Jump to content

Search the Community

Showing results for 'x사설토토홍보방법△svs114.cоm◈농구토토배당률보기з스타토토┳불법토토이용자신고▤사설토토소액처벌ㆃ승부식와이즈토토roof사또토토℡idea'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • ATLAS
  • The Dry Dock
  • Navigator's Tools
  • The Tavern
  • Poseidon's General
  • Seismic Gaming's Topics
  • |☩|KNIGHTS TEMPLAR|☩| EU's Recruitment Section
  • |☩|KNIGHTS TEMPLAR|☩| EU's Ranks
  • Knights of the Morning Wood's Topics
  • Black Sails's Información
  • GypSeas's Recruitment
  • Poseidon's Chosen's Topics
  • Devils Brigade's Topics
  • The Saviors's Sanctuary
  • Trinity Trading Company | 18+ |'s Topics
  • The Flying Dutchman's Topics
  • East India Company's Welcome to The East India Company
  • Black Flag's Topics
  • The Ferrous Legion Mariners's Applications
  • Discovery's Topics
  • VORT3X gaming's Recruiting Members
  • The Captain's Plunder's General Chat
  • QUEBEC GOLD TEAM's Starting Zone
  • Lapu-Lapu's Company
  • ATLAS Sverige's Topics
  • ATLAS Sverige's ATLAS Sverige
  • MMOGA's MMOGA
  • The Castaways's Topics
  • Missits's Talk
  • [RU]Чистое Небо's Вся важная информация | Info
  • Verlorene Seelen's Logbuch
  • The Saviours's Topics
  • Los Corsarios del Leviatan's Temas
  • Debauchery Tea Party's Topics
  • Socaire Latino's Foro
  • Fallen Angels's Foro
  • Abusement Park's Topics
  • Noldorin Trading Company's Captain's Cabin
  • Noldorin Trading Company's Officer's Quarters
  • Noldorin Trading Company's Crow's Nest
  • Noldorin Trading Company's Crew's Quarters
  • Noldorin Trading Company's The Brig
  • PLAGUE COMPANY's Recruitment
  • Murder Mittens LLC's ARR BE GENERAL CHAT!
  • Black Market's baZZar
  • South Africa Main PvP Group's Welcome
  • The Harbormen's Recruitment Info
  • The Harbormen's Early Access Goals
  • Cuervos de la Tormenta's Asuntos
  • The Brethren's Court's Topics
  • The Radiant Sun Mercenary Co.'s Letter of Brotherhood
  • TÜV {EU/DE Community}'s Forum
  • The High Council's Discord links
  • Junk Army's Topics
  • [GER] Noskillz-Legacy's Beiträge
  • Sky Captains's Goals!
  • East Atlas Trading Company's Joining the East Atlas Trading Company
  • Savage Vikings's Topics
  • The Red Hair Pirates [NA] [PvP]'s Recruitment
  • The Red Hair Pirates [NA] [PvP]'s General discussion
  • Straw Hat Pirates's Dungeons
  • Cerberus's Recruitment
  • The Devil Dogs's Topics
  • Azeroth's Test Topic
  • Atlas Free Trade Company's company discussions
  • Free Men of Tortuga [cz/sk]'s News from Tortuga [cz/sk]
  • Super Tofu Fighting Umbrellas's Topics
  • Looking for Company's Recruitment
  • Holland - Nederland's Elkaar joinen
  • KoS's Topics
  • Duke Trading Company's Recruitment
  • Coalition Of Pirates's Voice Of Coalition
  • The Jolly Rodgers's We Be sailing for land to conquer !
  • Les Pygmées's Fresh Start
  • Unicorn company's Recrutement
  • The Fourth Skin's Recruitment
  • Marins D'Eau Douce's recrutement
  • d's BTJ
  • The Sea Dogs's Alliances
  • srGT's Topics
  • srGT's Wir suchen weitere Mitstreiter!
  • ODICHALIE's Topics
  • ODICHALIE's ODICHALIE
  • Shadowgarde's Topics
  • El ArKanToS's Tenemos una pequeña isla
  • Obsidian Fleet's Discord Name
  • Obsidian Fleet's Topics
  • Ghosts of Utopia's Now Hiring Recruits
  • Red's Great Company's Discord
  • Limitless's General
  • Sons of the Seven's Recruitment
  • Shinra's Recruitment
  • CORE's Topics
  • Darksea Dawgs's Darksea Holdings and Trade Co. now hiring!
  • The Red Panda Trading Company's Captains and Crew
  • The Red Panda Trading Company's Red Pandas are Recruiting!
  • Rectal Touch's recrutement
  • Salty Seagulls's Recruitment
  • Salty Seagulls's General
  • Kingdom of Naples's Topics
  • Ostindiska Kompaniet's Topics
  • (NA-PVP) They Flying Dutchmen's Recruitment
  • (NA-PVP) They Flying Dutchmen's Trade
  • The Community's Add me on Discord to Contact Us
  • The Habs's Topics
  • REVENANT BASTION's Rekrutacja otwarta szukamy ludzi
  • Expendables's Anvil
  • The Empire's Recruitment is going on right now
  • The Empire's Growing in Numbers
  • La Guilde's la guilde recrute
  • SouL SanD's Topics
  • Lords Of Blackwater's Join Us
  • ADHD gaming's Join us
  • The Crimson Watch [NA]'s Joining up
  • Maitres Des Océans's Discord
  • PvP Ravangers!'s Now recruiting
  • Friends's Info am Rande
  • The Alliance's Topics
  • Neptune's Carnival's Recruiting
  • Black Rebels's Topics
  • Black Rebels's Topics
  • Bad Company's How to Join Us!
  • Bad Company's Pictures and Stuff
  • Black Raven Shipping CO.'s Recruiting new members
  • EU PVP- Wolfpack's Discord
  • EU PVP- Wolfpack's ranks
  • Black Beard's CLICK HERE FOR DISCORD
  • Black Beard's ANIMAL TRADING
  • Blackstorm Raiders's Recruitment
  • [EU PVP] Polska Banda " Laughing Coffin "'s Topics
  • 4L Gang's Recruiting
  • La GreenLion Compagnie's Recrutement
  • The Dutch Kraken [PVE]'s The Dutch Kraken recruits
  • Die Germanen's Rekrutierung neuer Mitglieder
  • Winter Irondrake Company's Topics
  • zzzz delete mee's Questions
  • [NA-PVP] Friendlies - Recruiting's Recruitment
  • PuhlegGamingCompany's Anmeldung
  • [EU] Queen Anne's Empire's Rekrytering
  • Raiders (Dwarves of Ironforge)'s Topics
  • Saviors's Recruiting
  • White Ghost's Company information
  • White Ghost's Recruitment
  • Rum & Ehre's Topics
  • "RED STAR"'s Topics
  • United We Stand's Topics
  • Endless Storm's Topics
  • Dead Man's Soul's Set Sail.
  • Dead Man's Soul's Join Us
  • Dead Man's Soul's Company Market
  • The Lone Seaman US PVP's Members
  • playatlas.de - inoffizielle deutschsprachige Community's Forum / Discord
  • Dwarves of Ironforge's Topics
  • Complexity's Topics
  • Purgatore's Reclutamiento ABIERTO
  • Talos's Topics
  • Highwind's Topics
  • The Vikings's SERVER START UP AND SOME INFO
  • New Providence , NA PVE's Screenshots
  • Neue Mitspieler Gesucht EU PVP's Neue Mitspieler Gesucht EU PVP
  • Sail (f)or Fail! [GER]'s Topics
  • Pirate Hunter's Recruiting sailors
  • Ardus Industries's Recruiting!
  • ...'s Topics
  • ...'s Topics
  • Knights Of The Coconut's CUSTOMER SERVICE
  • Tradingport Gravelton's Wir rekrutieren
  • Shipshape & Bristol Fashion's Ahoy There!
  • Sunder Military Gaming's Recruiting Ad
  • E.B.L.A.N inc's Topics
  • E.B.L.A.N inc's Topics
  • Scales & Sails's Recruitment Statement
  • Scales & Sails's Chit-Chat
  • Lazy explorers's набор
  • Isla tortuga's Topics
  • Candy and Things's Topics
  • РУССКОЯЗЫЧНЫЙ ТРАЙБ NORD's Topics
  • Einherjer's Na pvp Recruitment
  • Our Grid Atlas's Our Grid Getting Ship Shape
  • The Dark Brotherhood's Come join the fun!
  • Vieja Guardia's Reclutamiento
  • StS Gaming's StS Gaming sucht noch neue, freundliche Mitstreiter
  • V.O.C's Topics
  • To delete's News
  • To delete's Ressources
  • To delete's Tutorials
  • To delete's Help
  • To delete's General
  • ODIOSOS's Topics
  • [EU] Looking for Co-Founders's Looking for Co-Founder for new Company after Wipe
  • Deadlysins's Topics
  • experienced players looking for you! EU PVP's Topics
  • North Wind's Recruitment EU-PVE
  • Fractured Fury's We are now recruiting!
  • Odder Clan's Finding your Sea Legs
  • The Call's Forum
  • Grundlers's Now Recruiting US - NA PVP COLONIES!
  • Fake News Recruitment - NA PVP's Recruitment Information
  • See & Raub GmbH's Krakenkampf
  • Hurricane Force's Topics
  • Whitebeard's Pirates's Topics
  • Noxx Aeterna's Gold und Rum
  • Dam Beavers's Anamals for sale
  • The Frozen Fist | NA PVP's Discord
  • Les Gaulois du Sud-Ouest's Recrutement
  • ZERG EU PVP's ZERG RECRUITING
  • Old Legs's Looking for friendly neighbours and people to play with :D
  • Los Ultimos de Filipinas's Reclutamiento - Recruitment
  • Sunken Reapers (Xbox NA PvP)'s Wanna Join?
  • 1st ATLAS Navy's CURRENT JOB OPENINGS
  • 1st ATLAS Navy's Topics
  • Figaro Buckaneer Company's Recruitment
  • Figaro Buckaneer Company's Alliances
  • The Blackfish Trading Co.'s Topics
  • The Slipp'ry Sloopes's Pirate Info
  • The Slipp'ry Sloopes's General Company Talk
  • Pirates With Attitude's Recruitment NA PvP
  • TBA's Recruitment
  • TBA's General
  • Strength in numbers's Questing
  • Holland's xbox community build company or one with a xbox community
  • The Winchesters's The Winchester Island
  • Spartan Syndicate's Join the spartans!
  • The Alibaba's New Islands Purchased
  • SeaWolves's About us
  • Kornwhole Plantation's General
  • Kornwhole Plantation's Crew Recruitment
  • [PL] Peaky Fookin Blinders's Screenshots
  • Dragonborn's General Chat
  • Dragonborn's Join Dragonborn!
  • Ruthless Dar Company's Recruiting
  • Asgards Erben's Wer sind wir? Was machen wir?
  • KNOTNOX Suomi/Finland company's Otahan yhteyttä
  • Saltfang Hyenas's Topics
  • The Merchant Navy's General Discussion
  • One Plank Short - PVE Official - D10's Discord
  • Alisization's Прихожка
  • Alisization's Чат
  • Alisization's Ютуб Канал
  • Rungholdt's Schiffswerft
  • KRAKEN's revenge vi's WAR
  • KRAKEN's revenge vi's Discord
  • Genghis Kahn Empire's Recruitment
  • Templars's Recruitment

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 5,355 results

  1. I have looked all over the internet and haven't found a solution yet. Everyone either says "enter this text into the server file" (it's already there..) or 'oh i figured it out, did something dumb' (ok but..what?!) I have followed several tutorials and tried 3 different server management tools (Atlas Server Control, Steam CMD, Atlas Server Controller) and every single one errors on server start up in the same way. I have no idea what I'm not doing, I followed the guides to the dot. I have port forwarded, I run Redis before starting the servers. All of it. https://imgur.com/a/9PsrnBQ (image wont post for whatever reason) ServerGrid.ServerOnly.json: { "LocalS3URL": "", "LocalS3AccessKeyId": "", "LocalS3SecretKey": "", "LocalS3BucketName": "", "LocalS3Region": "", "TribeLogConfig": { "MaxRedisEntries": 1000, "BackupMode": "off", "MaxFileHistory": 10, "HttpBackupURL": "", "HttpAPIKey": "", "S3URL": "", "S3AccessKeyId": "", "S3SecretKey": "", "S3BucketName": "", "S3KeyPrefix": "" }, "SharedLogConfig": { "FetchRateSec": 60, "SnapshotCleanupSec": 900, "SnapshotRateSec": 1800, "SnapshotExpirationHours": 48, "BackupMode": "off", "MaxFileHistory": 10, "HttpBackupURL": "", "HttpAPIKey": "", "S3URL": "", "S3AccessKeyId": "", "S3SecretKey": "", "S3BucketName": "", "S3KeyPrefix": "" }, "TravelDataConfig": { "BackupMode": "off", "MaxFileHistory": 10, "HttpBackupURL": "", "HttpAPIKey": "", "S3URL": "", "S3AccessKeyId": "", "S3SecretKey": "", "S3BucketName": "", "S3KeyPrefix": "" }, "DatabaseConnections": [ { "Name": "Default", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TribeDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TravelDataDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "TerritoryDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" }, { "Name": "LogDB", "URL": "127.0.0.1", "Port": 6379, "Password": "foobared" } ] } Matches password in redis.conf
  2. I think that you may be going about this the wrong way. If you are wanting monetary compensation from GS for intellectual work, I truly believe you should contact the studio directly and apply for a job or solicitate your consultation services. I could be wrong, but I do not think that there is a precedent for hiring an unverifiable person from a forum off of a promise of an idea. I believe you said you had experience in the game creation industry, this will help greatly. If you believe you have a multi million dollar "Idea" that would work for any game. Well then my friend, you should take your industry experience and your idea and go make a game and get that paper. Don't even let a terrible studio like GS get a chance to fuck it up. If you believe in this game and want to improve this game with your ideas, then you should get on the public game forums and discuss them in detail. Get enough positive feedback and it will most likely get implemented in some way shape or form. However you will be the only person that knows it was your idea. Maybe some of us will know as well. Keep in mind that GS hasn't released any games yet. They likely have not turned any profit. Their team is small, and greatly lacking in talent when compared to almost any other game studio out there. What they DO have is a lot of ideas that sound really cool. What they DONT have is any proof that they can carry these idea through to fruition. I will give you my personal view on this. Ideas in and of them self are not worth anything. Even after being shared with a group and refined into a better idea, it is still not worth anything. Money is only made when an idea is acted upon and a product is produced and sold successfully. So let me ask you. Do you really have an idea that these guys can do anything with? They have yet to implement their own ideas in a profitable way.
  3. Tutorial: Tattoo's, Flags, and You! Hey everyone, After seeing the great work by u/Mijeman from this thread and seeing the comment from u/BurlyusMaximus, I felt like I needed to deep dive into the mechanics of being able to upload artwork. (Not everyone is as talented as Mijeman, I mean just look at this.) I've done a lot of customized content for APB (All Points Bulletin), POTBS (Pirates of the Burning Sea), just to name a few... and I'm looking forward to bringing more creations to Atlas as we move through early access and release! Now please forgive the roughness of this guide and it's images. I really just wanted to put this together so the community had a better idea on how to bring in images to customize their characters, companies, and ships. Please let me know if anything is unclear or if there are questions. Requirements outside of Atlas: ARKpnt Editor (Version 1.23 updated June 8, 2018) can be found here and on this thread, Photoshop/GIMP/Image editing software Character template which I made can be found here: Template 1 and Template 2 Character Template: So this is a rough mockup I made today. It was a little difficult as anytime I started adding a ton of color the game would disconnect me, I would come back and lost all my progress as well as my dyes. As you can tell it's not really complete, so hopefully we can get this fully fleshed out later. Alright, let's get to it! Step 1: Create a paintbrush. You'll need the following materials: 1 Hide 20 Thatch 1 Wood Step 2: Create some dye. I recommend just doing one color initially to set up your templates, then once you get the hang of things you can go nuts with color. Dye generally requires berries and a fully filled waterskin (100 units). Be sure to have a rain barrel, open the inventory slots of the barrel, place the skin into it, and it will fill (as long as the actual barrel has water available). Each 100% waterskin will yield 5 dyes of your chosen color. Step 3: Create your base file If you're going to make a tattoo, you'll need to equip the paintbrush and right click. This will open the bodypaint/tattoo window. Be sure you click 'Tattoo' at the bottom to change over. Go ahead and drag the dye over onto the paintbrush to apply the paint. Once the bar is filled you can then select the brush and start painting on your character. (Remember you don't have to waste a ton of paint or be fancy, we're just doing this so we can save over it.) Once that is complete, choose the 'Save Paint' button at the top. The game will then prompt you to enter in a name, go ahead and do that now and jot it down. If you're going to make a flag, you'll need to equip the paintbrush and left click your claim flag. It's a similar process so just follow along. Step 4: Find your file and prepare it in ARKpnt Remember the name you jotted down? No? Guess you'll have to go back and see what you called it... do you have it now? Awesome! You'll find these files in a folder similar to this path: Steam\SteamApps\common\ATLAS\ShooterGame\Saved\MyPaintings Go ahead and fire up ARKpnt Editor and click on 'Load ARKpnt file' Load your basic .pnt file to establish the dimensions. This will be helpful when you go to re-upload the file. Step 5: Open the character template in your image editing software I apologize that it's so rough, but you can use this as your base for placement locations on your character. Be sure to take the image you want to use and overlay it where you want it to appear. Once you have your placement set, be sure to hide any other layers besides the tattoo you wish to use. Step 6: Convert the .png file to a .pnt file Go back into ARKpnt Editor and click on 'Load Image'. You'll now be using this program to open your .png file that you edited with your tattoo. Be sure to click 'Yes' when it asks you if you want it to reduce the colors (in the few tests I've ran, items just show better when this option is selected.) You should now see a large grey box and your tattoo! Let's go ahead and now click on 'Save as ARKpnt file'. You'll be using the program to SAVE OVER your base file that we quickly made in-game. Be sure you say that you're okay with saving over the file. Step 7: Get back ingame and apply your new tattoo! Go back into Atlas, use the paintbrush on yourself, and now click on the left icon to open the paint file. It should still retain the old name you gave it, but it should now allow you to apply the new design! Be careful, if you added tons of color and fancy stuff- it's going to eat up a LOT of dye. This is why I suggested starting out with something basic/easy. The game will automatically apply the new design, use up your dye, and you'll be sailing the seas in style from now on! I hope this makes sense. I'm available on here and reddit under Din_Narcotic if you have questions or if I can be of any assistance. I hope this helps people out!
  4. I don't know where the best place to have discussions for this to explain what I feel is the best way to keep as many players as possible happy. I will use my stream as a faster way to talk to people as I write this massive suggestion thread. I am going to cover what I feel are the current problems of this game as well as what I feel could be done better. I will constantly be updating it. Currently the "hot topic" is claims which I will talk about the directions the game could take and what I feel would be best. I also will talk about things I feel are just poorly designed. Claims: Currently the PvE is in a lawless vs claim flag state. They have pros and cons I will talk about each system and how I believe it will play out. Current System: This system was good on paper but in execution is awful. Some people could not get land, some could not hold it, some people have more land then they should. The solution they came up was switch to lawless. This idea is terrible in my opinion. The amount of griefing that will take place will make the game unplayable. I have seen galleys with gates under them in lawless. I have heard of people that box in tames while people are farming. I've seen resources walled off. It's just going to be terrible. One person could literally grief a whole tribe. If you stop your boat somewhere for the night you could wake up with a box around it. The argument is the box will decay the solution to griefing it would be to repair the box then. If somebody doesn't like you they just wall your base in. It's so many possible kinds of grief you would need to watch out for the game would just be unplayable. (look at official on Ark) -->Idea Make a PvE server for lawless and for claimable (by server I mean NA-PvE-Lawless and a NA-PvE-Claims). Everybody wins... Kinda. I personally don't like the idea of lawless but some people want it so let them have it. // 3/14 update Claims per person: The idea of limiting the amount of claims a person can have has come up but it opens to a type of grief some of the bigger tribes used to kick out smaller ones. They would claim around them then make a box preventing the person from using their claim. The point was to they make you not want to be around the island and you quit or leave then they get your land. It was dirty and I would prefer people don't have to deal with this. It's why I lean towards 1 company in control of 1 island. --> Solution: The announcement on the last captains log was that they are going to use the PvP system of 1 flag per island. The size of the island your tribe can claim is based on the size of your tribe. (Bigger tribe = bigger islands) This made some people angry. I believe with no changes to how the flags work this would be a huge headache. With balance changes I think this is going to be the system that defines Atlas as a game. The problems I have seen are- -Anybody can build anywhere --> The island owner's job is to keep it clean. When the changes to the claim flag came out a lot of people came to F11 and built taming pens all over the place without us knowing. Some of them are still there undemolishable. The lawless griefing will happen if the owner can't say who can and can't build on the island. If somebody allowed to build on the island decides to grief their neighbor then the owner needs the ability to fix it. (Basically the owner is an unpaid GM for the game it's a kind of civil service for this dying game). Some people hate the idea of taxes. -Taxes // 3/14 update- So if we claim the land and it has metal on it and we notice that other people keep taking the metal on our claim our solution is put a wall up and keep others out so we can get the metal on our land. The tax bank is to deter people from keeping others out of their resources because they are losing out on potential resources. // (Note I frown on walling people out types of behavior) --> This is a touchy subject for a lot of people. People don't want to pay taxes to their overlords. When the tax bank first came out you could set it to whatever and it would not effect the person harvesting. So 10% taxes would make 110% item the harvester got 100% and the bank would make 10%, at 30% it would make 130% item and give the bank 30% while giving the harvester 100%. I guess they fixed it at some point. This is an MMO and should be played with a bunch of people so lets turn this problem into a solution that makes the game better. The way I would do this is going to get mathematical but all in all I feel it will make the game better. --> Lets make the "Tax rate" not change what happens when people harvest on the island it just makes the bonus and they get 100% of what they farm. So the "mega" tribe goes and puts their "Claim tickets" into their bank so they can claim an island. Each claim ticket is worth .5% tax. So an island that takes 20 tickets will have a tax base of 10%. Another tribe approaches them and would like to build their base on this island but they are not big enough to have actually taken the island (tax tribe). The mega tribe is like no problem they set it so the tax tribe can build. The tax tribe then can put their claim tickets into the tax bank (they have to put at least 1 in). Lets say they put in 10 tickets the bonus for the mega on everybody that harvests on the island goes up to 15%. This is the mutualism. This is the meat that is going to make this beautiful for everybody. So far it helps the tax tribe a little and the mega quite a bit. The tax tribe gets to put down a resource chest on land that can be flagged as the "Primary chest" this chest will get what they give to the mega. So that tribe that put 10 tickets in gets a 5% bonus from what the mega farms on the island. They help each other out. So the mega can get a tax rate of something super high lets raise the cap to like 50% (That is 100 people living on the island) The tax tribe max 25% (Don't want 2 megas to just share a huge island and abuse the farm bonus). Perks for all. -Random boats --> Logging in and there's a random boat parked in our harbor just blocking everything has got to be one of the most annoying things ever. This is a big advantage can come from a tribe that claims the island. A safe spot for people to anchor is something that is important in the game but people being able to anchor anywhere is also a problem cause you can grief with it. I think the lighthouse should be the solution. I people should not be allowed to anchor on a claimed island except around where a lighthouse is placed. I think the lighthouse should act as a parking meter though charging an increasing gold per hour. So lets say you are just parking for the night would be 50 gold. The time would increase it though so the longer you are there the more it becomes. So if you leave it there for 3 nights it's 500 gold in total. If you leave it there for a week it's 5k. This might seem steep but leaving your boat in somebodies area is rude IMO. This would create a problem for people trying to do maps. So I believe you should be able to anchor anywhere for a 2 hour window. After that time your ship would just unachor. The mechanic of the time flex would be based off of if you unanchor in an area it then takes that long for it to come off cooldown. This prevents you from just going out and coming back in real quick to reset cooldowns. So if you park for 8 hours at a lighthouse in 8 hours it will be back to 0 total. -Instanced islands The instanced island does 2 things. Basically it's the single player mode for the game. Trying to have a regular computer run this game without a server would be nuts because of the optimization issues. So to fix that people could have their own little island (it would actually be a medium island) with all the biomes and whatever they could just hermit to and build whatever crazy stuff they want with access to all the plants and tames and whatever. The only thing you wouldn't have would be boats the reason is because you would have a bed to teleport you to and from the island because it would be more like a solo/creative area for the game. The tutorial island is not intended to have any bearing on the outside world. Some people state they just want an area to build and don't want to play with others this is the area that they can do that on. This also will free up some land. This area would also replace the tutorial zone (freeport). I really like the freeport but it makes the game too easy IMO. (500k fiber/hour solo) etc. What I would want them to do would be change the freeport so only the NPC town part is not buildable then lawless area for the rest of the island. The lawless area would give the generic resources and have the damage decay of 100% damage over 3 days so people didn't use it as a primary base location. People learn to play on the personal island then adventure out of the freeport to lawless and build their first boat. This is what the lawless zones original intentions were so now people launch from freeports. (new players atleast) This will make it so the grids that are currently marked as lawless will become obsolete. So they can make them claimable. This leads to a huge amount of claimable islands. The idea is to make it so theirs more land than needed. I personally want the land to be held by your desire to log on and farm to keep the bank filled. -Finding claimable land //Changed 3/16 If the island is not claimed its name will be Blue if it is Claimed with no space it will be red, if it is claimed but has spots you can on build it will be yellow. What does spots you can build on mean? I tossed the idea around in my head about if I could change the game how would I limit where people can build. I talked to Winter Thorne and he mentioned putting an app in to the lighthouse. This set off a lightbulb. So a Mega tribe comes in and claims the island but wants tenants. As the tribe that controls the island the owner can drop a flag. They can go up to the flag and set a number on it this number determines how many tickets it will cost. They can also write in a note that says this is the rules for living on the island. This new flag now shows up on the map and basically says ROOM FOR RENT! Which will clean up spam and stuff on the forum. You can also put a note on it that describes resources around it how to get to them etc. So a player/tribe that is looking for an area because they don't want the responsibility of owning an island can go there and be like yes or no. If they want it they can click the flag and hit they are interested. This will put a message in the owner tribe's chat that says "Player is interested in area X/Y" the flag on the island symbol will also change color for the tribe. They come over talk to the person if needed and then they transfer the flag to them. This will transfer ownership of the land in the flag to the tenant. The owner tribe can no longer build in that area. The buildings they had in that area decay and delete in 4 days. So the tenant has complete control over that area. This fixes the i'm afraid the land owner will come delete my stuff. A new problem could arise that the tenant is toxic or stops playing or whatever. The tribe owner from the owner tribe can come over and remove the flag. If that happens it will go into a demo mode and 4 days later the land will go back to the island owner and deletes anything there (so they can't do it to steal it). This gives the tenant tribe time to get their stuff out. An exploit could be to wall off the flag so the owner can't click it. This is fixed by just needing the owner to drop another flag in the circle of the tenant flag, instead of dropping a new flag it just deletes the current one. The land also can't be claimed while the tenant's stuff is still there. Another rule for flags will be no overlap. This makes it so people get some space when they get space. Some people might not like the idea of having people put claim tickets into the flag. This does 2 things it would do synergy with that tax bonus idea and it also prevents a solo player from having a base on every single island. Which if the land owner doesn't mind they can set the flag to a different setting. Freebuild! which basically turns the area into lawless with no decay. //Added 3/16 --Reworked island resources A possible problem with a tribe claiming a whole island is the big tribes take all the small islands and the smaller tribes have nothing. I personally would not like this because this means I now have to maintain more tames and banks and then sail all over the place. I do see how it could be used by bigger tribes as a way to have the spread of resources needed for the blueprints controlled inside the tribe. I posted this in another thread but I believe the resources should be changed the higher the tier of island. The biggest islands should have 4-5 different wood/thatch/fiber/metal/stone/flint they should also have gems/crystal/honey/sap/salt/coal and they should be able to grow any crop and breed any animal. This will make the bigger islands way more lucrative than a bunch of little islands. Looking at high end progression I want to have the resource spread for blueprints and the best tames possible. This might seem extreme I see why people would be afraid of the big tribes taking smaller islands. If there's a small, a medium, and a large island with the same exact resources and next grid over is a little island that has a resource I can't get in the current grid then I am going to be using 2 islands anyway so it becomes an efficiency especially if I already have tickets put into another island somewhere else and now it becomes 2 smalls with the resources I need vs another medium/large that offers the same as a small. Another thing this would fix is that small tropical paradise with the waterfalls in the multiple tiers (B6/7 has one I think) could have a really neat base on it. It also has massive amounts of oil on it so I could see it being claimed just for the use of the like 20+ oil spawns it has (Like 200-500 a node). This could be turned into a favoritism for megas which I could see being argued either way. The way I look at it is that big island the mega has will be even nicer for the tenants to have with a resource spread. By having the tenant tribes put tickets in for the claims they have on these bigger islands that have more resources you are also going to free up more space for solo/smaller tribes that want to do their own thing. The people congregating will also help strengthen the community (it's an MMO). The complaint could be taxes which I strongly recommend you turn into a bonus not a tax. The only problem I could see would be people congregating on certain grids and then nobody in most of the map. However it will free up a ton of land doing that which will make a lot of space for growth. """ I copy pasted this from what I would do as a designer for changes to tames As a designer I would scrap how animals are at this point. Currently this game is turning into an Ark expansion. I would decide to stop living in Ark's shadow. Currently I've done all PvE material so my day consists of riding around on a level 70 bear with elephants behind me harvesting X resource with hopes of actually needing blue print weapons to complete the next PvE tier. Currently riding is basically a requirement for things to do effectively either everything else needs to be brought up or beastmastery needs to be brought down. I would change the tree to crew. It would allow you to get animals but the animals would have something they bring to the table and not be rideable. The shoulder mount thing would be fine but cruising around on (current meta tame) is basically Ark. So I now have a blank slate and need to make it so I can get tames. I would want it to be a low chance from mate boosted animals when you harvest their bodies or a high chance from an alpha. Could also put a vendor in the game that sells the babies. So now my players have a baby X. This whole temperature thing currently is silly and the way to fix it going to require a lot of resources from my company (grapeshot) so the cost would be too great to keep this. The concept is cool but the creation and implementation creates a poor user interaction with it so I would scrap it. The concept of feeding animals something special is a good one so I could fill up a bear with honey and it would mature faster or just use berries cause they are easy but longer time until they are grown. So now I have a way for players to get tames so I now need to make them useful. This would be the bottom tiers of the crew tree. Different animals would have a function that fall into combat or utility. For this I would think of how I envision an amazing creature of the type. Bear- Combat- Taunt enemies around the player acting as a tank. Chicken- Utility- When on wander produces eggs Cow- Utility- Produces milk (more on wander) Bull- Utility- when on wander fertilizes nearby crops Crow- Shoulder- When you die acts as a bed. Razortooth- Combat- nerfs alphas. Shieldhorn- Combat- Produces a shield that deflects projectiles. (Currently elementals have little counter play) Elephant- Utility- When on wander collects wood. Giant Pig- Utility- When on wander finds buried items. Giraffe- Utility- When on wander gathers thatch. Horse- Utility- Rideable, pulls carriage and cargo which helps tranports large amounts of people or heavy amounts of resources great distances (we need something that makes unloading a galley not horrible) Lion- Combat- grabs smaller creatures. Monkey- Shoulder- barehanded becomes climbing picks at a much higher stam use rate. Ostrich- Utility- Harvests seeds when on wander. Parrot- Shoulder- Makes musical instruments easier to play and buffs the buff radius. Penguin- shoulder- fortitude buff. Rabbit- Shoulder- When on shoulder provides a movement speed. Rhino- Utility- When on wander gathers stone. Seagull- Shoulder- When on shoulder reduces/removes fog debuff Sheep- Utility- When on wander gathers fiber Tiger- Combat- reduces movement speed of enemies. Vulture- Utility- When on shoulder decreases vitamin depletion. Wolf- Combat- has a howl that increases damage. Turtle- Make tameable- Shoulder- Increase swimspeed, decreases oxygen use, and reduces deep diving debuff. Rattlesnake- Utility- When on wander produces venom, venom is used for anti-venom which reduces torpidity. So now that I have all these super cool animals I need to transport them and the current bug is they fall off (scavenging tames in the ocean is super lucrative I know a guy that got a Razortooth) I would make it so boats have a animal attachment that is basically a cage and when you send the animal to it the animal gets turned into more of an item that is placed inside the cage instead of being on the boat (no more lost at sea tames yay). We now need somewhere to put all these wandering tames. I would make it so tames on wander don't leave your territory. I would also make it so you can apply a filter on the map to see where certain tames are. Now for the meaty part of the new tree. I would make it so NPC's you get from SotD have a type of suffix like Bob. Bob would be a builder. You would need points in crew to hire Bob and then you can put him on a smithy. If you have skills in construction you would be able to make things like stone at a reduced cost. The points in crew would only be to get Bob, the points in construction would make it so you can get the discounted building from Bob. This would make Bob your righthand man when it comes to construction of things. You would still need the recipe to make it though. So getting NPC's and keeping them alive would have benefits beyond "I need guys on my sails" which you would want to keep around because sailor NPC's would make your sails better. This would lead into reworks of the other skill trees, I would make farming capable of making the large crop plots grow fiber,thatch, and wood that the NPC's can harvest at a drastically reduced rate. The rate they harvest can be modified by giving them higher end tools. Artillery tree would also get access to alchemists that can be put on a mortar and pestle that will make it so you can stack unlimited resources inside it and queue up organic paste for more than 220 at a time... it would also make it faster to give the QoL that is missing from the chemistry station. I could keep talking about how I would change it but the TL:DR is make animals more companion rather than a requirement but still have meaning. Make NPC's more than a parasite when you arn't sailing. As a designer I would change a lot of things but for creatures this is what I would do. """ End copy paste for tames changes (Some of that is out dated but you get the idea) So lets take the changes for the game so far you get land and have tames and make the NPCs do work you could build a city have traders and basically you build a functioning city that other players come in and interact with. (Which would be so cool imo) Here is where stuff gets crazy though. this goes under new content. --Player Cities In PvE Getting Invaded-- // 3/14 Updated and added more So you have a city that is making money. This would attract pirates in the real world and I believe it would attract them in the game too. (It would in PVP) so they decide to come loot and plunder. This is where it gets rough to program (GOOD LUCK GRAPESHOT!) Only the highest tier islands would be targeted to have this though. The tax bank can only be dropped at a predetermined location and the tax bank determines where the city can be built. Once you have put enough resources into the tax banks. An NPC pirate invasion would trigger. The tax bank would get an item that you can place that starts a 30 minute countdown. The pirate boats would come and start a big invasion. You would have to fight your way from the town center towards the pirate boat then board it to fight and kill the captain. The Pirate faction would send waves at your beacon and try to bombard it. This would also make it so PvE players could use things like puckles, swivels, and my favorite MORTARS! If the pirate faction kills the beacon you lose, the bank loses everything in it and taxes can't be collected for a few days. Killing the captain will win the event for the players. When you win everybody gets discovery points and maybe a special type of vendor for the city. (Like a crew vendor that sells crew? ) This would build on my idea that the player cities should actually become the centers for trade instead of freeports. This would also play into another idea I have. -New pirate faction The PvPers will attack and sink your stuff to steal it but in PvE we don't have things like that.You just run from SotD and kinda afk for an hour to go do maps. We use a speed schooner or brig with no cannons. Lets change this. With the addition of NPC wrecks I want to see something else. An NPC pirate that has an aggro range based on the amount of resources you are carrying. It will be a fast boat that attacks with cannons and bar shot. (Which is what happens in PvP) The NPC pirates will come onto your boat and try to kill your guys. You could sink their boat and get some gold/ammo/resources/guns/BP's/Maps? I would make it so in order to get masterwork/legendary maps you can only get them from high end pirate ships instead of I want to do maps lets see how lucky I am running around on this bear. --Int as a stat I went full int once... It was awful. I try things just to get a feel for what they do. I want the best items I can get for my crew. Somebody else bit the bullet and went super high int so we can get that extra 5% bonus. The idea that somebody gets to just craft is stupid in my opinion. I think this stat could be removed from players and baked into NPC's that can craft (Bob the builder). The level of the NPC would determine his rolls on the stuff he makes. This would make it so you want to get your NPC's leveled up as high as possible. Also with crafting I would have the station interact with the bank/resource chest so I don't need to move thousands of pounds of materials around to try and make things. (New content will now go here) ~Lotus //Update Log 3/14 Clarity on instanced island. + Claims per person + Tax bank | Responded to Awakatanka + Winter Thorne + Daemon Cross + trqfreak350 + Eldred 3/16 I talked to Winter Thorne in another thread and came up with ideas. Finding land + Reworked islands idea.
  5. Return to claim flags ( only A idea ) Start game with 1 company claim flag of 50/100 meter radius. Company flag has a gold cost to keep it active ( 100/24hrs ? ) Each member of the company gets a claim flag at lvl 1 25 meter radius. Each member gets a second flag at lvl 20 then one every 10 lvls after that. Each member flag placed after the company flag adds gold cost to the company flag ( 25g/flag ? ) ANYTHING built outside of claim flag area decays in 24hrs ( ships need different timer perhaps same as tames , you can claim after 10 days ) If company flag runs out of gold ALL flags on entire map go down over 24hrs then decay takes over for another 24hrs.
  6. ok so recently started playing atlas again, so created a server using ASC on my server pc, it works perfectly locally, but not publicly for people to join yes all the ports used are forwarded in router. so any idea of possible issue?
  7. Twice recently I had babies born with higher stats than either parent. Specifically, I had a tiger born with weight stat of 10 when the highest weight stat of either parent was 8. Then right after that I had another tiger born with attack of 11 when his parents both had 9. Anyone know if this is expected behavior? Is there just a random chance of that happening? Also, it occurs to me as I'm writing this that no one on official will have any idea, because you can't see animal stats. The only reason I know is because I'm playing on unofficial (Blackwood) with the Super Spyglass mod that someone brought over from Ark.
  8. Two things, a) The angles for the weight and handling sails are wrong. The way these sails work in game is not how they work in real life. This really breaks the immersion and makes sailing less intuitive. b) Not only could this 'fix' be purely graphical at this stage - it could also easily be expanded beyond this to make the handling and weight sails viable choices when choosing main-sails via added gameplay elements - which I will go into below for those who are keen for a quick read. The game suffers because the sails are too similar - they are things that rotate to the nearest direction of the wind - with slight gimmicky speed and angle and weight values plugged on to distract the player into thinking these sails are worth thinking about. In reality, these sails function very differently, and including these functions ingame will make the sailing aspect (one of, if not arguably ,the main aspect of the game) much more dynamic, and rewarding for those who follow different play styles. At this stage its hard to tell how much research the devs did into tall-ship sailing - no doubt they got the basics right - square sails were speed sails, handling (only on modern boats but tall-ships had stay-sails) or gafs(weight sails) were for pointing upwind. But the inclusion of rotating booms that go infront of the mast pointing handling/weight sails literally into the wind makes me think more research is a good idea. Including more realistic sailing mechanics has the possibility to deepen and enrich the gameplay - not damage it. Ironically, I believe further complicating the system it will actually make sailing easier for the novice - who can stick with certain sail types for ease of use - and deepen the strategic depth of those who want to challenge themselves. Current sail "choices" Speed - faster, harder to set and sheet Handling - normal speed, wider angle of effectiveness (can point higher to the wind), very fast handling Weight - normal speed, harder to set and sheet, adds weight to the ship. The problem with these choices is that weight sails become nearly useless (especially since weight is a level-able stat), and they are difficult to set. All pvp builds I've come across opt for maximum sized speed sails and 1 small handling. Those who are good at sailing just go for double speed. Some who just want to 'run' away go for double handling for the higher wind point, thus ensuring an escape against a faster opponent so long as its 'clear' sailing. The game currently manages to miss a major perk of the handling and weight sails - that they are 'symmetrical'. This means that when ship is tacking upwind, you can 'set and forget' these types of sail, (the direction being parallel to the boat pointing aft) this allows the wind to be caught at the greatest possible angle upwind. In this set-up, when one performs a tack, the sail does not need to reset - however the sail DOES need to be reset after performing a gib. This has two great consequences - solo players who dont have NPC's or early build ships will have both an easier time sailing upwind and it encourages the use of both handling AND weight sails (not having to set a weight sail every tack really makes them more viable by removing their slowness con). Proposed changes Speed - these don't need to change - they're perfect, if anything however, any upwind angle for these sails could be removed - they physically can't go upwind and were designed for bearing down on an opponent at great speed - but downwind only. this gives you control of the engagement if you find yourself upwind of ur opponent. Handling - these need to function symetrically - instead of rotating to point into the wind they should be let out and let in from the 'central position' of the boom parallel to the ship. letting the boom out will catch the most wind downwind, letting it in will allow the ship to point very high into the wind. Performing a tack should be very easy with these sails, performing a gib should at the very least require resetting . Weight sails - function exactly like handling sails - except they are slower to set - and if a gib occurs and they have to fling from one side to the other you could add 'sail' damage to it. Additionally, they should add armour to the boat too. Addition of the STAY SAIL - these sails should be able to be placed between masts - this also encourages multiple masted boats as they have more manouvering over single masted (finally a large sail is faster than two mediums - but the possibility of an upwind stay sail sways the decision into a real toss up for the player) . These sails function like handling sails and are very easy to set and forget. They allow the boats to go upwind a lot more effortlessly. These also really make tall-ships look like tall ships - at the moment, Atlas ships look naked inbetween the masts. Anyway, thanks if you've made it this far. Rant over. at least graphically fix the handling and weight sails! drops mic.
  9. First time posting here so if I've failed any forum etiquette my apologies. Some back story as to why I'm suggesting this, skip if you're not interested. I'm from a small company on a PvP server, there is only a handful of us, say about 5/6 of us. In less than 2 weeks we've been raided 3 times. We're in pretty bad shape after two 6+ hour fights and one at the last 30 minutes of the fight in our harbour 1(us) vs 10(them) a couple days after a raid that almost cost us the island and our defences weren't fully repaired. We're pretty demoralised at this point as we're suspecting another attack this weekend that we're not prepared for and our members are drained of energy and have lost the will to fight. Onto the idea. Idea 1a: Make the cost of the island reflect it's combat timer, I'm not asking for an easy life, consider making 15 points islands only have a 4 hours combat timer scaling up to 122 point islands have 12 hours. Why do I think my idea would work: I believe it'll help smaller companies to own smaller islands and make them easier to defend, space is important when it comes to smaller islands, build too much you lose out on resources. Who & How would this benefit players: This would benefit smaller companies that only need a small amount of space but feel ready they can take an island for themselves and stick their flag in a sandcastle. This would also benefit companies going to fight larger companies as their attack window would be larger which a company with a larger player base should be able to support this. Can this be exploited, If so why and how would you combat it: Bigger companies could claim smaller islands to store their ship. As they would have longer protection time compared to other larger islands. Please Refer to Idea 2 for a remedy for this. Idea 1b: Consider splitting up the combat timers but only for islands that are 8 hours or more combat timers. Lets say a 57 point island has a 8 hour combat timer, the owner can split that up into 2 sets of 4 hours. A much larger island that costs 122 you could have 2 sets of 6 hour combat timers. Why do I think my idea would work: Larger companies have a much larger spread of players and times they play, so they are more capable of defending an island if it's going to be attacked. Smaller companies don't have that luxury, nor do they have the luxury of having players around that can fight off a larger force for an extended period of time. Who & How would this benefit players: This would help promote recruiting players of all time zones. Instead of companies cherry picking playing because it suits them best. Can this be exploited, if so why and how would you combat it: The only issue I foresee is if the attacking force sets up a FOB on an island during the rest period the owner of the island can just go down and demo their FOB, I'm not sure how to combat this issue. Idea 2: Set a ship protected limit based on the island points and ship types that are anchored. Just some random numbers, subject to change and open to suggestion. 0 points - Rafts and Sloops 2 points - Schooners 3 points - Brigatines 5 points - Galleons The first ships anchored gets the protected status of peace phase. Why do I think my idea would work: It'll hopefully stop harbour spam where people store 40-50 ships in a harbour and it's perfectly fine they are all protected. It'll make larger groups expand for more territory to house them all. Who & How would this benefit players: This would benefit everyone, larger companies won't have much interest in claiming smaller islands, also it'll remove using smaller islands as a staging point to attack a larger force using the peace phase to keep those ships safe. Can this be exploited, if so why and how would you combat it: I don't see an issue with idea being exploited but I'm open to criticism. The end goal here is to help smaller companies get established and grow so I'm open to ideas to make this happen.
  10. Plagued by the same problem. Spyglass worked fine yesterday , now it crashes the game, i have no idea how is this allowed to persist for so long, i feel like this game has been abandoned in regards of bug fixes
  11. This post is more of a brain-dump about the new lawless claim tower system than a commentary. It's not comprehensive by any means, but hopefully it might be useful for anyone with questions about it. We're a small company of ten folks this season, so we decided to forego the whole island claim race and give the new lawless claim thing a go. So far, we generally like it as it seems ideal for small groups or even a solo, since a claim tower locks down a good chunk of land for yourself without the need to spam claim blocks. Now onto the stuff: You cannot place claim towers on lawless islands adjacent to freeports or on "quest" islands - like the polar islands where you do the yeti achievement. There might be more islands that are blocked, but we haven't found any. Claim towers have no "combat timer" or permission functionality at all, and they will not protect you or your buildings/tames from attack. Basically, they just give you a ring of building blocking and immunity from the lawless decay timer. Attackers can happily skip past your ring of claim towers and burn down your thatch shack 24/7, so plan accordingly. Only the claim owner can build within the claim tower circle; enemies and allies alike cannot. Player and company owned claim towers become owned by the inviting company when joining or merging. Claim towers are fairly cheap (no alloy for land claim towers), and one person can probably gather enough mats for one in a few minutes. Water claim towers are pricier since they require alloy. If you played in the first season, the claim mechanic will be familiar (since it's basically the old flag-claim, but with towers). Each company, even if you're a company of one, begins with 200 points to spend when claiming. Your first tower will cost (4?), and then scale up as you add more. Tower claims do not need to be adjacent (or even on the same island), and they cover a reasonably large area (this isn't us, btw): There's a one-hour(ish?) delay after you place a tower before the land is officially claimed, which you can see as a flashing green circle on the map. When first placed, the tower will have very low hitpoints, and will repair itself over the next hour to a maximum of 400k hitpoints. Note: On hover, there's an option to feed the tower 200g. We have no idea what this is for - maybe it instantly repairs it to full? Dunno. You don't need gold to place one, and we're not in the habit of giving gold to random buildings without knowing why. You can place multiple claim towers at the same time, and their circles can overlap. In the case of overlap, the first tower placed takes precedence: I.e., the first tower placed controls a full circle, the second overlapping one controls its circle minus the 'bite' taken from the first claim. This is relevant when placing towers next to enemy claims: you can place a tower directly next to (but not within) an enemy claim, and your claim will not capture any land controlled by the enemy tower until it's destroyed, Enemy claimed areas can only be captured when the enemy claim tower is destroyed. At 400k hitpoints, common cannons will need just over 300 cannonballs to destroy it. Water claim towers can only be placed adjacent to your own land claim towers (I'm guessing that this is to prevent monkeys from claiming chunks of open sea, as often happened in season one). Land claim towers follow the local build height limit (not the bed/cannon height limit), so you can definitely land claim mountaintops around you (and you should). Your buildings within a claim ring will not be subject to the fast lawless building decay rate. You might see a 'decay quickly' when you first place a tower - ignore it, it's a dirty lie. If you read nothing else in this list, read this... it's really, really important: buildings within a claim tower radius are owned by whoever owns the claim tower. Which means, if the claim tower in which your base resides is destroyed, and an attacker places their own claim tower in its place, the attacker now owns everything within the ring of their claim tower: every building piece, door, chest etc.. now belongs to them (i.e., their company's name appears on hover instead of yours), potentially without a shot being fired - other than those at your now-destroyed claim tower. It is possible to build around a claim tower and completely enclose it within layers of blocks and/or honeycombed walls (see above bullet point). If you have a primary base, it's probably a smart idea to build your base around a claim flag. That's all I can think of at the moment, but I'll add more if anything comes to mind. Feel free to add anything if you have additional insight or have specific questions.
  12. Hi Guys, So I followed the guides for setting up a server and everything seemed to be going well. However, just as the server starts up, I get a fatal error. problem is, I have no idea what this means or where I have gone wrong. Can anyone decode this and let me know what I have messed up? Thanks
  13. Good day to all. Many were faced with friezes and a severe FPS drop during large-scale battles. There is an idea how to optimize the game for such battles. I will describe the essence of the idea, and my version of its implementation. The idea has 2 directions: at the player computer level and at the server level. The essence of the idea at player computer level: Create a special mode in the game settings called "Large-scale Battle Mode". Including this option, the game automatically adjusts to the most optimized settings for such battles, as well as disables some packet transfers (which will reduce the load on the server). However, in this mode, the maximum range of rendering ships is necessarily preserved. The essence of the idea at Server Level: Create a special mode that is activated when there is a huge crowd of people in one place, limiting the bandwidth per player, or rather, receiving and transmitting in this mode only the most critical packages for battles. So that the player does not appear discomfort and lags. How to do it? I have an idea. How to implement the "Large-scale battle mode.": Perform zero tests. Create a separate test client that is zero (there’s almost nothing in it, just a few kilometers of a flat surface without textures), and zero characters (who don’t even have animations and textures in the first stages of the tests). Recruit community testers. It is enough to publish information about this on the forum and in the Steam blog under the slogan "We need a lot of testers to work on optimization" and a large number of people will gather. I am more than sure of this. Assign tests for specific dates and times, which is determined by community voting (For maximum presence and stress test). I already did this once.) Believe me, the community is only happy to participate in such tests in order to help developers. You do not put the players in an uncomfortable position with this act, but on the contrary will win their respect and foster their interest. The essence of the tests is to check how the game behaves and its code (on the player and server side) (some developers also connect to the test like regular players to see what happens with their own eyes) during a large cluster of players in one place at zero conditions. Ideally, the game should work smoothly and without problems. In this case, it is necessary to gradually expand the zero client option, by slightly moving it closer to the game version. If suddenly, when adding one of the parts of the game and server messages during the tests, the players started lags or even strong lags - note what exactly these lags caused, disable and continue tests with other parts of the game. Thus, gradually revealing all problem modules of the game. After that, try to optimize as much as possible each module of the game individually, as well as decide which game modules and packet exchange with the server can be disabled in large-scale battle mode. You won’t believe it, but in one game with a large crowd of people, it turned out that simple sounds exert a tremendous load on the game client. The server was not loaded at all, however, among players, the frame rate dropped to 1 stable. The sound of walking, shooting, jumping and so on from each player created an enormous load on the game client. Therefore, the cause of the load during the accumulation of players can be anything. From the trivial problems of the game client to the ultra-high network load on the server. Atlas is a great game in which players are able to entertain themselves by creating their own plot. Each has its own unique story. If you find the key to optimizing it, then it will be very difficult to find a game better.) P.S. when you be able to create an effective “Large-scale Battle Mode”, I recommend adding an option (checkmark) for players to automatically turn on this mode, when the FPS has strongly sank for a minute, which is initially turned on by default.
  14. I've just returned to Atlas after 3 yrs & when I heard bout the modular ships like the Carrack I got excited & decided to build a Carrack for island hopping (maps & mats etc) , when ship was completed I grabbed some maps & my favourite bear but found it impossible to get my tame onto ship so scuttled ship but will be willing to try modular ships if they are fixed , Dev's I think you are onto a great idea for new ship designs but if nobody can use them with current game mechanics they will be ignored, please fix this.
  15. Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  16. Well we officially made it to another all time low. Before last wipe we needed at 1108 average and not we are at 1096. Once we reach the 1k average mark it will really be pathetic to say the least. with talk of them “changing the map” again that just really shows how worthless these guys are. None of the map changes were ever wanted and they just play by the heat of their own drum. I am pretty sure these guys have delusions of grandeur and every time they get a new idea they always think it is the next big thing lol sorry guys the new big thing in new world and you definitely didn’t think of it. You didn’t really think of atlas either. Ark players wanted a water world map and your idea was to make it a stand alone so you could squeeze more money out of them. That was the real idea you had. with numbers this low of you took all official servers and unofficial servers there would not even be an average of 1 person per server. Now when people come to the forums to talk about problems with single player I can’t tell if they are talking about online or offline. Smh you guys are truly sad.
  17. Season 3 still had island claims. I'm talking about the original flag, that gave you a circle, fairly small. They said they were reverting back to something similar to season 1. That does not imply that it will be the same as season 1. If you remember, the worst part of that system was the unlimited use of flags. Granted you also had 200 member companies at the same time. That was a stupid stupid idea, that could have been a decent idea by simply giving every person 1 single flag. Or even better, giving only 1 flag per company, no personal flags. IDEALLY, they abandon the idea of flags altogether. Make all islands lawless. Restore the size of the original map. Give us the ability to keep our super expensive ship safe (without another super expensive structure that can still be breached). You know, things that would encourage and support the idea of being on the sea more. But first, lets get rid of any one company owning an entire island, let alone a whole grid.
  18. The lack of forethought that these developers have is amazing. After the dragon fiasco you would think that introducing an extremely powerful creature that isnt that hard to tame for decent sized groups would be a red flag, but no, they introduced a tame that completely imbalances the game yet again for the people that have access to them. Sure they can be killed, with a huge amount of effort with tigers or sniping the rider from an elevated position, but the force multiplier that the crabs bring seems to be WAY too much. Are they going to fix it? probably not, maybe slight nerfs but the problem will still be there. Lets move onto putting NPCs behind walls so where they are protected but can still shoot out? What could possibly go wrong there? Why is it so hard to stop these nonsense things? You have the same engine that runs ARK, how about transferring some code over to prevent all these wall exploits? The guillotine, why did you not even consider people exploiting the XP gains? You allow people to get to absurd levels, to be far and away ahead of the competition, and you didn't even consider, maybe someone will use this to get over level 130 in a short amount of time? Then you allow absurd % bonuses to gear using blueprints, then on top of that, the absurd intelligence bonuses. Instead of the "this would be cool to add to the game" then adding it to the game. How about you hire someone to be like, yea that would be a bad idea, and here is why. Dragons, the only flying mount in the game and air superiority being the thing that decides most battles? bad idea Crabs? bad idea Massive repetitive XP gains? bad idea torpedoes in a game with SAIL POWER!? Bad idea (probably wont even matter at this point with ship hulls getting 500% more health due to the other exploits galleons will probably just eat 30-40 before it even breaks a plank) having weapons and armor that are so far beyond the baseline that it makes you unkillable and able to kill someone else in one shot to people in even blue gear? BAD IDEA Please stop and think about how bad of an idea things are to release into a live environment. Edit: for those that will say "that is what testing is for". No, it is trivially obvious that these things shouldn't be in the game, you just have to think for a moment and consider how they will be used. No testing required.
  19. I mean, not only is hunting the ghost ship super boring, from what iv'e seen of other people encountering it, it doesn't even seem like there is any carrot at the end of the stick here, just an empty feeling. So this is how our first go at it went, after extensive research into anything ghost ship related. Knowing the route that it takes, not thanks to anything in-game, 3 of us tried looking for it. The first thing that hits you is how annoying fog is, and I would not be surprised if the ship sailed right past us in one of the 5+ total-no-visibility fog situations we encountered in the 3 hour search. Our search started in its spawn grid, and I sailed backwards along its supposed route as best as I could. That is when the second problem hits you, accuracy. I have no idea how closely you need to follow the route without risking the ship being out of render distance, and with all the ship of the damned in the way, I repeatedly found myself way off course, probably another situation where it might have slipped past us. We also have no idea how long it takes for the ship to do a full loop around, but using our estimate of about ~4 hours+ on average to go half the route in our brigantine with 2 fine large handling and 1 BP common large weight, and assuming that the ghost ship is slightly slower, I estimated about a ~5-~6 hour average for it to make half the route. This would mean, that even in the worst case scenario, you should encounter it, at most, after ~4 hours of sailing against its route, yet we did not see it at all, so my only assumption is that we missed on the route, or our scout missed it re-spawning. I will go on and assume it is way more likely we missed it on the route though, as every grid had an average of 2-3 players playing, and most of the time, 2 of them were us, meaning that I don't expect anyone to have taken it out, so our scout at spawn had nothing to miss. Being glued to the screen for 4 hours straight without any chance of rest without the risk of losing any potential progress, along with the fact that you have no idea where the ship might be along this ~8 to ~10 hour route is just incredibly frustrating. Not to mention that after giving up, we now have to start from scratch again, and we have nothing to show for our efforts Our next step is to just have more ships stationed around to help scout it, but we are limited to 3 players, and I can't imagine how boring this would be of an undertaken if you were by yourself. So our strategy will be to use our 2 brigs to sail against the route, while having a third scout vessel at its spawn location. Even though we somehow failed to find the ship in our first attempt, at least our briggs are now on opposite sides of the square frame that the ghost ship sails through, so at most, we would have to waste 4 hours of mindless sailing. 4, very boring, mindless, hours of sailing. Commenting that "you could just do something else while looking for the ship" is not acceptable, as doing so would not only put our entire efforts at risk, but also mean that we will have to spend even more precious time on this quest. And even worse, if we get distracted, and the ship sails past us, there is practically no chance of us finding it in that sessions without spending another ~4+ hours, assuming we can keep our 2 briggs equally distanced while following the route ( I somehow doubt that is going to happen). I have a few suggestions on what I would do to at least make it less tedious. Bear in mind that I don't care about PvP concerns such as ganking players trying to undertake this quest. I remember people in Sea of Thieves messing with other people just to prevent them from accomplishing certain quests, so it does need to be considered, but that is not my job Limit the route to either a 2x2 grid area. Not necessarily the best idea, as I assume the ghost ship will attack players on sight? Add more routes. Pretty simple, have more routes, though I would still make them waaaay shorter than a trek that takes the ghost ship the estimated ~10 hours. Make a 3x3 grid frame around each golden age server where a ghost ship spawns. Makes it a lot more likely that players actually happen to encounter the ghost ship naturally, as golden age servers already draw in combat ships due to higher level SOTD. I would not let them go through the golden age area though, as those are already stressed/saturated enough. Give us in-game tools to find the ghost ship. I guess this would likely be fitting for the tarot card system or another use for the sextant?, but just anything that can lead us to it so we don't feel like we are just wasting time sailing into nothingness. Have more than one ship on the current route? I know the ship is supposed to be special, and having a new ship spawn every in-game day at 06:00, or whenever, would quickly saturate grids along the route with ghost ships, also making it so people would not bother hunting it, but just camping the spawn area. This leads to another suggestion though, just have it spawn in a certain grid and then have it sail around, requiring players to take it out before it de-spawns? Adding a specialized grid for it is obviously not ideal, but at least have an area on the map that clearly shows where it spawns so players can actually find it consistently. Who knows, maybe this might also be a good way to group up players to take on the ship alongside people outside their company? And this is not really as much a suggestion as it is just pure inspiration. Play some Sea of Thieves, that game pretty much nails it when it comes to feed-forward for world events like bosses and similar encounters. Make some kind of in universe environmental effect that indicates something might be going on there. A permanent light fog that follows the ghost ship, and appears in a sizable area around the ship, so that you can see it from far away. Or a light beacon, or sound effect/ambiance. Or as some of the Sea of Thieves encounters happen, they come to you. Obviously not the best idea given how unstable Atlas is, making you lose your ship, 100% guaranteed if you crash while at sea and just about anything is chasing you. The point is just: make some reliable, re-usable tools that can empower us to find these kinds of encounters within the game, without the need for a wiki and reverse engineering of game mechanics, just so we have a shot at actually succeeding. Make the tools a challenge to obtain as well, so we feel accomplished when we do get a hold on them. Just whatever you end up figuring out, don't keep asking us to watch paint dry, it really sucks. UPDATE: Following the suggestion of going to the marker you get by selecting the quest, we tried again, but surprise, nothing... again. This is where the marker has been within a time span of about ~8 hours (after re-checking it the day after we didn't find it the second time) : Which does not even come close to the route it is supposed to be going along as of 23/06/2019: So, I guess the marker is either broken, or just a red herring... great. I guess it was a red flag when we noticed the marker was standing still while approaching it, not to mention how it is so far away from the supposed route.
  20. Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  21. Well the fact that over 60% of the people are on unofficial which it shows in the remaining 750 or so on steam charts after the 500 on official already tells you something. plenty of suggestions. Offline raid protection. And not like the kind you are thinking that can be exploited by just not ever getting on. Specific raid times like Conan exiles would be sufficient. All 24 hours is pvp including players and ships at all times. Base raiding has a time window. Some might not like but but that really doesn’t matter. This is about getting more players in an not the appeasement of the tiny current player count. no more modular ships. That was by far the worst idea they ever had. It got rid of one of the fun aspects of the game and important as well. If they even build one more stupid modular ship we will find out exactly how stupid and worthless they are as devs. stop changing the map. Nobody asked for that and we all know that is just an excuse to have to wipe the game. They aren’t fooling anyone with their bullshit excuse. They can even lie correctly. of course fix bugs(even they even have the skill to do so). They need to at the very least spend 1 full month not adding ANYTHING and just simple spend every waking moment fixing bugs. Nothing else other than that. They won’t do this because they are stupid and can’t realize them adding something in just to break something else is a very bad idea. turn rates up like unofficial servers do. That is a big reason why people play unofficial. Once again we aren’t really caring about the 200-250 that still play official pvp. They really aren’t important at all. In fact it is safe to say they are also responsible for the game failing as well so they are of no importance. once time has been spent fixing bugs to a very responsible amount, content will be good to add in. Content needs to be pve and story focused. Why? Because pvp and pve will both benefit from it that is why. Finally give a story behind the game. Hell even ark was a sandbox as well but evolved into a very good story. pvp is already pvp. That part is done and has been done for awhile now. No pvp additions need to be made anymore. finally, fix every single bug there is and I mean every one. At this stage it should only be fine tuning of small bugs and then do an official release of the game with an announcement stating the measures took and the bugs being fixed. even if you are correct and there is only one person, as long as he dedicates his time to bugs and makes the correct decisions I outlined like no more modular ships/map changes/raid windows, he will be able to improve the game. the key is not making bad decisions. If they change the map they screwed up. If they add more modular ships they screwed up. They get no excuses for early access anymore. They are making bad decisions and that is why they are failing. Not because it’s alpha and not because is hard, they are making stupid decisions so they will get no respect or excuses until they make the right decisions.
  22. Yeah, my company is sitting out this season due to the small grid and the early wipe of this season (frequent wipes are a waste of our time). I believe they pulled the servers from players to "test an idea". They should really just hire some more servers temporarily from NItrado, but I guess they're short on money or can't be bothered. I read on discord they want to get to release 1Q 2023. I can't even remotely see this happening if they're still "trying out ideas" and given the state this game currently is in. Generally it's hard enough to find space to settle. I'm curious what a 6v6 grid will be like. I would assume you'll struggle to find anywhere to settle, but given the lack of players still playing, it could be doable. I'm not willing to find out. They hired a new community manager which looked promising, but if you (rightfully) express dissatisfaction with what they're doing you get banned (harassment) for a week or worse. So yes, it's still a dumpster fire.
  23. More deliberate misunderstanding, more strawmen, more personal insults. You are not making a good case for your idea. I guess you don't agree that different age groups of people enjoy different things, and that the insanely hilarious joke of a 4 year old, ("Poopyhead! poopyhead!") will remain funny to you even into your old age, where you will trot it out at retirement dinners to entertain the guests. Don't worry, if they dont' like it you can fall back on your excuse that it's perfectly possible for 70 year olds to yell poopyhead too, and that you heard Anderson doing it just last week back at the home. (disclaimer: Nowhere should this be construed that it is a good idea to ban toddlers from yelling "Poopyhead!" at each other since it suits their age group and they find it funny, but rather an idea that it's just not very comfortable for those two groups to spend excessive time in each others' company.) Here's an idea for you. GS has already fiddled with various versions of pvp, so here's a great way to test your idea. Convince them to turn one of the existing pvp servers into pvp/pve and see how it affects the player numbers, and what kinds of complaints start coming out of that arrangement. If it works and attracts all kinds of new players to the game, great, I'd be happy about that. If it doesn't , then you've not lost the few thousand players left playing who would all quit as the final straw. Or convince them to allow character exports to the pvp servers (which is no different at all than allowing people to cross a zone line from a pve zone to a pvp zone) But there's no reason to push the idea as some kind of global change when you can see there's so much opposition to it. And there's really no reason to go around slamming pve players who play pve precisely because they want to stay away from pvp.
  24. the game was starting to seem a bit boring. not like ark in some ways. im glad they are focusing on strange and exotic animals to tame and level.. my little sister really loves that aspect of the game. the taming the breeding and colors. yah she has no interest in trying to block and counter attack with a sword or anything so this is great i thought they were gonna make the mistake of being too different from ark but luckily they are bringing in more of the things that made ark great and not cheesy at all...like tames. Tames everywhere screw wverything else more tames please more hats for tames as well. I would hate to just have some boring sword fight naw..i want his tame and my tame flailing about even if its just a 1v1. I want to put boots and a cowboy hat on my tiger. I want expertly done breeding animations. I want an age system for pets. You should have to trim your pets hair. I think the pet system should really be fully explored. You're just scratching the surface of the possibilities of tames. So get this...here's my million dollar idea devs....DRAGONS...that are slightly easier to get BUT these cant fly..AND you could like go in their mouth...to..BREATHE UNDERWATER! Bio submarines! And they can wear hats and put guns on them PEWPEW! Wingless dragons! Its such a great idea. Even better idea! what if you could craft these balls right..like call them capture balls and of course their would be different strength capture balls but youd have to be the tamiest of tamers to make the good ones..a true beast master and it could like...tame any tame..50% or something idk. w/e more tame stuff please. Those new ship rails look pretty nice.
  25. Wow man, you gave me a direct and logical idea. Damn. I am not being sarcastic. Thank you for this. this not only makes sense but I would easily get on board with this. And yeah man, I have played plenty of COD, fortnite(don’t tell anyone), wow, and counter strike. I love pvp as well but there are some losers out there that love the fact they can raid you with you being offline. That never has been and never will be pvp and only makes you a coward to say the very least. thank you for your input. I would love the devs to see your idea but they not only stay away from the forums but they have some jaded delusion that they have the good ideas even though they only have 1100 people playing the game lol. Either way, good idea man. Thumbs up and salute to you.
×
×
  • Create New...