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Found 92 results

  1. Hi Devs, Not sure if this will get to you, but here it goes. I know people have been bringing up the point that they would like to see more ship types and I couldn't agree more. It would be great to see certain new ships, perhaps stronger in different ways; speed, weight, turning, damage, resistance, etc., or combinations all gained through quest lines. Harder the quest line, better the ship outcome, but of course balanced. By making these ships gained through quest lines I think this would be more fun than just leveling up for a new ship. Still keep the current ones for leveling but they would be the base models and the more exotic or skill derived ships can come from a quest line. Also, maybe the a similar thing for some new sails. If you already have something planned, let us know, that would be great!
  2. This may be something that isn't even possible but wouldn't it be cool... 1. Remove all sotd from all zones except golden age ruins. 2. Add one large island (like the ice cave island) in every zone. This zone would be bases for undead with buildings and all. 3. Have the island patrolled by SOTD that cant be pulled very far from the island. People can raid these islands and kill the boss. Enter the chest area and loot lots of resources. Respawn of several hours minimum. Would encourage more pvp boat battles and spread out the fighting. Would also be an alternative to harvesting resources. (maybe make the loot rare resources.) Would also be more pirate type content.
  3. So, I have little a little coding experience and studied a couple years of computational science. I just downloaded the devkit and wanted to make my first mod. The mod idea is to have a craftable structure that places on a ship similar to how dingy hangars work. The structure will act as a hitching post and lock tames in position similar to how npcs can be locked to chairs/cannons. I am assuming most of the coding/blueprints for all of this to be possible already exist in the game considering what was mentioned regarding the dingy snappoints and npc use of chairs/cannons. Only thing is, I have no idea what blueprints/assets I need to use and how to set up the logic using the existing content. I have watched several tutorials and constantly tinker in the devkit but, I need someone to point me in the right direction. Wish there was some info on all the different assets/custom blueprints atlas has because not all are self explanatory. I have plenty of free time and am very eager to mod. So does anyone wanna help me with this idea? discord: johndaphenom#4307
  4. So basically when you are dealing with PVE so long as you are playing the 20 day timer makes flags incontestable and people if given the choice would in general not permit building on "their" land despite the benefits of doing so. Hopefully with the news that the devs have heard our cries howling in the night and @Dollie has said "I feel I've a pretty good idea of how you guys feel" it's possible that we may get to keep our flags after all in a hopefully greatly limited number. As a possible scenario for this perhaps having two types of flags could be an idea, a limited number of incontestable flags for your base and surrounding area that you do not wish to be able to lose and then a second type, unlimited that operates off of a mix of the old and new. Type one flags - These flags are your "home" flags and are designed for base building and securing your home area meaning keeping the riff raff out of your garden. Limited to 2 in number Unable to be contested in anyway Have a 24 hour cooldown on placing them/picking them up to prevent people dropping them to flag override resources and picking them up again. (select pickup flag and it starts a 24 hour countdown after which it appears back in your available flags) Have a 21 day timer as per current system Are set to company build only and cannot be changed Type two flags - These flags are your territory & tax grab flags Unlimited in number Provide tax from resources harvested in the area Are contested based upon a timed upkeep, when they (company member or owner) visit the area and do things in the flag zone the timer goes up, if they don't the timer goes down (credit to @Lotus for this part if you want to post a link to yours go for it but I couldn't remember where it was and yes I read that wall of text) meaning that if they never step foot in the land or if they only spend 5 minutes a day in the land they will lose it quickly Are set to free build and cannot be changed Structures built within (including owners) are on a decay as per the new system from the "march madness" patch meaning they will require upkeep Flag override - The effect of dropping a type one flag in an existing type two zone The type one flag overrides the claim priority but does not remove the existing type two claim flag instead placing it in stasis, this means that the owner of the type one flag can build without decay timers, gather without tax, tax and generally live as though they owned the land Removing the type one flag reverts the original claim owners flag with associated benefits/drawbacks Welcome for ideas to bring in
  5. My ideas for PVE claim system would be to take the PVE server in a completely different direction than PVP. #1 - Top Company Determination I don't believe that the top companies should be based on how much land a company has. It rewarded companies for monopolizing land and thus making it hard for new players to play. For PVE it should be PVE based. We have a progression chain, make the top companies based on PVE completion (ex: first-10th company to down x-boss, first-10th company to unlock x-achievement). For PVP it could be something PVP Battle Based (Opposing ships destroyed). Or - it could be based on amount of gold a company has. Pirates are always looking for treasure, not playing Monopoly (although that is a great game), and it would provide more incentive to go out and explore and do treasure maps, and promote a healthy player economy with trading. #2 Water Claims I would get rid of water claims, as nobody should own the sea, and they are useless other than structure building to grief others by destroying ships with pillars or blocking people in. #3 - Land Flags Flags could be pre-placed, so that there isn't overlapping, first to the claim flag wins the claim. Only 1 claim per player, so they should pick wisely. Only make as many claim flags as server population will handle. If for example the server holds 10,000 users, there are 10,000 flags that can be claimed. That makes it so that the only time land isn't available is when the server has a full population. I really like the 3 week timer rule that was put in place. If someone doesn't log in for 3 weeks, someone else can claim their land. #4-Company Land A company that takes a risk of having 250 members should be able to have 250 claims to spread across the huge map that you made for us. I didn't like the change that was made that when a person leaves the company that their land stays with the company. If the claims were tied to the player instead of the company, it would be incentive for a company to keep a player with good a valuable land claim in their company. The change that was made previously allowed companies to invite people into their company because they wanted their land and then removed them from the company and kept the land. Anyway, just my thoughts, I know you are making big decisions and I hope that you find something other than what was announced.
  6. I was thinking last night on our islan in EU server pvp D6 when a hacker group from the fucking clan showed up. why the fuck do i need a spy glass to see a hackers steam id? why not just have the Tribe log report the players name and steam id at the same time as a message also when you are killed in the game istead of (X) killed you it would make reporting far easy'er with the timestamps included.
  7. 1st off make fertilizer, food and gold decay way less when no1 in that faction is online.then make fun things like blowing up undead ships give a lot more gold.then make it so u can use that gold to pay ur crew to do boring things like harvest resources for u.So all that = more fun and less tree slapping.
  8. So i was thinking instead of raising the cap of population of clans. Why not put on a very high gold cost , Maybe 3,000 g at start, with a 24hrs cooldown it give 5 population expansion And each new upgrade multiplies the cost required by a factor of 4. And to purchase these upgrade you must travel to a freeport. so mega tribes would have to work toward a goal to increase pop size rather then zerg flood from day 1. and of course the limit would be 25 extra pop in additional to the base population.
  9. Hello, i'm sorry about my bad english. My idea is to implement a Profession system. Like a Buildmaster, Housekeeper, Saylor or Crafter. The system is like the following, you have to lvl up to lvl 50 or 60 and a minimun age of 40Years then when skilled the right Skilltrees, you can learn a Profession at freeport, like a School or university, that can't be reset, so this profession and skillpoint it's need are imprinted. other skillpoints of regular skilltree can be reset normaly. and the profession opens a new skilltree. This is a nice "Endgame" content. Maybe it takes a while to learn this, so the Char is blocked for a Houre or two. but it have to costs a lot of Gold. And it's cost get improved how often it will be used by a Guild/Clan or bigger Guilds have to pay more so that small guilds get a nice balance ;) For example Buildmastery -> able to build a carpenters shop where can build bigger woodwalls like citywall of woodspikes or better shipparts. maybe a table were can put Crewmembers that will be needed to craft this big stuff. next lvl of Buildmastery then a "StoneShop" were can be build a original citywall of bigstone citywalls like a Fortresswall. But this walls don't want to be a item. You only craft a blueprint, with this one u can plan the wall in world and it's need a defined amount of Crew and time to build this one :) For the Housekeeping maybe the good cooking recieps for lvl one, lvl two then better Skills for breeing and all around the animals, extra taiming abilities like longer time for bola or a ability to get poisentooth of cobra to craft poisenes arrows ;) For Saylor improved navigation, cheaper Crew recruiting of crew of damed, loger time to pay crew if he the captain on a ship. Maybe a new shiptype that only can be build by this profession, also with crewmembers. Maybe u find more professions like a farmer, who can get more Stuff or can buff the Elefant or Rhino to get more Stamina or much more resurces. I think more then one Profession on a char is to overpowered. and the higher tiers needs higher Crewmembers lvl to use this :) Tell me how u think about this idea.
  10. Hi devs, I'm looking for something that would have existed in that time period, and that's the "Ice Box". Normally, it would be a cellar of sorts, but I'm looking for a rather large container to 'freeze' our food, so that the Company chef doesn't return to a big tub of NOTHING. Currently, if you ask around, most people just die, rather than cook the food. After all, who can gather all the ingredients to make them, when they spoil so quickly that farming is essentially pointless as well! You've made a great idea, but no way to make it come to life. With the Ice Box, you can make the cook have a purpose... to cook. Also, given the ingredients needed, perhaps you should consider re-vamping food to something like this: Basic Recipes = 2 vitamin bars affected Intermediate = 3 vitamin bars affected Advanced = all 4 vitamin bars affected Unthinkable Delicacy = all 4 vitamins bars affected, a buff on vitamin depreciation, a health bonus, and a speed bonus. Like my idea? --> hit the like button
  11. Well.....I'm sure this is not working as intended. I personally love the age system and look forward to changes but that said right now it's not working at all. These places are loaded with sloops just left to be sunk. Just an idea I had and I'm sure I'll get destroyed over this because this is the way it was intended lol. So why not have the fountain of youth at every freeport and also have random spawns.... this is why... Let's face it not all want to get a sloop and run naked thru a cave. Why not take a trip to freeport jump in fountain and do some shopping at the new shops coming. Say hello to some shop owners and buy some cosmetics. Make a few trades then head back out to sea. Now by doing it this way you will go to age 20 but you will not get a bonus. Now have the other 2 random spawn like you have now. Travel to the island fight your way in, dip in the water and get your bonus for taking the harder route plus your now age 20 again. More risk more reward. Would lower the count of players in a single server and leaves gameplay for players that don't want to fight and leaves the cave open for players that do. Like I said just an idea....Know need to harp all over it but opinions are welcome as that's why we are all here.
  12. Yes not everyone will agree but here goes. im thinking PVE but could work in PVP too, nice raging neighbor battles The islands should have predetermined land lots, that are shaped in long strips going from the ocean towards the middle of the island. This would allow every claim to have ocean access for shipyards, as well as have a good area to get mats from. 1 claim per player, companies can try and claim strips that are together. The larger islands could easily have 100+ strip claims, everyone has peace of mind of knowing yay this is my parcel and no one will grief my build here Strips could be about 5 -10 lighthouses wide, which would be more than enough for any mega building projects irl this method was used in farmland grants to avoid someone from blocking off access to a waterway such as a river, it was a solution that worked in real life griefing, and could work in atlas too. I know some people will say but but but, i wanna be able to grab the best land blah blah dont cookie cutter me or ill rage quit etc... But tbh if a little bit of cookie cutter solves most of the unpleasantness of the claim system why not? just an idea which needs to be fleshed out more.
  13. Hi Devs, To help to promote ACTIVE players, and to encourage Company growth, the idea I have is to simply have the player's claim start to shrink after 10 days of inactivity, until 14 days, where they can be claimed very quickly, even if the player is asleep on his/her claim. Those players around the shrinking claim will find their claims expanding (if not already at max) to cover their neighbor's land, until max claim radius is achieved. This idea opens land of other more-active companies to expand, or other new players to claim land finally.
  14. Idea to help ease some of the players frustration about the server wipe if you can't save our Pathfinders lvl's and progression with the March 20th server wipe, maybe give Grandfathered accounts a lvl 50 Pathfinders with skill points that a lvl 50 would have earned. So everyone with a Pathfinder made before March 20th will start with a Level 50 Pathfinder and a Golden Berry that gives a 100% tame exp. players can use this berry on an animal of their choice Maybe something like this would bring in more players knowing if they bought an account now and made their Pathfinder before march 19th, sales will go up and players that have been playing will return after the wipe.
  15. The death and taxes thing is a great idea even though Star Citizen has been working on it for a few years now. All the way down to the passing your stuff off to your child. The problem right now with Death at 100 years old is the fountant of youth itself. Would be awesome and sounds great but as i understand it there is going to be monsters gaurding this thing and your going to need a big group of players to get to it.... CAN THE SERVER HANDLE THIS GROUP? Im going to say no it cant and if your solo or a small group of players your shit out of luck. Again this is that small net grapeshot is casting and in time will kill the game. So many solo and small groups of players are quieting fast and leaving the game with a bad rep. Taxes this is a great idea if your the one with land how ever its sooooo hard to get land for yourself and as a player with 345 hours into this game over 100 islands visited you would figure there would be something to take. Nope all the land is taken up and when you try and steal land there seems to be this 59:59 min deal that wont count down. Its just confusing and annoying. So your left with trying to get supplies on taxed lands as you wonder aimlessly around the seas looking for your own claim. New players be damned!!! In theory both of these things could be alot of fun but with out enough though into how its affecting the players now in EA and running them away its doing more harm than go to a already troubled game.
  16. I am rely looking forward to see the new changes and figure things out. Anyone have an idea when the public server will be up for the new changes? Wheen
  17. every company start with 5 flags so people would choose carefully where to place them . For mega company add 1 flag per each 10 players also add 4hours for each claim more so basicly for second one would be 8h for third one 12hours and so on . For all this to work good u must disable crew members to count as flag contester . As I said like this people would choose carefully where they place flags also wont be a spam on it . Since each flag added more raise the timer with 4hours more . Also what goes over 5flags per company upkeep goes also double more for each flag . Also ally make it max 2-3 company like this people will not stay alone in company only for more flags contest ^^ What u guys think its just a idea no hate needed
  18. Hello! Im not sure if this idea has been in somewhere older posts, if so sorry for that. I was thinking what if each player got his own private island, hosted in cloud or local computer. Only this player can live/build/breed/tame there. And when player go sailing he could sail to open MMO seas for search rare resources or sell/trade with ppl out there or hunt treasures do quests etc with others even be part of some comppany. I think this would solve lots of solo/single player problems.
  19. Sad news(. Unofficial PVE server: The players are crying. They took his island and flag. To the new player the owner made a big tax. Оfficial PVE server: The settlers destroyed the resources on the island when they made houses! We will drive out the settlers! This is the beginning! online falls ... I propose to make new rules on NA PVE. Each new player has 1 flag. Try? Watch online? (Now online NA PVE Empire - 60 players((( what for?!!!) P.S. Your company works well. The game has become better!
  20. I was thinking for a water tame that is good for fish meat and prime fish meat a long big serpent you can ride good for protecting shipwrecks killing sharks and getting fish oil and it can go on land but it is vary slow and it cant damage ship but good for killing npc crew and players take 2 times damage from grapeshot and puckle turrets it is a mythical creature so no breeding that is my idea for a water tame.
  21. Ok so my company and i are building a massive harbor wall to defend our ships,and i mean massive, its going around our entire natural harbor and its 3-4 foundations thick (playing on pvp) it goes without saying that the lag is real and probably going to be worse with the amount of ships that will be in there and when the wall itself it actually done. so my idea to reduce the lag is to have thicker and larger wall parts available to build, so maybe 100 stone walls will create a large thick stone wall you can place down thats just one model instead of having to place 8000000 individual stone walls that all render in when you get close causing your computer to instantly catch fire, or maybe you can build the wall like a ship frame and just add the parts to it you need to complete it. I dont know, there needs to be something new with the building system to reduce lag and making it less intense to build large defenses.
  22. I think another big issues besides claim timers and other stuff is that the circles can actually overlap. My suggestion is to make so no circle can overlap anything. Now I have like 2 circles overlapping into my claim and they can build there. And I didn't even got to defend it... If the circles couldn't overlap this would solve the issue with 1 guy keeping half the island that he doesn't use because he couldn't defend it and there would also be some little neutral spots left in between the claim circles for random passers-by to build a shelter to stay until the next day, or some crafting buildings to prepare for the next voyage. Just an idea. Thank you Idea given with PVE server in mind as I have no experience in PVP one, so it might work differently there.
  23. REMOVE THEM FROM THE GAME.. jk, but only kind of. My actual idea for these things would be to add an item to the game that is craftable or purchasable for gold. The item would attach to your ship, a flag or lantern or something. This item would cause SoD to not engage with you unless you chose to engage with them. OR if you were engaged with another player. Unless the idea of SoD is to be a constant pest to all players - pvp, pve, large groups and small, solos and casuals. I dont see why something like this couldnt work. It is really the best of both worlds. SoD get to stay in the game AND people like me who just want to enjoy the open ocean will be less likely to complain about them or quit over them.
  24. I'm not going to bother complaining about the ships as I have already sent Jat a discord message with a video linked. My first idea is that the ghost ships are the same as Ark Extinction where if you open a loot box it starts an event with the ghost ships, the other idea is that the ghost ships are only around the power stones. This pun wasn't originally intended but without a server wipe or massive rollback my company of approximately 30 people are dead in the water. I hope this issue gets fixed as I absolutely love this game and what it is trying to do. At this stage though I have to assess risk vs reward and with living in the tundra area the risk of sailing for resources is not worth the reward.
  25. So here's an idea that could work for pve and pvp that some of my friends and I came up with it would be cool if there was a sacrificial alter place where you could duel another player each player would be set to lvl 1 for the duel and have no items or skills winner gets fountain of youth looser gets reincarnated back to lvl 1 with a permanent 5% stat bonus
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