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  1. i have to admit that i was misslead by your name and your first statement, i tought you would be one of those guys with huge ego that talk from their asses, but no, i agree with you, the claim system bullshit and the mega companies were a big factor in the failure of the game in pvp, an absolutely absurd decision from the last dev team i must say. also yes, un-gate all content the game has to offer, its incredibly stupid to try to force people into doing groupal content when they dont want to, imagine trying to start a relationship by forcing someone to like you when they dont, not a good idea right? also last time i played the insane ammount of discovery points given by doing those activities was absurdly high. once again, yes, the ship free design was the way to go, i have no idea why they changed it but it was a terrible decision. i havent played in more than a year but i still remember being traumatized by trying to go back to my base and then the game suddenly deciding to change the wind direction to 100% opposite to my moving direction, or how little gold you could get from killing ships of the dawn, or how your stuff would get deleted if you didnt log in in a while, its incredible how short sighted the developers have been with this game.
  2. 1. The towers need to give some protection to your buildings besides decay time and stealing protection by over claiming. I would suggest an offline protection like claimable islands where you can choose a Peace Time for your claim... but this has some other issues as well. So you Idea of at least improved building durability in the claim area is good. But amount of Claimtowers should be reduced. PvE needs maybe different balance in this point. Devs will not remove the Claim Towers.... that's pretty sure. 2. creative Players have(had) the option to build their perfect ship for special purposes(of course to gain an advantage with knowledge). Some needed tricks like placing structures before the hull to make your harbor run shielded design. But this is great content and freedom for players. WIth the modular ships this will be taken away and that's a bad idea. To balance "broken" builds i suggest to reduce the BP overall buff. Cannons max 200%, planks max 200% damage/HP buff. 3. Modular ships do not solve this problem, they make ship building just boring. You don't need creativity anymore. You don't need knowledge... you can ignore ship weight etc. They may improve the performance due to less structures... but well.... 4. barrels need to be removed from the ship combat(catapult)... it should be only allowed to drop them maunally off a ship as sea mines if you get chased. Or to destroy under water FOBs of course. If they stay with catapults the damage needs to be changed. Less structure damage to hull and sails, but maybe with a lucky shot you can kill some crew on the ship. But than you have the Issue with NPC weight and the ways you can put more barrels into the NPC manning the catapult. Also catapult reload could be changed to 1 minute... so you need to aim your shots very carefully at least.
  3. Thanks for the suggestions! We are exploring the idea of crew storage (no promises yet thought!), as well as keeping crew with bottled ships. We're also looking into making it easier to place the large structures, because I agree, it's quite a pain to place those down!
  4. PC. And I'm not just talking crashing. I'm talking bugs like animals falling off boats, I'm talking tiles vanishing when placing other tiles, I'm talking placing objects and 'hoping' they'll appear where the blue outline actually is. Bugs that have been in this game since day 1. And yes, I was here for that mess as well." I finally plopped down on an unclaimable island. Do I have any gathering structures? Nope, not one. Entire island taken. I checked 6 grids, all of the islands before I gave up finding something claimable. Claims allow people to just drop them anywhere, even on land they have no intent on using, just to say it's mine, mine, mine. Taking a week to find a place to put down roots is NOT my idea of entertainment. Dime a dozen to you. I have 1 bear and 0 on any island in my sector. I lose that one and I'm out trying to find another. And yes, I'm aware of the techniques on how to recover bears that fall off boats. The question is, should I have to employ these workarounds myself in order to get past bad code? The real problem with Atlas is the same problem with every mmo any more. Back in days of C-64's the coders HAD to get it right as there was no patching. Now, the companies really don't give a shit about fixing things because that doesn't make money. Adding new, useless, pointless, flashy, buggy baubles does.
  5. First off thank you @Chucksteak for inquiring about my "idea" and secondly thank you for acknowledging that I've been quite dedicated to this games development process for a while now. First off a statement of intent is in order. Definitions if you will. My desire is to be asked to join the development team as a consultant. To assist them in focusing their attention on the correct details, motivating the staff and regaining the respect of the players. A guiding hand if you will.. With this goal in mind I have done the following... 1. I have offered tons of free advice as an act of good faith and to ingraciate myself with players. In various threads I've also added to the advice already being given or offered alternative solutions. Assisted new players with troubleshooting. Verified bugs and reported them using the link here in the threads. Having been ignored completely by the developers and often not receiving feedback from the one-off new player asking the question I've stopped doing that. Apparently GS would rather let threads go unanswered and pay MULTIPLE people to run Discord, Facebook and Twitters business' for them.. No updated beginning guide. No moderator providing even the simplest of answers... Basically I stopped working for free. 2. I've given the developers plenty of free ideas, once again, as a show of good faith. a. Flintlocks and rifles should double as a club when empty (simply press power hit/ block buttons) b. We have a "beast mastery" tree. Some people love the tames. Other people feel they're OP and dislike them. I proposed a "beast-slayer" or "big-game hunter" spec as a counter balance. Simply put, being, specced into it would provide increased damage versus animals balancing the scales... c. Discussed the "exponential growth" dilemma on PvE regarding tames AND the monumental time investment that restricts casual players ability to partake. Offered a multi prong solution.. Simply put we "age" in this game, animals should also. Furthermore the "wandering to mate" system should be replaced with a random (RNG based) "in heat" system. Miscarriages, infertility and mate rejection should also occur. Then the associated time sink could be adjusted. d. Proposed that the "achievements" system be adjusted. If I defeat the Kraken for example let ME choose MY reward. The generic name I used was "Boss Points". Maybe I want a sub or maybe I want torpedos. Also let it be respecced. e. Recently proposed that the trade system be implemented in a different manner. Trade should COST money, not create it. Also the absolutely terrible UI should be changed to function more like a stock market. Offer your goods up and let people fill the order or pass. Let them shop and bid. f. Passive income should be provided via gold (and SILVER) bullion deposits scattered high and low around the map. Attach a widget with an NPC and gold gets deposited. Let us players have generic little taverns, bakeries, tailors and even brothels in our little settlements to generate passive income. We both know this list could go on... and on... Now, please remember, these are the ideas I've given FOR FREE. As a show of good faith. If that doesn't wet the appetite for my most SIGNIFICANT idea, well (speaking to @Gortok and the dev team) too fucking bad. It may be copyrightable. Pretty sure its novel and I KNOW its worth millions. No more free shit. I'm taking that idea with me, or, they pay me for it. This post is too long already, besides, @Chucksteak i know their lights are on, but, I don't know if anyones home. Understand now my friend?
  6. Yes, I know, and I was very clear on that, when setting the basis in the example(such as focusing on the fact you need to discover and limited numbers/locations) but the transforming it into an idea for the grid system. And, I most certainly wasn't talking about having hundreds of them; only a few. And, I also suggested some idea for limitations to prevent the very scenario you are concerned about. Another could be that those methods are just one way, which means in PVE world, you would need to plan you trips better; and also when you go through one, you won't know where you will end up, so you will have some exploring to do to get back home(and same for PVP). In PVP you might drop some place, but you will not be able to escape that way; and with only a few you probably are not going to drop into the grid you want to attack/wipe/etc. Also, in an economy, were distance is an issue, the transportation is import (entire industries build around it). If I am going to have to sail a long way to buy something, I may as well farm it myself. As such, the idea of some one way travel points could open up the idea for trading routes and trading hubs. I like the sailing in Atlas, but having seen this topic pop up a few times, thought I would throw out an idea for discussion.
  7. After reading through the updated notes I want to first say to @Jatheish @Dollie , and everyone else working on this, thank you for listening and trying to fix the issues we are talking about. That being said some of these are better than others, and some are just a swing and a miss in my view. I'm going to break this down into multiple posts on multiple topics cause I see a lot of potential problems. ALSO this is longer, but I feel it's really important. CLAIMS-General The boat decay system will be enabled. This means that there will be a tagging system attached to boats which will cause them to self destruct after multiple weeks of inactivity on PvE, Golden Age Ruin, and Freeport servers. To tag a boat, the owner of that boat (single player or company) will just need to enter its stasis/render distance. This is great idea as a start, but misses the mark. I appreciate that some areas will clear out tons of ramshacled sloops, but it doesn't stop the greifing locally. PVP can demolish any boat that is parked in their bay , but PVE is left defensless and your team hasn't made a workable fix cause it's just sandbox to you guys and all we care about and need access to is building. One aspect of the design we intend to stick to is the fact we want players to always have an option to build, otherwise, the game cannot be truly experienced in its current state. FYI guys: I do love building, but it's not the only reason I started playing. I was really looking forward to the co-op and you keep taking more and more away from PVE This is what will still happen as players use boats to continue to grief each other. I will make boats, anchor these boats with beds for fast travel and blocking off your harbor or coast, then once every 10 days fast travel over and render them in. Give me your island and I'll unblock the harbor. Some islands are harder but the point is someone will do this. So good idea, but it doesn't fix the problem, it just creates a new way to have the same effect. Claim owners will be able to demolish structures (via the pinwheel) on their settlements temporarily as long as the structure has been placed within the last 12 hours. After the 12 hour period has passed, they will not be able to demolish the structures using the pinwheel, and must manually destroy it. Claim owners can do this outside of raid hours or warlike. This exists as an anti-griefing mechanism. On PvE servers, we may extend the time beyond 12 hours as players will not have the option to destroy via PVP. This just says to me that all you guys want is a system where you can say we gave you guys an out but you didn't use it. Should have logged in after someone pillar spamed your island . It's your problem if you didn't catch it cause we (Grapeshot) gave you a fix. So this by my reading will actually reward spamming as someone can place foundations or pillars down, and if I'm not on for a day or two due to RL something, I'm stuck with them and can't get rid of them at all....... and hope you don't miss any they hid in bushes etc. Everyone get used to surprise "To close to enemy structure" messages. There will be a notice sent to the Settlement Owner’s Company and also via a cross-server notification pop-up when new players/companies are building on their territory. Players will have the option to subscribe to this Company Log via email or Discord, similarly to other Company Log messages. THIS IS AWESOME!! GREAT IDEA AND IMPLEMENTATION. I really hope it works well but everything can't ride on me getting a message due to phone signal, etc. Again it is a cop out on an actual fix by saying you have given us a warning system. CLAIMS - PVE Summary of Grapeshot's oppening paragraph, "We hear you, we get that you're worried, we want to make sure it's all going to be okay. We're working on fixes for your concerns, till then, PVE will have the same system as PVP (whole island claim), but no raid hours, hard caps on claims, implimenting player shops, tax bank is there for people renting to help with cost. Wait....why and I still renting in the new system? This means that players will be able to claim islands, and anyone can build on those settlements If ANYONE can build on your settlement. 1) How do you stop them from blocking resources, walling off sections, etc (read back above in CLAIMS -general). 2) Why do I have to run ALL over the island to delete stuff cause someone had a bad day at work and wanted to be an ass and feel powerful for 10 minutes leaving me with hours of BS? Pass 3) Weren't we the player base asking for a system that allowed EVERYONE to claim a section of land? Idea being you would start at the freeport, work your way up to lawless, then go stake out a claim somewhere? We DID NOT want renting and we DID NOT want every island to be lawless. -ROUGH MATH FOLLOWS- 15x15 grid so 225 servers, but we loose almost 80 to power stones, lawless, and freeports. So that leaves 145 Servers now each with an additional island. For eash math we will say each of them now has 4 islands giving you 580 islands to claim and sure some companies will claim 2-3, but even if we took out 1/2 to these companies claiming multiple islands there's still 290 left so we're good right? NOPE, that alone is 435 small companies which is nearly the full amount of available. So then it becomes rent, lawless, or quit. No one wants to rent, so So then lawless becomes a big pillar spawn issue again cause at least we have our space (hopefully your comment on fixes for that down the road are true, but for now it's what we know will happen till then). So all the perks of owning the island and renting to others is potentially lost cause WE DO NOT WANT TO RENT!!! Maybe if we could have PVE alliances and have the alliances build trade network bases spread out on different islands or shared alliance taming bases...... oh wait... CLAIMS - PVP Give claim owners the option to enable allied companies to build cannons on their lands Give company owners the option to allow allies to use their cannon (governance setting) Enable an activation timer on cannon structures placed by non-allied companies during wartime and raidable hours to prevent instant FoBs. Similarly to battery-powered heavy turret activation timer on ARK. Delay on joining a new company or alliance after leaving one (24 hours) Company owners and admins can now set other companies as neutral. This is done via the in-game pinwheel, similarly to alliances when targeting another company’s structure or player. Companies which are marked as neutral will have a different colour display HUD, as a way for players to indicate they are non-hostile, however, they will not have other benefits which the alliance system would provide. In summary, there will now be three states in which other companies can appear: ally/neutral/enemy. Looks like you listened and achieved pretty well a lot the major concerns in PVP. Well done there. The big issue left is alliance limitations, but what I don't understand here is you say that you quote understand that there are some concerns regarding how that (that being alliances) could potentially be exploited in a PvE environment, and we’ll be working on designs and systems to ensure that isn’t the case from a technical point of view, as well as through GM involvement. How are you not worried about people working around alliance caps in PVP? If any place I can see greater exploiting of alliances and groups would be in large scale attacks of other players in PVP. The alliance limits are flawed, and people are already figuring out multiple ways to work around it. Discord anyone? SUGGESTION You created a whole new system to replace something that was already in place and could still be tweaked. A large portion of the players have said (Not claiming these as my ideas.) 1) Get rid of sea claims. They are horrible and a blight. Good idea but they don't work. I can overlap so much land, and then from there can prevent others from claiming land cause your claim is over a portion.... to many bad tricks. 2) Limit claims per person or per company. As a reference, our company of around 15 has since launch worked from an offshore claim to a corner of an island which is still more space than we need. If this claim change happens and we were to claim the same island, you just gave us around five times the land and took away claims from 6 other good companies that share the space with us. 3) Resource upkeep building should just be a claim upkeep and not worry about your buildings falling appart all the time. There should be a repair building added in for if/you're attacked and you can have crew staffed to it to help repair your base during the seige. There can even be new ship of the damned that will land and offload undead to attack your base. If your base in under attack by players the undead attack the first players they see so it could help repell the attack. 4) Drop the time down on claims. There should be a healthy turn over to an extent. in PVE or PVP this is a colonial, survival, mmo. I know a lot of PVE players don't want to think about loosing everything but that's why solo play is harder. If you are the only one resetting claims by running around a whole island have fun, not what I want to do. If you do, congrats, it's a lot of commitment to have a large base/island. 5) Going back to alliances and how companies tie into them with claim flags etc, set up some factions for the game that we choose to join, and unlike other MMORPG games where you are Alliance or Horde forever, you can switch groups in this cause pirates!!! maybe 3 pirate factions and a colonial military. You can even add quests to infiltrate and steal later in production. 6) Last and probably most important..... Fast travel is bad. Being able to set up beds in claims or islands all over the grid is not good. If an alliance wants to raid a base 5 squares away, someone might see the fleet passing. They can possibly fast travel to other islands in the same square, but at best they know the direction this fleet of ships was going unless they follow. Imagine people in glider suits trying to do recon and pass messages on to other allies. BUT WHERE THIS IS DIFFERENT is I can't teleport 5 squares ahead of that fleet and ambush them. I can build speed ships to try to pass them, skirt around them, etc. But if they sneak through and get to one of our lesser defended islands, 50+ people shouldn't magically appear from 13 squares away. This again allows CLAIM TURNOVER. There are more things but really these are the big ones I've heard a lot of times, that my company and I talk about, and we worry that none of these things will end up in the game and that it won't live up the the praise we've been trying to give it. We're still here and will be post wipe and will try Atlas 2.0, but the biggest thing our group and those around us talk about is how quickly things swing from one extreme to another. Maybe this month is taming. We're going to try raising levels available to tame, well now the higher level animals are killing more players. Maybe that's not a good idea or maybe we can lower the spawn rate. Whole point being we are here to help test the game..... give us direction (kinda like your post asking about tames and what we'd like to see), let us test what you want that day, week, month, and submit feedback. We can help if you let us. Lost Boys edit: changed title to fit better after the post went long
  8. It's a ridiculous idea, and it's clear that you've approached this with a pvp mindset lacking the ability to put yourself in anyone else's shoes. As pve players, we have a whole server for claims, exploring, and adventuring. You think it's a good idea that we share that server with all the pvp players so they can all rush over there, grab claims, and hold pissing contests about who ran away from whom in general chat. And you know they'll all want a pve claim. They get the whole world and the choice of pvp or pve. Pve players are not as a group eagerly wanting a choice to pvp. So from our perspective, we don't get to share the whole server without giving up being a pve player. We dont' want claims on the other side. So they get both worlds and we get half. UnknownSystemError was spot on with his analogy. If you are really trying to sell this idea as "a player gets tired of either pvp or pve and wants to go play the other mode", then what you need to be asking for is character transfers, which are already coded into the game. There's no reason to force pve players to put up with having all the pvp players use their server as well as their own, if that's the point of your long, complicated, strange idea with more rules than Calvinball. In the interests of making it crystal clear - The main benefit of playing on a pve server is that there are no pvp players and no pvp happening. Your idea doesn't even recognize that. You should consider that in future suggestions for improving pvp.
  9. The main problem I can see with this idea Is that the clans in the black zone would expand faster than the red and blue zone making it almost impossible for any outside clan to take land from people in the black zone. Obviously it would keep good players away from beginners but beginners would never have a chance at getting land from the advanced players. I feel there should be no zones. They should keep lawless zones but make them give more resources and make lawless zones a no pvp zone. This will allow for beginners to get the resources to claim and island for their own and also not let the advanced players kill beginners repeatedly. The idea of making wars happen with set times was a great idea but what if you cannot show up because of school or something? I don't feel the idea of setting times, you should be able to attack when ever. To compensate for when your attacked offline, they should add npcs that can shoot cannons and attack the opposition. It should act like how the crew system works but on your base. Having a territory war is a cool idea as well but there is a carbine in the game. It one shots you. If u die you should be able to respawn. The amount of spare armour or guns you have should determine how long you can stay in the fight, also, what if you make a raft or sloop and hide it somewhere, and how do fix ships running away? What if I spam make rafts and then spread them out. The way a winner should determined should be by the amount of kills each player in the company gets combined. This will encourage people to fight with each other instead of hide. But territory wars would be really fun and cool. Good idea! Having set areas to put your flags does not allow for much creativity. Its better to let players choose where they want there flags cause it adds for creativity and a sense of you can what ever you want. Having them be set places would be pointless and annoying. I rather be able to chose to put my flag in an area that claims the most land and is the most practical spot when I am attacked. Lastly, making the player have to pay a fee to keep land running would just be annoying. You already have to grind a lot to get enough stuff to build a base and get good guns. I play on x3 server and knowing that when an AU server comes out all the stuff I have done will take x3 the amount of time I've already spent is saddening. Making it so the player has to grind more to keep land is just annoying and not fun gameplay. It takes enough stuff to make a defendable base with cannons and walls or a ship. To be honest, the best and only way I can see to fix the claiming problem is to add more islands. Add more claimable land without changing the map size. Boost the amount of islands from 800 to 2000. There is lots of empty space on the map in which an island can be.
  10. To begin with, I am purely a PvE player. So yesterday, I mated 2 wolves with each other around 20:00, expecting me to be able to at least get the babies to a stable point before 24:00/01:00. I was shocked to see that the gestation would take ~3:30, and knew that there was no way of cancelling the pregnancy now. I decided to give it a go anyways, hoping that I would be able to make it work before I had to go to bed. When I went to bed around ~1:00, the wolves had about 2½ stacks of meat on them (yes, i got twins on my first go), and half a feeding trough full of meat as well. My hope was that the animals would go into some kind of stasis, where they would not eat as fast, or diminish their food slower or just something. Somewhere I read that they will become able to self feed from a trough once they reach 10%, but this morning I immediately jump into the game around 9:30 to check up on them, and in the log it says they starved to death... literally less than an in-game day later... When I left the game to sleep, they were around 2.2%, so if I had to wait for them to get to 10%, i had to stay up for around ~4 more hours, making it 5:00 in the freaking morning. I am pretty annoyed that I wasted so much time and effort on breeding, yet the game decides to punch me in the face because I need to work, eat and sleep irl. This makes me not only annoyed, but also very confused as to who this breeding system is intended for. I mean, from what I can see, it will take about ~8:30 hours in order to consider the breed a success. Even if you cut out the first easy 3:30 hours of gestation, you still need to watch over them for around 5 hours! for the safety spot of 10%. This effectively means that most people wont be able to fit a breeding session into a gaming session during a weekday, leaving it a thing you can only do during the weekend, or if you are in a company with multiple time zones, where someone else is willing to take the babies through the first 10%. What is even worse, now I have to wait more than 24 hours for another attempt? I get that you want to limit how many creatures people breed into existence, but come on, there are way better solutions to this, such as company limits. So that is my outline for why I currently dislike the current metrics and method for breeding. It is way to punishing if you fail, especially if you are just getting started. Just as a side note, I have done tons of breeding in Ark, but that was with mods enabling babies to eat from the trough from the smallest stage, as well as being able to make baby food, not to mention removal of the breeding interval timers, as well shorter growing periods. Now i am not saying it has to be like that, but the current time investment compared to the return rate is just laughable. As you can probably guess, I don't care about the "immersion" of breeding taking a "realistic" amount of time, because, realistically, their parents should be able to feed them if they are close enough, or even a surrogate parent for that matter. Not to mention that they should not be able to die overnight. Now I get that the time in Atlas runs faster, so one IRL day is several in-game days. But this is still a video game. Games are supposed to be fun, and I don't find staring into the air for hours on end fun, not to mention planning my entire day around this game. Of course, I also have some ideas for how I would personally address the current issue, so here are my two cents if you will. Some of these ideas do work in synergy with each other. 1. Make babies go into complete stasis when the person imprinting them goes offline. As long as you also limit the upbringing to the person who did the imprinting, this should be fairly easy to implement without the need for new assets. I would mean that the "wants care" timer should also freeze. Since breeding is already a very personal thing due to the imprinting and time required, this approach would work well together with how the system is currently portrayed. Sure, it would mean that you actually have to be online for your babies to grow to maturity, but at this point, it would be more viable to also start tweaking the actual time it takes for babies to grow. The gestation phase can pretty much stay the same, because it would mean that you can go through the gestation phase one day, and start caring for the babies the next time you can play the game. This would be a huge improvement in terms of respecting players time investment into the game, without completely screwing up the balance. 2. Allow imprinted breeder to "remove imprinting/allow company caring". Like the previous, this should also be a relatively easy addition to the current system. I would mainly advocate this idea in synergy with idea 1, as this would be a way for bigger and more time flexible companies to do breeding faster, but at the potential cost of imprinting. Essentially, once the original imprinter would allow company caring, you would pretty much just be doing the breed as the system is right now, where the creature will not go into stasis when the imprinter logs off, but at the same time allow others in the company to care for it. For this to be a bit balanced, you make it so that only the imprinter or owner will be able to allow/disallow company feeding, sort of like how if you have personally owned creatures, only the owner can rename etc. You could also make it possible for the rest of the company to disallow company feeding, which would effectively put the creature into stasis if the owner is not nearby, you know, in case something pops up in the lives of the others who are taking care of your creature. 3. Reduce or reset the breed timer upon failed breed. Now this one is a bit more tricky, as it means you have to hook up the parents and babies so that the parent creature checks whether the babies have died or not. This would just make it so that if you fail a breed, you don't have to wait several days in order to try again. Sure, you could just go and tame some more animals in that time in order to get more "go's at it", but to me that is just a huge disrespect to the player already willing to invest time and effort into a breed. 4. Allow grown up animals to tend to the young. This one is also a bit more tricky, and there are several ways it could be done. One way could be to just have the female parent loose its own hunger in order to feed the young. That way the female would effectively convert feeding trough food into "baby food". You can leave hand feeding in the game as well, just so you have a way to both use the parent and feed the babies at the same time. To me, this seems like something that would not only make the whole baby process less tedious and boring, but also make it way more immersive. You can pretty much just imagine that milk producing animals would feed their young that way, while non milk producing animals would imaginatively feed food from the trough straight to the babies. One way to outline the conditions for this could be for the babies and parents to be within range of the same feeding trough, or just the parent needs to be in range of the trough, and the babies would need to be in range to the parent, similar to mate boosted. It would require an icon asset to be made to indicate that the babies are being tended to, as well as for the parent which is in range. 5. Allow us to make baby food. Having used this stuff in Ark mods, I can say that I am a huge fan. In case you don't know how it usually works in the mods, baby food weighs way less than regular food, allowing you to have much more of it on the babies. It comes in a carnivore and herbivore variant, and is made using meats or vegetables. The stack size is also way bigger, due to the sheer amount needed for babies, and also to address spoiling time. You could make it so that babies will eat baby food out of the trough from as soon as they arrive into the world. I really like the idea of baby food, especially for Atlas as it would be a nice added synergy between cooking and breeding. It would also make for more use of the various meats and vegetables in the game, though I would still simplify it to something like 3 of any combination of vegetables, 2 types of meat + 1 vegetable etc. Naturally, there aren't as many types of meat as there are vegetables at the moment, so generalizing the recipe would probably be a good idea. Since you are making a separate food for bringing up babies, you can also tweak their spoil, consumption rate and so forth, without messing up any taming in the game. It would also get around the problem of balancing baby consumption rate in relation to the spoil time of their preferred food (vegetable vs meat), personally, I advocate more options and paths that you can take in order achieve anything in the game over just tweaking the variables to a point where it is either super hard or way to easy. Players want challenge and player choice in games, that is why interactive experiences like this are so liked. As game developers, we should be aiming at empowering players, not punish them for things that are out of their control. Make breeding more accessible to people, but don't completely remove the challenge of course. I really want breeding to be a fun alternative to taming, but at the moment it is just annoyingly frustrating, punishing and super boring. I hope some of these ideas resonate with the community and the devs, so feel free to discuss them further. For now, I guess I will just have to wait for another breeding weekend boost before bothering with breeding again.
  11. New guy here but used to play a loooot of Ark. Firstly, is the 5x a temporary promotion or more permanent feature? Second I wanted to get some idea of how long it should take a solo person to make a brig in these conditions. If it's worth farming for such a ship or stick to sloop? Thanks!
  12. Please no god damn area claming, it was and is a horrible idea. Island claiming is perfect for anyone, for 1 man tryna solo or big company. If you are going to implement that, then atleast give private server owners option to choose between each system. What kind of a sick idea is to add money to ship crafting? where is the logic in that and just imagening how tiresome it is already to get gold in 15x server i cant imagine official players. If you added premade ships at different qualities at the freeport then you could sell them, but gold is literally unneccesary crafting component in that. Like where the fuck does the gold go to? You slave yo ass off gathering resources and then you pay the sea gods 5k tax to get a schooner? Since dev team is clearly bad at changing features with their own ideas, let the playerbase vote on a idea or porpose one.
  13. I'm not against the idea of adjusting company mechanics but nothing you said here is accurate. Megas aren't content gating smaller companies. Megas don't have magical exploits to level cap faster than others. This game was designed around the concept of large companies existing (in addition to smaller ones). Every issue you listed here has nothing to do with megas existing and everything to do with poor game design and an incredibly high knowledge barrier for entry. Also, the whole concept of a "mega" is completely relative. In season 1, megas had a thousand members. In season 9 now, people call companies with 30 players a mega. Because if you're in a small 3 man company, 30 players is an overwhelming force to deal with. So anyone who complains about "megas" at this stage in the game is naive. Or simply bad and unwilling to learn. Or all three. No one is preventing people from farming the maw; even when we had 10+ boats in the maw earlier in the season we would still see small, never-before-seen companies doing their own thing in there. If you're expecting to do content at any time of day with zero resistance, it sounds like you should check out the PvE server. The whole concept of a survival PvP game is that when you go out into the wild, you're risking your stuff. The only company getting content gated this season is Molon Labe.
  14. Yes, barrels are defiantly OP right now and should not be able to fire out of a cannon. [World map] My suggestion is to make changes to the system, so that it would allow you to safe log your ship to a lobby for a gold per day fee. This could be done by having some lawless islands controlled by NPC governors where you for a fee can safe log your ship and cargo to a lobby. Then making it so Freeport is a new player only server, so when you leave Freeport you can not go back. Those areas would be patrolled by NPC Navy that enforces the security ratings of the area. [Ship builds] I am really happy to hear that they plan to change how the ship building is done. In that case i do still think that my ideas should be taken in to consideration in the new system. It is not a bad idea to have sail rigging, so you have more streamlined sail options to chose form. When we are talking structure limits on ships but i did not really talk about this directly. I was talking about the placement limit, how fare out form the ship you can build and that will need to be cleaned up. I do agree that there will also needs to be a max structure limit on the ships. [Player Islands] I did not suggest using real world $ for allowing you to own islands or having a company. I have no idea where you got that form, that is a crazy idea tho haha I suggested penalizing a company for getting to big and having to many allies. This is also just one way of doing it but you could just slam the company and allies with a hard limit but i would prefer a soft limit. I don't agree that it hurts the small company's, on the contrary. If done right it will help the whole community in my opinion. [Island defense] Yeah, i did on purpose not touch on this issue because i have a lot of other post on this particular issue on the forums. However, in short i agree on having a predetermined fortifications that need to fall before the island can be taken would be better. I wanted a system that when you take the island it gives you a settlement that is prebuilt and has a predetermined location on the island for the flag. You could then upgrade the structures by paying gold for it and build the defenses. I also suggested larger building pieces for harbor construction and so on. The larges problem with the game right now is that you don't have a safe place to put your stuff when you don't have a large company. You do not want to have to star over every day to then just get zerg'ed down by a large company or offline raided again the next day.
  15. Good idea would certainly be more thematic running into a ghost ship should be something people talk about, something to hunt down and something that carries good rewards maybe have it as a source of power
  16. A lot of us have suggested this in the past. I will quit the game the day this is put in. The most over used and broken idea ever heard in dead MMOs is to force PVEers to PVP. They will quit the game. This game has some of the worst, laggy, bugged, janky LOLz PVP I have ever seen. You want to force PVEers into that? Or, yeah, force then to have less, when most are already just logging on to reset timers. A better idea would be to have the PVE areas have most or all of the resource, where PVPers would go to refit, repair and stock up. And the PVP areas have higher gold. Now you have an economy and two areas working in support of each other. I had high hopes for Atlas, no longer. Two years and the game has had little progress and still runs terrible (yes I have a high end gaming rig). I only log now to feed and reset times. Another wipe and I have no reason to ever return. Besides, I'm loving the New World beta test.
  17. After reading most, if not all, topics in both PVE and PVP discussion thread i come to one, simple conclusion: The game cannot be the same for PVE and PVP if you want to make both parties happy with the game. PVE side feels, that the environment gets nerfed to help the PVP players, the PVP players feel PVE is only half the game anyway, as there is no threat from players. To make both sides happy, I believe strongly the PVP servers need to have different settings in PVE than the PVE servers. Some ideas to make PVE challenging again, while PVP remain challenging enough due to the threat of players. I hope to start a discussion that will be food for thought to properly balance PVP and PVE servers while making them a different experience, each challenging on its own. NEW IDEA: An idea from Conan: Make a purge for PVE, once in a while a group of NPCs specially spawned for the purpose, attack a players base or boat. Player gets a warning in advance that such a group is on the way. This would make a threat that can be compared to actual PvP attacks and would need PVE bases to put defenses in place, to protect it against it. If the group is defeated, the player can loot unique items or blueprints from them. The group increases in difficulty the next time it attacks, keeping this a serious threat to ships and bases in PVE. Balancing ideas. Weather effects more harsh in PVE, more lenient in PVP PVE harvest rate 1. Taming rates may be even lower (0.5, 0.25) to make it very rewarding to get a tame done. PVP can remain 2x maybe even 3x on all but leveling up. Weather effects more harsh in PVE, more lenient in PVP Resources more spread out in PVE, it should be hard to get from point to point. No ramshackle sloop in PVE. PVE hometowns can only be freeports. PVP players can spawn in every region Taming in PVE can only be done with a specific food (as in the start) ie Honey for Bears while PVP taming can be done with all food from the same class. Dead in PVE means losing a level. (HARDCORE idea #1 E: if you die on level 1, character recreation? HARDCORE idea #2 E: if you die, character recreation? HARDCORE idea #3 E: if you die, your back to level 1) dead in PVP means a temporary debug that stacks if you die again while having the debuff. Claim flags in PVE, but limited to 1 per player. (maybe 2? or one to claim ships, tames and another to claim land?) Alpha spawn rates in PVE go up, to present a challenge for PVE games. Alpha's are harder in PVE, all wild animals are harder to kill in PVE. SOTD much harder in PVE compared to PVP --------------- Above are just ideas, but it would make PVE a challenge while presenting a completely different experience from PVP Thoughts?
  18. This past days i've been thinking and reading. And i came up with this idea. For PVE, I find claim flags in pve needed, this secures a spot for you, and you're able to make sure that some resources will be preserved. But we need a limit on claim flags. What if they made a claim flag the size of a sea claim and limit the flags to 2 per person, or a hard cap of 75 for the large company's. With the additional lands being added, the reduced amount of claim flags you can put down, everyone should be able to get a own claim this way. Also remove the decay over time. Keep the taxation but change it, if you farm in your own claim you get a 5% extra in your taxation bank, if someone else farms in your spot, you get 10%, BUT this amount isn't reduced from the farming player. It's just a bonus the land owner gets. And maybe add the option to give someone "good or "bad" point in their taxation bank. A player with good points will get some extra bonus while farming, players with less points will get fewer bonuses. This will hopefully prevent people from blocking of certain nodes, being a **** etc. For pvp, Since i don't really play pvp, i can't really give a real intake on this. I like the idea of the owning of an island in pvp, but not that a owner can demo everything at anytime. In my opinion this should be a vote mechanic, if the owner want's to kick someone of and island. At least 60% of the rest of the players that live on the island must agree with this. It's about working together, and not working against each other. The timer on when you're able to get raided is a good idea, but not like this. Maybe it's a better idea that a player can enter a protection mode himself, with of course a limit on how long this is. This way you can go in protection mode when you're going to bed, during protection mode you can't log in without accepting the removal of your protection. You can't enter protection mode if you did or was part of some pvp in the last 15 min. This way you can't abuse it, and go protection mode when you're base gets raided. Of course this are just some idea's i have on how it maybe can work. Feel free to at your opinion, what do you think can work ? What would be a good change ?
  19. My idea for how PVE could work with claim flags. Before going in to this, yes i know we dont really know how things are going to work on the new system, however I would speculate that pillar spam is never going to go away under the new system. Even with upkeep costing its gonna still happen. Depending on how long it takes a pillar to decay. If its too long then, it will be bad. Too short then that means the entire system will just be a resource sink and likely we will spend most of the game time filling up resource boxes to keep the build, barely be able to explore as we keep having to go back to upkeep base. Even if there is a balance found spam will happen and likely cause major issue. The following is just some ideas ive come up with based on what ive seen people talking about on the forums and on discord. However i have to agree the wipe is needed, even if i hate the idea. I have nearly 800 hrs and im gutted its happening. The PVE game is broken. So first idea on claim flags. To me the entire system was flawed from day one, the fact within 48hrs of the game launch, there were solo players who had entire islands flagged on the coast lines. Pillar spammed and unusable. That is a massive oversight. Ideally, (to me) the flags should be a pool system. As example: Solo player = 1 flag maybe 2 Groups of 2-3 = max of 4-5 flags Groups of 5 - 10 players = max of 10 flags. However at 500 players, ive no idea what would be a fair number ETC. So and and so forth, the numbers are just pulled out of thin air and are meant for a representation only to help explain the idea. Maybe it shouldnt be 1 flag per person but a company level up system? However the claim size could, for the flags could, have a larger radius as the company expands or actually decrease, so the first couple of flags are large radius but every addition to the company over a certain limit has a smaller radius. So it would still be possible for large companies to have huge areas of land but not encompass entire areas. Yes it would fail a little when you are close to others but again nothing is perfect. It leaves the mega companies with a choice, do you want to take one huge area/island or do you want lots of smaller bases around the map. It makes company building a little more dynamic in that sense. By putting an actual hard limit on the number of claim flags you can use it could stop excessive use. Sure it would have some flaws such as the use of alts to increase the amount of flags ETC, but no system will ever be perfect. I just think this would help keep enough space for everyone including solo and small companies. Alliance wise yeah they should be smaller, but they need to work better. Sharing space is one thing, but being able to share structures etc may be better. So the picture is see is connected bases. Lets imagine a company builds a town, they have hit the expansion limit of flags. Their allies haven't, so let suppose there was a specialist block that you could attach to your base that allowed alliance only to snap to it and continue the build or add in their own. Sure it would be a trust thing and maybe only certain blocks within a distance, doors cant be locked against the alliances. This would allow PVE to have some shared epic builds such as full towns and cities. If it was kept that only 1 or 2 alliances could use this then it may reduce abuse. Cant have masses of multiple companies from once source taking too much space. If the block is removed then the connecting structures are demolished and goes back to original set up. this way it cant be abused drastically and all sides would be aware this could happen. Just dont put important structures close to the boundaries. Alternatively this could be restricted once a company hits a certain member limit, there by opening up options for companies, do i want to go mega or do i stay smaller? Would need some work on how big the chained/shared builds could be but personally i think this could work well for PVE, (if not in PVP). It could simply be just a road or street link and nothing more, but you then start to have districts of intersecting player builds and shops, trading ETC ETC. Most PVE seems to be gravitating towards this. Just some ideas ive been knocking around with but to me seems better than whats currently being suggested for after wipe. I dont know really if they could work, i know people will find flaws with this or outright hate it. I just hope that someone may see it and start thinking outside the box. I may be trying to engage people who dont want to listen such as the Devs ETC. I would just ask, even if you think this is stupid lets try to be constructive and not descend into chaos, i want this game to work. However if it doesn't then c'est la vie additional thoughts: just thinking again i supposed there could be a cooling off period for the additional flags, say the land could be locked but not built on for say a week after someone joins. grace period to see if you like being in the new company ETC. To me it would be a more diverse system you would get the rise and fall of companies, bit more realistic. You can still get mega companies, mergers, and small but quite successful small companies. All without the need for pillar spam. Lawless can stay lawless. People can live outside these if needed or want to and deal with the crap. maybe reduce the number of lawless or restrict the build materials. Or allow only medium docks or something. Or instead have lawless islands rather than entire sectors. Posted 32 minutes ago If they do a claim again and there is the option to open your claim spot for others to build on then there should not be a option to withdraw that option. It is not fair for the person that build something. Would be better to not have that option at al. But a option to sell that claim. Bigger company got have more claims but also to much. If they feel they over claimed, than a option to sell that claim to someone should be possible. A claim system is hard to balance just right, but totally lawless is not the way. Our they have a new system where pillar/foundation spam is not worth the grief. But that would already be used in ark if it existed. Posted 16 minutes ago Thats very true, also the reverse if one person puts a claim down with a single flag then there should be an option for them to pass the claim on or give up the space and get a flag back. For example, big company grows next to you, you want to move, offer them your claim. if they dont have enough flags of their own then, you can declaim and get your single flag back and move on. Better yet have the option to place a new flag but it removes the old one when you do. So you can try and find a better place without giving up the old if you cant.
  20. Bear: I agree that bears should be able to gather honey it's what bears do. HEY HEY BOO BOO and all that Chicken: Chickens could maybe help with garden with scratching being able to work as tilling and their poop as fertalizer while placed on a crop plot. Cow: ok but wish could put a saddle on it also. Bull: could gather thatch much better Crow: seems ok atm Razortooth : no comment atm Shieldhorn: no comment atm Elephant: The elephants tusks get hung up on EVERYTHING please find a way to fix that they can't move when they do this Giant Pig: Maybe make pigs dig up our treasure and give a buff or increase for using them?? Giraffe could gather thatch much better. Horse :Make Passive tame on the horses or make a carrot on a stick to lure them Lion : I like the idea of it being able to grab an animal and move it for u. Monkey : Give a climbing buff or food reduction buff. Ostrich: more hp is all i can think of atm Parrot: Maybe use as a way to find discoveries also allow it to be your eyes or something like that. Penguin: Fix penguins to help with babies I tamed 10 and they didn't help once with bears. Rabbit :Rabbits really should give some buff also, but glad they finally ride on shoulder. Maybe they could help find certain veggies in an area? Or as someone suggested a lucky buff when doing treasure. Rhino: Rhinos should get metal also from rocks like a pickaxe can and better metal from nodes i can mine more with hand than rhino can. Seagull: I loved VEG's idea that seagulls help with fog or someone else's idea of them warning of storm... ..Someone said seagulls to send msgs or bps in this case I love this idea. Can send maps also. Sheep: I loved the ideas others said about it being for fiber which is technically real world what it is. Tiger: not used enought to comment on. Vulture: Vultures could give a buff for killing animals or something. Wolf: Wolves need better stam period. Just some of others ideas and some of my own. make it so when you lvl certain aspects of shoulder pets they give a larger buff. Love the idea to make animals ignore gathering certain items like the ankys that got changed on ark. REALLY not animal change wise but you all had the fix for animals falling through the floors on ark please bring it over to here. I'm so tired of demolishing floors to get an animal unstuck. Some animal does need to be better with gathering thatch doesn't matter if giraffe or bull or something new. Breeding please please please infinity PLEASE fix it. Shouldn't have to babysit it past the baby stage a 30+ hour watch is horrible. Something not mentioned but maybe make more NPC's that could maybe help with raising baby's? Help with farming they can sweep decks maybe they can till gardens or milk the cows etc? Please make it where u can tame the animal you should be able to get it's food source within that region if not that island. I agree with those that have said crew should be seperate from tames. Also you have the means to have items go into a bank can we have the same happen when we buy from other players? I'd love to be able to sell from my own land I have a western town set up and would love to have visitors there because hey they might farm while visiting. I would also like to add i'd love to have more premade buildings we can use and be used like forge houses etc.
  21. Bear - Nerf it's fiber gathering. Remove saddles. Reduce health. Chicken - It's fine Cow - It's fine Bull - Buff it enough to make it the "lowest tier" of thatch gatherers. Allow saddles. Crow - It's fine. Could even use an extra 'something', as currently it's just a "Put on my shoulder when crafting, ignore all other times" tame Razortooth - This should be the crem de la crem of offensive tames. Shieldhorn - Make it the "highest tier" of thatch gatherers. Elephant - Increase health, at least higher than bears. Giant Pig - Slight health increase. More players should be using these as shock troops Giraffe - Make it the "mid-tier" of thatch gatherers. Horse - Do not make this a passive tame. Speed is fine. Anyone complaining about it going too fast possibly has a terrible machine. Lower weight. Allow cargo/weight saddles. Lion - All of the offensive T3 tames need a slight buff. Do not buff them so high that you make the Razortooth a joke. Monkey - Fine. I like the idea of small secondary abilities that others have suggested. Ostrich - Fix the dismount issue. I believe it's the same speed as the horse? If so, increase health, weight and damage slightly above the horse. Do not allow saddles. Parrot - Fine. I like the idea of small secondary abilities that others have suggested. Penguin - Give a small AOE insulation buff which also affects babies/juveniles. Multiple penguins stack. Rabbit - I like the idea of small secondary abilities that others have suggested. Rhino - Slight increase to weight. Seagull - Fine. I like the idea of small secondary abilities that others have suggested. Sheep - Changing fleece from hide to a fiber would make the tame a no-brainer. No brainers are bad in games, do not do this. Drastically reduce the amount of fleece given from harvesting a dead wild tame. Tiger - All of the offensive T3 tames need a slight buff. Do not buff them so high that you make the Razortooth a joke. The Tiger and Lion need something to differentiate them more than a grab that's useless in PvP and a DOT. Vulture - These are so meh right now that almost anything would be a good idea. Wolf - All of the offensive T3 tames need a slight buff. Do not buff them so high that you make the Razortooth a joke. Allow saddles, which differentiates them from the Tiger/Lion. Reduce Health, Weight and Melee Dmg to compensate for this. Cargo saddles - Make them actual cargo saddles. Remove the ability to put guns on them. Make the saddle a container that has 20% reduced weight for all resources (resources only). Weight on the saddle is counted against the tames total weight allowance. NEW CREATION - War saddles - What the current cargo saddle is. Reduction in speed to any tame with it on.
  22. This zombie idea needs to die a quick death. Farmhouses are by definition "automatic farming". If you don't know the difference between the terms "manually farming" and "automatic farming", you have bigger problems than griping about the griping. Speaking of griping: I don't even know what to say to this. No one gives a damned about YOUR idea of "well, playing", because as usual, it doesn't include the things you don't consider "well, playing". Many, many other players might have a different idea of what "well, playing" is, within the parameters of any given game. Take building. MANY MANY MANY MANY players who buy a game with building, consider building "well, playing", and prefer to do nothing but building. That doesn't mean they are wrong to consider building "well, playing".
  23. 2nd round: I found land!!! got my first base built up and all ... Yey!! But I feel like continuously fighting with snakes, I kill one and 3 new spawn beside. Is there a no spawn zone or timer? I think something should be reworked here. Is there be a turret defense system I do not know of? Would NPC or tames guard the land? I have not spam foundations on little plot to get resources spawn back but does it make a difference? From the land - I am too stupid to find seeds ... need a competence for that even tough I know what a farm plot is... I just did some. Really the skill tree need a serious make over... Soloed my first treasure for some greens and few gold and found out you need 2 types of same material to build green stuff that you cannot even equip without skill... Stupidly silly that you can craft something you cannot even use ... That whole skill tree is getting annoying and what you do at lvl51 when you need another skill? however material diversity looks like a good idea - forces you to travel. Some mobs are really OP like cats. Cannot escape them whatever you do - too fast with jumps and pin down and massive damage... need to ease a bit here or have them drop pursuit on shorter distance. Players need to be OP to stay in a game - it is a game right? Weapon swap - 10s to swap a bow to pike -Really, I mean really?!?! ... I would just throw the bow on the ground and grab my pike - 2s ... not 10!!! Auto target is very bad ... mobs run through your char and you are locked on a target that is behind you... Remove that!!! And how mobs can charge through you on the first place... Sea crates - it should not be possible to claim sea zone - remove that, make the buoy drift to shore somehow or decay - ships decay and they are not all the time in high seas. Blue prints - WTF you give blue print that I cannot use. In Ark you compensated unlearned Engrams with blue prints but here I need to learn the skill to use a blue print ... Does not make sense. A blue print is to allow you to make something you would not know otherwise. Ship damage - Have a mapped key that shows HP of each ship parts with some color code. So annoying after each storm or zombie encounter to go everywhere in the ship to check on damaged parts. I noticed the spy glass shows that but not practical... However the captain chest thingy is great idea, no need to have the materials in inventory. Food system ... Again this needs to be overhauled completely. I found myself with no hunger but vitamins depleted ... Just have veggy and meaty bars, 4 vits + hunger + water is really not good.... not at all. Compass - I guess I need to practice using the compass (in the game, I used some in RL) but this is not straight forward here. Map - Why did you think it would be a good idea to show my location with a red cross when the whole map is red with claimed land... Guys - talk to each other when designing or have a test team of some sort... Else I am having fun although I am not sure where to go / what to do. Noticed the missing part on my compass but not sure what that is ... for now will get more green equipment and see from there. That is my 2nd entry, will have more I guess Just my things after 40h of game: - Food system: 4 bars of vits is a joke. Make 2 for veggies (berries/vegs) and meat (meat/fish), with water that would be plenty. I actually just get my toon killed to start afresh each time the food/water/vit runs out, as good and less annoying - in Ark a piece of meat and all is OK. - Ship decay: so much grinding to lose a ship out of nothing... as good keep with ramshakle sloop... Just lost a perfectly usable ship by stopping on freeport to repair, not even to log out... (lowest health on a hull plank was 1.2k, not even used out ... will not keep players long here- too much grinding involved and not enough reward - Claimed land: best way to keep players away from actually developing in the game. Who ever had that idea should be hanged and never spoke about ever again. you base player is solo players, this is just what will send them away. - Fight: what is the idea behind locking on target? you can see nothing around or move freely. Very annoying and useless. make a C attach as in Ark. - CD on tools: that you have CD on weapons while in combat make sense, but on tools while grinding materials? Really?? or even on weapon out of combat... - keyboard mapping - if you remap WASD in QWES you cannot stir the ship even if the test on top left says so - Age: what is the point? you get pass reproduction age even before you can build you first ship... beside, 100 years pirates - really? - Material grinding - any plan to increase the amount per swing? Else, I must say the sailing feeling and the sea rendering is really good but does not outweigh losing a 4h grind-ed ship Forgot to say, water barrels are way to heavy. There should be 2 sizes at 200 and 500 capacity.
  24. That doesn't solve the problem, people still kill them selves to get around hunger, thirst and other sorts of things where it's convenient. What I'm suggesting is hardly permanent, as I suggested, 1 day to recover from one death worth of "penalty", obviously the more penalized you are, the longer time it would take to recover, but I did put a cap on that, which was something like 5 days, we're talking five in game days. So it's fairly easy to recover from it, but it does have consequences, so one shouldn't be going to war in that state as one would be severely weakened. Furthermore, I'm also suggested that characters that are healthy should for every day stay alive up to a certain maximum should get some benefits, like increased maximum hitpoints, better stamina regen, and so forth. But there does need to be consequences of dying as currently it's way too easy to avoid all the detrimental aspects of the hunger, thirst and vitamin deficiency, making that system a joke. Making it so it costs more to craft things, I don't think would do much, that would just make people grind more or wait more until that debuff wears off. Extending the respawn timer, should already be a thing in my opinion, which it to some degree already is as the spawn points has a certain limit before a timers is put on. Respawn them where they, died, wouldn't accomplish much and could potentially just aggrevate certain situations, and potentially be exploited by griefers. Reducing exp won't do anything for those who're already max level. I agree, the idea of increasing the rate of which you age with every death, is a very bad idea, to the point of being horrible. Age could be an interesting concept in the game, but it all depends on how well they execute that idea and concept, where for instance the idea of playerdriven mating is a really bad gameplay idea, in many ways actually. In regards to punishing "nakeds", I never said anything in regards specifically to punishing "nakeds", but the reason we see a lot of nakeds running around is simply due to what is the most efficient in the game, which says a lot when nakeds and fire arrows/torches has become the thing that is the most efficient. I think what I'm suggesting here might affect this issue, and as well as making land claim cost gold to claim and keep. Personally I think people have to see the greater picture, rather than just looking at a few things when determining if something will work or not, where it will often be a combination of things that fixes the issues, where this one could just be a piece of a larger puzzle.
  25. Idea 1: Please allow us to set specific rules for Folders (in our characters and tames) when farming. It would be lovely to be able to have all food items go into a folder of our choosing when farming with bears, giraffes, etc. would also be nice to be able to place armor/tools in a folder in our inventory with fear of losing everything after death. (Items sometimes disappear from dead bodies if those items had been previously placed in a folder. IDEA 2: It would be nice if a Whistle command for “All stop wandering”. (Mainly assist breeders with having to click multiple settings in the when during a large breeding batch. IDEA 3: Would also be nice if the “tame groups” system was better implemented and streamlined. Perhaps a toggle or a wheel to more quickly change/select a tame group. In it’s current state, it is nearly useless.
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