate and upload for your custom map. The thinking here was the coordinates were possibly static to the single player map (which is a derivative of the 11x11 pvp map from a few seasons back.) I tested by using `setcheatplayer true` admin command to get a readout of coords in game. Carefully mapped out a few test locations on custom placed islands. No dice. I then jumped into the single player map, tracked down one of my map's islands Cay_N_EE located in C5 I believe. I used `cheat setplayerpos` to teleport to the coords defined on this island out of the box. Turns out they don't correspond to locations on the islands at all - not global, local, or grid coords. So scratch that idea. 2. Parameter manipulation. I did discover (may have been mentioned here or somewhere else I've come across) that the `bUseWildPirateCamps` will retain its setting if placed under Game.ini [/Script/ShooterGame.ShooterGameMode] , (where it appears to be enabled for single player. It does revert as others say, if modified under GameUserSettings.ini [/Game/PrimalEarth/CoreBlueprints/TestGameMode.TestGameMode_C] . This made no difference. I went a few steps further - deleted the redundant parameter under GameUserSettings (it did save the deletion), and also tried turning on the setting to "Use Single Player Settings" also under Game.ini - in case it was related. Still nothing. Finally, I tried placing the `bUseWildPirateCamps` and single player setting as overrides directly on biome templates I'm using in ServerGridEditor. Still nada. 3. Hosting dedicated SP map I grabbed the single player json and map images from the actual Atlas game files, instead of ServerGridEditor and uploaded that map to my 3x3 capable hosting setup. I centered around B8 freeport as to avoid a known bug when running a dedicated version of this map. My hope with doing this, was to eliminate the unknown of "Is this game config related, map config related, or is it baked directly into the islands and requiring diving into the Atlas Devkit?" To this last part ^ if I follow this logic, we can probably say it's not Devkit configuration, and it's probably not Map (ServerGrid) configuration. But of course, still not sure. My best guess at the moment, is there is some non-semantically named .ini setting besides the actual `bUseWildPirateCamps` param. My next step is to copy over single player .ini files to my host. That's for another day. 4. Lastly, I tried installing and using the "WildNPCs - Pirates" mod in the workshop. The mod author never finished it, and appears to have been too busy to come back, or has possibly abandoned it. I let it sit for 24 hours. Nothing. The one and only thing that has worked, is using the manual spawn command from the mod. It's best to do this after setting yourself invincible, and for enemies to ignore you (basically you're invisible). Then you can start a wild camp and spawn in pirate ship that will patrol the island coastline, as long as you are placing it somewhere close to deep water shore (so the boat doesn't get stuck). And this ^ is of course a terrible solution - because no one wants to fly around and manually spawn in a bunch of camps on 45 islands. If I can find an interface for the Admin console outside the game, I'd script this and script calculating the coordinates in a .bat file or something. And then I realized, I'm not getting paid! Devs, can you please finish this feature? It seems like all the underlying structure is already in place - perhaps you didn't learn much about it from a former dev when teams transitioned? I doubt it would take you a fraction of the time that I've spent fiddling with this by now. Cheers
  23. Well they really messed up with that idea. I have seen a few people say they like it, which is fine, but the claim system is just stupid in all directions. dont worry though. They will change it. Wildcard very rarely takes something out. They are more likely to alter/buff/nerf instead but they know how stupid this idea was so it will he changed. i heard some people say “well do you want pillar spam again?” Well my answer to that is yes, of course. This is ark so pillar spam is basically part of the game. Mira a whole lot better than the stupid flag system lol. i mean that was seriously a stupid idea. Not one aspect of it is good. Feel free to disagree and have an opinion, I am always cool with that. The thing is it’s a stupid idea no matter what anyone thinks
  24. Hi all i was wondering if anyone had suggested a world event, one thought is a super ghost ship surrounded by galleons brigs and frigates all of them much higher than normal. the event would happen at random times but there would be a server wide message something like the armada of the damned has been sighted and it would spawn at a random sector for ease the power stone islands once it is on its way there is say a two hour timer until the armada appears but once the announcement has been made an icon will appear on that sector so everyone knows were to go. in the zone it would be like the free port no person can harm another so there would be no friendly fire so no chance for greifiers to spoil people fun and everyone would have to work together to kill all the ships and i have an idea for how they appear in the zone, first the sky would darken then a vortex would appear in the sky above were the ships would appear then the water were the ships would appear would start to churn the slowly the masts of the ghost ships would appear from the water like shark fins rotating out side clock wise the counter clockwise slowly emerging from the water, suspenseful music would be good at this point then once they have fully emerged the slowly come to a halt, then with a explosion of sound and light the main ship would appear in the center and the ship would all attack anyone in the area. the number of ships would be something like 20 schooners-15 brigs - 10 galleons and the main ship which would be twice the size of a normal galleon or bigger, there would be three achievements one for surviving the event another for defeating the main ship and one for killing multiple events. and you could not kill just the main ship as it would be indestructible to start, each ghost ship that is destroyed makes the main ship more vulnerable so if you kill all the ghost ships then it would be easier to kill with say only the strength and fire power of 10 normal galleons. and apart from achievements you would also get a reward for what good is killing a large ghost ship without treasure at the end of it, it could be a random item all should be of legendary or mythic and special ones above mythic as you could only get these items once a week or longer and they could be anything weapons, clothes, building bits etc even tames. and like the kraken once the even starts the area would be on lock down but you can re-spawn back on your ship or another of your company's until the event is over or all your ships are sunk. well thats my idea just a little something to spice things up a bit just imagine all those ships fighting it would be a good sight to see. well thats all for now hope this gives you some good ideas. P.S if you think this is a good idea then give it a bump.
  25. Also about your idea for the skills. I would love to see something similar to the "dinghy deck" where you can hang nets off both sides of the boat somewhere along its length and run the nets into the flotsam to collect it. Throwing the hook while at speed usually leads to it arcing backwards and it takes some practice to actually hit them. Obviously being able to just run into with the ship would be easier. Could auto place stuff into the bookshelf/larder/resource chest possibly. I like the idea of harpoons with ropes but more for whaling. I could be ok with somehow using grapples to slow a boat down but if you don't tie them off (this would require new spots to tie it off to on the boat) you get ripped off the boat (assuming the boat is going quicker than you. The other boat can also run back and forth with swords hacking them off to stay free. If you don't have enough tied off obviously this would put a ton of strain on a single rope or even a few leading to them breaking assuming is Galleon being hooked and a brig or smaller trying to stop it the galleon has a lot more weight behind its speed. But then you are just tying yourself off to the side of a boat in broadside range... would that really be a smart idea? I agree on the furniture and other things to really expand on the building side. Assuming this is more likely to be addressed by modders though. Player level max is already 100 btw once you do all the tedious exploring. That needs to be addressed the current system is a bit bland and boring. Way to much effort to get level cap. Ships definitely need to be increased. The unofficial I am on has a max level ot 70 atm, it REALLY slows down after 50 leveling ships though. Tameable alphas is also likely to never happen. I have had lots of idea but haven't grouped them all up into a single spot. May have to work on doing that. Definitely like some of these through this thread, although not all of them.
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