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  1. Hello everybody, we are doing a sale prices are going to be good so be quick to pick them up. INTELLIGENCE SALE CLEARANCE ~~ ----ALREADY PRECRAFTED! WTS x4 Legendary Cloth Boots x12.+% /0/12 Upgrades WTS Mythical Cloth Hat x17.647% / 0/10 Upgrades WTS Mythical Cloth Hat x16.351% 0/10 Upgrades WTS Mythical Hide Hat x17.343% 0/23 Upgrades WTS Mythical Hide Hat x18.784% 0/25 Upgrades WTS Mythical Hide Hat x18.876% 0/25 Upgrades WTS Mythical Hide Hat x20.382% 0/27 Upgrades WTS Mythical Plate Gloves x16.601% 0/2 Upgrades WTS Mythical Plate Gloves x22.122% 0/3 Upgrades WTS Mythical Plate Pants x11.012% 0/12 Upgrades WTS Legendary Plate Shirt x14.269% 0/20 Upgrades WTS Legendary Plate Shirt x14.716% 0/21 Upgrades SELLING CHEAP PM ME WITH OFFERS. WTS WEIGHT BLUEPRINT CRAFTS Mythical Cloth HAT x10.647% Legendary Fur Cap x10.072% Mythical Fur Leggins x18.534% Mythical Plate Boots x13.737% Mythical Plate Boots x15.182% Legendary Plate Pants x7.249% WTS HEALTH BLUEPRINTS Mythical Plate Boots x14.136% 6 Upgrades 6 Craft Journeyman Plate Boots x6.336% 15 Upgrades 15 Craft Journeyman Plate Gloves x4.719% 16 Upgrades 16 Craft Mythical Plate Pants x14.646% 5 Upgrades 21 Craft Masterwork Plate Shirt x5.0775% 2 Upgrades 30 Craft Mythical Fur Boots x11.778% 13 Upgrades 18 Craft Masterwork Fur Boots x7.701% 19 Upgrades 19 Craft Legendary Fur Gauntlets x9.546% 14 Upgrades 11 Craft Masterwork Fur Gauntlets x5.652% 7 Upgrades 16 Crafts Legendary Fur Leggins x5.848% 10 Upgrades 10 Crafts OFFERING Mythical Shipyard Large & Small both 175% CRAFTING SERVICES pm me for details. Selling INTELLIGENCE crafting services 500g per craft. Max intelligence is 1050+. Max rolls include up to 43.6+%. Crafts that roll under 15% are free YOUR MATS. Selling Imprinted Bears with good lineage pm me for details Selling Crabs daily good prices.
  2. That's what I wrote here for 10 times already! I would also add that some stuff should have proper bonuses. Like better quality of all kind of storage boxes should reduce weight of stuff inside. Better food storage - decrease food decay rate. Better gathering tools - gather better. Etc. p.s. - If devs wanna us grind so much, they could introduce perfixes for armor and tools which improve skill tree stats. Like: "boots of captain" increasing crews ship repair speed or decreasing crew cost - all we have in captaining skill tree. Same for every other skill tree. Like "boots of pirate" or "boots of beast master" or "boots of chief" etc.
  3. My equipment turns into a BluePrint, WTF? When I want to transfer to my friend's location. So, I un-equip all of my armor and the boots can't un-equip that I tried to re-login and un-equip it. But when I was re-login, the boots turn into a blueprint. Great! Now I am lost my masterwork boots which increase my weight.
  4. 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.
  5. @Ferah That and the radius size will cause issues no matter how big they make it....(referring to PvE at a minimum) 1. If the radius size is small then back when I played I would probably have lost 3 out of 4 of my farmhouses. Some of the breeders will lose them all, unless their neighbor gives it back and they form an alliance or something. I squeezed the 4 farmhouses as close as the game would allow me to also. 2. If the radius size is medium or large I would own everything belonging to between 1 to 4 neighbors if my tower goes up first... Alot of people on PvE CANNOT find an island owner who will voluntarily let them settle. At one point I had 5 people squeeze in tiny little spots next to my base which had sheer cliffs at both ends of the beach. They didnt have farmhouses, warehouses or markets but they got to grind out a ship and play... Some quit, then other people took their spot... Basically ALOT of fucking players live on Lawless. Our grid consistently had over 10 players online 24/7. Often closer to 20.. One more possible issue. If I were part of a douchey, trolly Company lookin to get a bunch of free shit, control real estate and flat out grief people because its fun, I'd have Monday/Tuesday circled on my Calender. My members would be spread around various grids, in ships with gold, mats, smithys, some horses and Alt accounts. As soon as that patch went live we'd gobble up as much real estate and peoples possessions as this system would allow.. My boots would be soaked from the rivers of tears that flowed... The Q & A doesn't state any limiting factors besides gold. Anyone know any trolls?... Good luck y'all... *** I know I'm being negative, aaaand overly dramatic, I mean that last patch went smooth as butter, right? ***
  6. Came across this small bug with one of the feet cosmetic skins. When you die your corpse has the skin in the inventory, you can move a cloth boots into the inventory, apply the foot skin and then take the cloth boots out, therefore not using up any of your skins from your main inventory. https://imgur.com/a/H48AtA7.jpg
  7. Hi All, Just looking for a little assistance or to be pointed in the correct direction so i can figure out what i am doing wrong when trying to setup an Atlas sever with multiple instances that can be travelled between. This is how far i have got, I have a fully operational sever which boots correctly and allowed players to join. The generated map is a 4x4 and all players load into the home region and can play the game just fine. I have gone into the Server grid file and give all regions my public IP as well as unique Query, Game and Seamless ports. I you are playing on the server you can see the boarders are blue which from my knowledge mean your instance can communicate with the others and getting a response. However when you attempt to transfer it comes up Traveling to A2 as an example then you get connection timeout. List of all port forwarding i have in place. All are open for both TCP and UDP i know this in not needed but takes the same amount of time with my equipment to implement so though i could eliminate any issues there. 57560-57594 5760-5794 27000-27037 28000-28008 All instances are on the same physical machine and machine has a static local IP. Machine is only made from customer grade parts but is running Windows Server 2019. All Firewall rules have been set to match port forwarding above. Hardware is Intel i7 4770 CPU 32GB 1600Mhz DDR3 RAM No GPU OS in its own Sata SSD all sever files are also on their own 250Gb Sata SSD Thanks in advance, Jack
  8. The gfi command works good for that. The numbers at the end are quantity quality and item or bp. Change as needed the last number changed to 1 will give a BP. Like cheat gfi cannon_large 1 100 0 will bring in the large cannon at mythical status cheat gfi shipcannon 1 100 0 will bring in medium cannons for gunports at mythical cheat gfi gunport_wood_large 1 100 0 Change to large to medium for medium ones cheat gfi plank_wood_large 1 100 0 cheat gfi deck_wood_large 1 100 0 cheat gfi wall_wood 1 100 0 walls cheat gfi staircase_wood 1 100 0 staircase cheat gfi ceiling_wood 1 100 0 ceilings cheat gfi tannery 1 100 0 tannery cheat gfi mess 1 100 0 feeding trough for your crew cheat gfi forge 1 100 0 forge cheat gfi lantern 1 100 0 lantern cheat gfi sniper 1 100 0 for carbon rifle Most of the normal things you can spawn you can use this command even for armor which is a little different cheat gfi heavyboots 1 100 0 will bring in mythical plate armor but you cant wear it until you unlock the skill to use it cheat gfi hideboots 1 0 0 will bring in normal hide boots change boots to other armor pieces such as hat leggings etc etc These are just examples that work. Almost anything can be spawned in with gfi command Use cheat gfi cheatbox 1 0 0 you will get a vault with everything buildable in game cheat gfi colorbox 1 0 0 for dyes How we find names is BP folders. Usually just go through the bp folders of the game and look for names of things ATLAS\ShooterGame\Content\Atlas\Test\HumanNPC_BP_Crew_Female is a asset file so I used the the GMSummon command to see if it would bring in that asset. It did and I shared it with you. Some things work and some don't.
  9. Yeah. I would love to see this. I always keep my crew wearing uniform with color of the ship, and it's a torture to paint like 13 boots/gloves/pants/chest/hat one by one, by just mouse because there is NO hotkeys to ease process.
  10. For as much money as everyone has paid for this game, why are we still getting booted on a consistent basis? This game freezes so much and boots us so often. People complain so sisterly in the group chat on the game. Please advise the community what the fix for this will be and when it will be implemented. If there is no fix, when will there be a complete refund?
  11. there is coton here but its like 1 of every 10 plants, had to spend like 20 min farming it to have just enouh to craft 1 pair of fur boots
  12. pvp EU K3, happening there atm also, Happened with 2 clan mates, I joined after they dc'd and happened to me too. Edit:So Now our Entire clan is in this bugged ship/region No support at all submited tickets, automated replies, oh joy!. already lost a ship and hours into a project as a result of this my clan is already talking of moving on because why invest time in a game that wont even let you onto the servers when it bugs out and support will give you zero of their time, And I actually feel bad because I recommended this game to them, so now I feel I not only have wasted my time and money, but that of my friends. The region itself is not bugged (the square as confirmed by our allies) however we all subsequently are, we can spawn on the Ship for 4 minutes or so then the game bugs out, boots us and permanently locks us out. Has anyone had this issue actually resolve before or am I completely wasting my time expecting some kind of resolution?
  13. Just some ideas, it's a lot I know and I doubt any of them would be implemented but I was thinking about ATLAS and having a conversation with a friend and we came up with ideas on how the game could be improved. SHIP WEAPON/COMBAT ADJUSTMENTS: Introduce a point limit for weapons on a ship. Give each type of weapon an allotment of points. Allow for ANY weapon to be placed on Ship, including Mortars and puckle guns. Introduce a new Mortar platform structure that is peaceable on ships that are required in order to place mortars. These structures would represent a reinforcement of the deck and should be very heavy, perhaps giving the ship a reduction in speed the same way cargo racks do. Restrict mortars to galleons and brigs only and only peaceable in the front of a ship and only facing forward (snapable to the mortar platform the way cannons are snapable to gun ports). Adjust the point value of Mortars so that they take up a large portion of the points, perhaps half of the total amount of points allowed for brigs, and 25% of the points allowed for galleons with no more than one mortar allowable on a brig and 2 on a galleon. Remove the max crew size limit on ships. Make the ship weapon point allowance a stat that can be leveled up. (Mortars should always use up a percentage of points rather than a fixed value). The base point value of each ship should be large enough to allow for each of the available gun ports to have a medium cannon and to allow for up to 2 swivel or puckle guns per deck of the ship. Example: A brigantine would have enough points to allow for 12 medium cannons and up to 6 total puckle guns or swivel guns right out of the shipyard. Large cannons Should cost 50% more points than a medium cannon. Medium cannons and large cannons should cost more points if not placed in a gun port (50% or double) but otherwise have no restriction on placement location. The goal of a system like this would be to allow players to have more variety in ship combat. It would also aid in sieges and help make bases that are built very high easier to siege, possibly fixing an issue that grapeshot had tried to fix with other methods. It also potentially addresses some of the issues with shotgun boats by just making the point investment of above deck cannon batteries too expensive to be practical. INDIVIDUAL WEAPON CHANGES: Increase the travel speed of all cannonballs fired from medium and large cannons and flatten their arc. Increase the range of medium cannons - I suggest doubling the range but at least make them as long as large cannons are currently. Grapeshot - should be fired from medium cannons and not swivel guns. Range on grapeshot should be increased by 50% as should it's spread, but it's damage should scale with distance. The further you are away the less damage you take. They should take just as long as regular cannonballs to reload. Large cannons - should have their damage increased but their range reduced. Large cannons should have between half and 75% of the range of medium cannons but deal twice the damage of medium cannons. I know gamer logic tells us that bigger guns = bigger everything, range and damage included. However since these weapons are modeled after black powder cannons, this is not actually the case. Without getting too much into the physics of it, just know that adding more mass necessarily lowers it's muzzle velocity, and therefore range and no amount of black powder can remedy that. In order to increase both the range and the mass of projectiles, you would need to use another propellant that burns faster. In a way, nature implemented it's own "balance" IRL. Liquid Flame - Remove it, it's too hard to balance right and it takes away from a lot of the fun of sea battles. Canister shot - add a new type of canister shot that could catch things on fire, make it so it ONLY burns wooden structures and sails and only burns players who are standing directly on the burning structure. Harpoons - Remove them. If we want to immobilize a ship we will use bar shot. As they work now harpoons are an anti-fun mechanic and i don't see a way to balance them properly. If you want to add something for ballistas to do in pvp combat, give them a flaming bolt that only burns sails/wood and they should never be good enough to eclipse using cannons as your main weapon against a ship. Mortars - Mortars fired from a ship should do less damage to structures. This is to make up for the fact that ships can level up damage resistance and ground based structures cannot. Either reduce their damage when fired from a ship or make ground based structures take less damage than ships inherently. Torpedos - GET.RID.OF.THEM.COMPLETELY Remove the feat requirement to use weapons and armor up to Masterwork quality. Legendary and Mythic weapons and armor should still have feat requirements. SAILS: Remove current sails: Add 2 kinds of sail, Combat sails and Voyage sails. Combat sails are fast to raise and lower and catch wind easier from a wider angle (like a mix between speed and handeling sails now). Voyage sails give bonus to speed and reduce the weight penalty to speed. If you took two identicle ships andcompared their speed with voyage and combat sails, it should be like 15% faster than combat sails if on a ship at 50% weight and the difference between the two should widen the heavier your ship. 2 identical ships at 80% weight, your voyage sails would be 20% faster and so on. This would mean that a purely combat ship would prioritize being light and maneuverable and a ship meant for long voyages could get away with extra cannonballs and cargo. In other words, having an auxiliary ship in your fleet that carries extra supplies would become almost a requirement in large scale attacks as having too much supplies on your combat ships would make them easy targets for a defending fleet. Add a new size of sail - Huge sail Only useable on galleons. The size and point value of this sail should be such that a galleon can use 3 huge sails. Provide same speed as the 6 large sails now. Galleons just look a bit silly right now with 6 sails given that the large sails look almost undersized on the galleon. Huge sails should be a bit more proportionally correct. The three sail shapes we have now should just be cosmetic options. Sqare-rigged sail would look like the current speed sail for example. BUILDING: Introduce a new placeable that is the ground base equivalent to the ship chest. Make it a vault or something. The vault is required in order to build anything larger than a 2 by 2 and ONLY foundations may be placed without a vault. Any structure that is built without a vault is considered a "temporary" building and it decays after 1 day regardless of player interaction. Once a structure is built that includes a vault, the vault itself has a perimeter that allows for the construction of other things. The vault works similar to how claim flags used to work in that they provide a set perimeter around your main structure that allows you to build other things. This perimeter would also disable other companies from building there just like the old claim flags used to as well. Placeables like shipyards can be placed outside this boundary, but do not count as your claimed territory, so other people can place things on or around them if they are not sufficiently close to your vault perimeter. ONLY ONE VAULT PER COMPANY PER ISLAND!!! Limit number of shipyards per company per island to 3 of each type to prevent shipyard "walls". Peace Time - This should range from a 2 hour combat window to 24 hour combat window but should be based on the proximity of freeports and not adjustable by the company who claims it. So the closer you are to a freeport, the safer you are and the further away you are the more lawless. HOWEVER islands with lower pvp windows should be more expensive. The base upkeep cost should be both gold AND resources to pay for it. The amount and variety of resources available on the island should vary based on how far away you are as well. So zones and islands that are furthest from a freeport might be very hard to defend but have more resources and a richer variety, perhaps up to 3 different kinds of each. Basically claimable islands and lawless islands would exist on a kind of gradient. The more lawless - the more dangerous but the more profitable. The number of completely lawless islands should remain the same as it is now and the number of claimable islands should be a shrinking gradient from there. Islands should be either lawless or claimable individually and not tied to a specific zone if possible, so one zone might have a few islands with 15 hours of pvp, one island with 20 hours of pvp and one completely lawless island. War declarations would work as they do now with two exceptions; They would require the "signature" of 2 other companies who support your declaration of war in order to go into effect. Additionally once a war declaration is made, the company who first made the war declaration also has their pvp protection turned off for the duration of the war declaration so it is more of a double edged sword. BLUEPRINTS: The bonuses from blueprints should be less randomized and only provide actually useful stats. No more bonuses to holding your breath or swim speed or whatever. Bonuses should also be based on the item type. Chest and leg armor give bonus health+stam. Boots give just stamina, helmets give + health and maybe a reduction in feat cooldown. gloves could give weapon damage bonus when worn, etc. RESOURCES: All islands should have Iron as a base resource plus whatever types of other material appropriate to the biome. When making an alloy, rather than adding different minerals to different metals, you instead add different metals and/or minerals to Iron, which is the base metal. So Iron + coal gives you steel ingots, but then you could add other metals or possibly other minerals to those ingots to get different alloys.Right now Islands that have iron, which is the easiest to smelt, have a huge advantage over islands that use other metals. Plus it doesn't make a lot of sense to make a gun barrel out of pure silver. Fleece should count as both a fiber and a hide. Woods should be refine-able into thatches and thatches should be refine-able into fibers. Salt should be extractable from sea water. If you fill a container with sea water and put it on a fire, you should get salt back and the water should disappear. Getting salt from sea water is not a strictly modern thing, people have done it for centuries. ARMY OF THE DAMNED: These things should be just as vulnerable to weapons of all variety as we are. Imagine having a game where you can be a pirate, you get a gun and a cutlass and grenades and the like. Then the moment you want to fight something over buried treasure the game's mechanics tells you to come back riding a bear instead. To be clear, right now you could be naked riding a level 80 bear and clear a high level treasure map, OR you could be decked out in weapons and armor and have to run away from basic soldiers of the damned because they take almost no damage from anything you can do to them on your own. On a related note, if I want to bombard soldiers of the damned with cannon fire from my ship then I should be able to do so effectively, so long as they are within range. Ships of the damned: Just make them ghost ships. Ghost ship: Just make it the Flying Dutchman FREEPORTS: Auction house - Just make an in game auction house and get rid of the individual stalls you can make. NPC Shops - Common blue prints should be purchasable from shops and should have random bonuses rotating each day. Whatever is available should be available for purchase the whole day and not run out of stock, but should be purchasable only once by an individual to avoid hoarding of common BPs with good rolls. Different freeports should have different shops. Cannon blueprints and guns at one free port, ship planks and sails at another, etc. Common BPs should no longer drop as loot rewards. Tames should be purchasable at shops as well but with some notable changes... TAMES: GET RID OF TAMING!!! The only animals you can get should be purchased from a free port and should only be shoulder tames or beasts of burden. They can be a monkey, a bird of some variety, or a snake of some variety. The beasts of burden can be horses, donkeys or oxen. THAT.IS.IT. They give bonuses when "worn". Birds give bonuses to ranged combat feats like reducing their cooldown or by giving bonus head shot damage or something. Monkeys give bonuses to captaineering and/or piracy feats. Snakes give bonuses to melee feats. You can still level them up, but you don't tame them yourself. Honestly the more you can do to differentiate ATLAS from Ark, the better off this game will be. STEALING SHIPS: If a ship is unmanned, by players or NPCs, it should be claimable within 30 minutes. If a player who owns it enters the ship, the claim fails. The feat Great Act of Piracy should reduce the duration down to 10 minutes, have a 1 hour cooldown, and be unable to be modified by feat cooldown reduction talents or abilities. Ships anchored within the territory of their companies vault structure should be unclaimable always as should ships that have not been released from a shipyard. As always, freeports are also off limits for thievery.
  14. I've seen something similar with my servers, but not to the extent you're seeing. If I log in near an edge, sometimes I see that the adjacent servers are red, but that disappears after a few seconds. If I'm starting the entire cluster and join, sometimes the red sticks around a little longer but I have never had to restart the cluster, or even individual servers. I think the issue is your hardware is under powered. There are 3 things to keep in mind with your CPUs, Overall performance, and Per Thread performance, and Cache. All aren't that great compared to modern CPUs, even though you have 2. There are a lot of operations that don't parallelize well, especially in gaming. It would be great if the game server(s) could be parallelized evenly across all of your cores, but realistically don't count on it spreading out across. When a server boots, it pegs a core at 100%, there's some stuff on the side, but for the bulk of it doesn't parallelize. https://www.cpubenchmark.net/cpu.php?cpu=Intel+Xeon+E5450+%40+3.00GHz&id=1236&cpuCount=2 Your chips were released in 2009 overall performance you're looking at 4179 per chip, or about 7499 overall. Their Single Thread performance was great for the time but lacking today. They score a 1266, most modern mid-range chips are double that. For comparison, my old 6600k has an overall score of 8061 and a per thread score of 2147. I'm currently running a Ryzen 3700x, overall 23840 and 2907 per thread. Cache is also important. https://en.wikipedia.org/wiki/CPU_cache . If you don't know, CPUs have cache, which is like a faster form of memory. CPUs have different tiers of cache, Level 1, Level 2, and sometimes Level 3 and Level 4 these days. L1 is the fastest and smallest, L2 is larger and slower, but still faster than main memory. L3 is slower than L2 but still faster than main memory. They all mirror chunks of main memory. so everything in L3 is in main memory, everything in L2 is in L3, etc... Long story short, the CPU can only operate on stuff in cache, if it's not in L1, it looks in L2, if it's not there, L3, etc until it finally has to get it from main memory. This takes time so the more cache the better. We can ignore the levels and just think about it as a single cache pool because the differences between in cache and not is what really matters. If we have to hit main memory it's orders of magnitude more of a performance hit than between L1 and L2. Each of your CPUs have 12 MB of cache. If you're running a lot of active processes you may run into a situation where the working set doesn't fit into cache, it's going to have to keep swapping out the contents of cache for each of the processes. This takes time, and can result in cache thrashing. https://en.wikipedia.org/wiki/Thrashing_(computer_science) Knowing all of that, here is what I think is going on. When you log into the server, it checks the adjacent servers those 4 servers start processing. So you've got 5 servers trying to run at the same time. The processes are trying to run at the same time and fighting for cache. Instead of getting meaningful work done, it's thrashing. It spends more time swapping memory in and out of cache than it does processing the actual work that needs to be done. I did some experimentation on my server and when I joined a server after not being on for 8 hours, after I joined I did see several other of the servers spike in CPU usage for about a second. Also when I was working on setting everything up a few weeks ago I ran into a thrashing issue (disk, not cpu) when I tried to start up too many of the servers at the same time. Everything ground to a halt. Next time this happens, open up Resource Monitor and take a look. Are the server instances (ShooterGameServer.exe) pegged at 100%. Also check out the disk too. It could also be an issue with all the servers trying to hit the storage at the same time and thrashing on that. If you really want to dig in read this over https://software.intel.com/en-us/articles/intel-performance-counter-monitor/ If you want to experiment, have only 2 servers running, let it sit for a while, then log into 1 and see if you still have the issue with the edge that connects to the second server... then do it with 3, 4, 5, and then 6.
  15. Im having in game problems with my character wich seems too be a bug only related too my character, when im crafting something from my "own" Smithy i can only make a few things like Bullets for Carbine, Small Bullets etc. but i cannot make the Weapons itself. Same with the Tannery i can make some of the Hide Armor like Gloves and Boots but not the rest of the items. Skills from Skill Tree does not seem too work and is bugged. But this only Applies too my character, the other players in my company have no problems at all. So here is what i did to try and fix it: 1st: Exited game and repaired Atlas Game from Steam did not work! 2nd: Tried too Change regions did not work. 3rd: Deleted Game and reinstalled everything Did not work Still have the same problems, so there must be a Bug with my Character since no one else have the problem. Ive also made a ticket for this hopefully the problem will be resolved fast as the game is useless too play if my crafting skills dont work! Sincerly KongThom FF(Cats with Hats)
  16. A1 Fresh Launch This Week! Join us for a brand new adventure on the seas. A1 is a gaming community that is launching a brand new 4x4 Atlas map on 7/9. All the content, a friendly, active community and weekly events for some great prizes. 4x Harvesting 4x XP 7x Taming Increased Max Level All powerstones, trenches and bosses Colonies System All Quests PVP with offline protection Weekly bonus boots Join us to start your brand new adventure! Direct Connection Link steam://connect/51.79.96.114:57710 PM for discord Infos
  17. So after looking at the new road map which I think there are some wonderful changes heading to the game! Some of them gave me some ideas. Idk if some of them have been brought up, and if they have hopefully they reiterate that they are good ideas ! So first off I just want to bring to mind that the devs said that they want players to spend more time out on sea, which encompasses offline ship protection, and also they wanted to expand upon the mmo qualities of the game. So from those points are where my ideas fall. 1.so my first idea is a couple of ideas on the “spend more time at sea, offline ship protection”. So my first point will be “ship blueprint”, being that while we build a ship in a shipyard there should be a feature to save the layout of all the things on the ship. I.e. saving the layout of all the walls, boxes, utilities, sails, cannons, and all that Jazz. So when rebuilding sunk ships it’s easy to build the ship back there exact way you like. Ok now the “Blueprint” idea plays in to this one. 2. They want ways to protect people’s ships offline better. And I got an amazing idea while watch the pirates of the Caribbean on stranger tides movie. Captain Blackbeard had a bottled ship collection https://images.app.goo.gl/UpuFH3jpQoWx6yQ17. So what if we’d could store ships in bottles! If the “blueprint” idea is emplemented all you would have to do Is store the blueprint in the bottle (comes out with all parts still made), but make it so it can’t be stored with items in it. So you would remove all items not nailed down, and then it will allow you to store in the bottle. These bottle ships could be stored physically in chests or maybe a “bottle cabinet” so you could still physically loose your ship. So these next couple of points will talk about some more “mmo and mmorpg like” qualities of the game. I have always played this game useing my ship as my base, and it’s a blast maintain your crew and ship and travel the world. If they want use to spend more time at sea this should be more of a focus, while keeping the land building in game. If players want to make a settlement, pirate cove, or fortress that only addds to the world, awesome! Let’s dive in! 3. So if we are trying to bring a little more life to the game, let’s expand on the freeeports! Players love player hubs, they just do. A little calm in the storm. Freeport’s are already that, so let’s add a pub! Super easy, one npc to sell grog or something and place for single player to meet and join, or relax (or fight?). Maybe a very minimal bank, you can store a couple things to help get back on your feet (or maybe store a ship in a bottle?). 4. We have some skins you can throw on armor to give different looks, and they are pretty wild looking indeed! But the devs should watch some pirate films, like black sails and all the pirate of the Caribbean movies, and just look at the wardrobe. Gives us a plethora of shirts, pants, hats, boots, jackets, and accessories to deck ourselves out in! 5. This ones for the treasure baby! Ok treasure maps, are kinda silly right meow. No matter what the difficulty the map is your always going to get the same amount of skeletons. The easier the map the easier it should be to obtain. Range and vary the types of skeletons that pop up. 6. Alright so if we are going to be living on ships, they need to be harder to sink and easier to board. Things like crippling masts or rudder chains or just sheerly by blasting enough holes in it and slowing it down with water. Grappling hooks are already in game, and with “pull towards me” feature. Being able to use and aim npc crew to pull ships together, and then craft able boarding planks placed between ships. Defenders could cut ropes or hack down boards in defense. Also something to think about is maybe rethinking how the hull of the ship is damaged. Allow cannon balls to create holes, to many holes to a section and it has to be replaced. If at or below water line, in comes the water. This could allow for another npc spot on ship and another piece for a ship, a spot for a bilge pump. 7. And lastly the devs talked about “factions” right. Makes smaller quest factions, to go tame a creature and bring it back. Or deliver an item to another Freeport, just different ways to earn gold. I know it sounds like Sea of Thieves, but it’s not haresey to implement ideas similar to other games to make yours better than those games . so if you agree, disagree, or have your own ideas; light it up! Let’s discuss!
  18. 1. If you log on and your building is gone, it doesn't matter much to you whether it's gone because someone destroyed it using pvp attacks or erased it using a pve landowner wipe mechanic. Either way your building is gone, and whether some guy on the forum arbitrarily declares it not pvp on a technicality won't matter a hill of beans to the fact you had no recourse to prevent it in a game mode where you're not supposed to lose things because of other players. 2. No one is objecting to this mechanic because of the people who won't do it *eyeroll* They're objecting because of the wildly obvious and foreseeable way some folks absolutely will use it just to inflict misery on others. Your position is defending griefers in pve because they have the resources to buy an island and pay the fee. That is what you're doing right now. 3. It shouldn't be an option. You just aren't willing to put yourself in the tenants boots. 4. The level of hypocrisy involved for the guy who keeps stamping his feet and yelling in all caps about it being his island and he can do as he pleases with it to accuse others of only being concerned with their own selfish rights is just breathtaking. I don't get it.
  19. No you're not.. pvp is player v player.. erasing buildings is not pvp. Because someone could do it. Doesn't mean everyone will do it. It should be an option. You just aren't willing to put yourself in the landowners boots. You're only concerned with your selfish rights. Not anyone elses. I get it..
  20. A bit more Atlas education for you. When you buy a cosmetic, lets say a pegleg skin. You pay 25 gold at a freeport for the skin, and you receive 10 skins of the pegleg. You apply the skin to your boots for one leg to appear as a pegleg. You have 9 skins remaining. Those skins appear in your inventory but cannot be removed or stolen or lost. When you die you still have those skins. If you die whilst wearing your pegleg and you fail to recover your bag, then that is gone. You will then need to apply another skin to your next boot. Leaving you with 8 skins remaining. A little different from ARK where you have unlimited skins.. 25 gold is easy to get so no issues really. The annoying part is when you die in your base and glitch under the floor like I did, you destroy the foundation only for your body to then fall under the ground where it lays, but you can't access it. Had to waste my pegleg, hook, and hat skin because of it, now leaving me with 7.
  21. There's absolutely no reason to claim an island in SP. All the functions and manageable stuff is given too without a claim. You surely wouldn't take your snowboard boots on a trip thru the Sahara desert...? Same here. No need for the claim-function, so why implying?
  22. Like i said in 1 of the TOPICS, there is zero immersion, no point and purpose for smaller company , there is no trading , freeports are dead and were dead all time. Noone cares about trading cause RARE bp are not RARE at all. There should be like 0,00000006 % chance for lets say purple walls or better boots for amor, for now better BP are useless due to game mechanic and easy raiding, you just need a horse or bear and you can raid offline someone in 1 hour. I dont know what devs will do but i think they didn expect that so many ppl will leave game in 1 month.
  23. The textures of the plate pants and boots overlap despite being of the same armor set:
  24. +++ NEW AUCTION +++ Xavina´s Tiger-Pair (male wild lvl 42 + female wild lvl 39 - NOT Neutered) Startbid = 1 G - until 29.06.2019 10:29:59 pm CEST - pick up: L6 +++NEW AUCTION+++ DoubleHelix Mythical Carbine (237.74% Dmg / 121 Dura) Startbid = 1000 G - until 29.06.2019 10:29:59 pm CEST - pick up: N6 +++NEW AUCTION+++ Legendary Int-Hide Boots (x22.658 Int - 0/27 Upgrades)(you can reach x53,246int, way lesser gold than mythical , doesnt require mythos) Startbid: 25,000 G minimum bid step: 1,000 G - 5min slow-mode- until 29.06.2019 10:29:59 pm CEST - pick up: J12 +++NEW AUCTION+++ Bel´s Bear-Pair (wild lvl 91 female & male - NOT neutered) Startbid = 1 G - until 29.06.2019 10:29:59 pm CEST - pick up: M4
  25. Hi team, I feel the current distribution and presentation of resources leaves a lot to be desired. I think the desire was to encourage players to travel and settle the world, but I think some of the design decisions work against that. I think it would be beneficial to players, the developers and the game if players were more evenly distributed across the 225 server nodes. This post addresses my thoughts on that. --- * Resources seem more or less randomly allocated to models, resulting in bilberries that look like strawberries, thatch that looks like jute, silver that looks like iron, "stone" nodes that are actually pure metal, and two identical plants on the same piece of beach giving different resources. Unless we're playing in a greek legend where the gods are actively screwing with the mortals, it's unrealistic and terribly frustrating. Smashing everything at random in the hope that one of these things is going to be the resource you need, is Not Fun. Wasting player time doesn't enhance the game. * I have one (1) Ruby node on my island. Seriously? * Top-tier resources can be acquired in safe places. Distance and time, not risk and effort, are the "challenge". Sailing for hours and hours isn't very fun. People have lives and want to be doing fun stuff, not sitting for hours, glued to the screen watching for SotD and cyclones that literally spawn too close for you to evade. * Little motivation to live outside Temperate regions except absurdly contrived ones like "horses won't breed in tropical regions", and substantial demotivations (notably, absurd weather). * Island settlement costs seem to be related to the size of the island, not the resources. Frankly, a large island is far less interesting to me than an island with good resources. There are 100+ point islands out there with no pure metal nodes so we're not going to get any settlers to make it worth claiming. Yet an island with two metals, a sap, two gems and a crystal, only costs 15 or 35 points. * Too few low-cost islands. At least on PVE, most companies are small groups. My company is well-known and well-respected. We've tried to get others to join but 90% of the time the response is, "I'm grouped with a few friends I've been playing with for years and we like it that way." That's the reality of the game, at least on PVE. --- The theme of most/all of these suggestions is "Removing obstacles to players spending most of their time in any given region." (vs the current situation of a main base in Temperate and harvesting or breeding bases scattered around the place) Suggestions: * Re-map resources so we know what we're looking at. * Put the resources you want to be rare on the powerstone islands! * Deepen the wharves at Freeports! Why the heck would anyone build a trading port in dangeous shallows? * Move the commoddities trader to the wharf! Why on earth would any trader squirrel themself half a mile from the wharf, up a twisty-windy stair? * Tame down the mob strength on powerstone islands! Seriously, a cyclops or fire elemental will one-shot most tames and are almost impossible to kill. If you get screamed at by a gorgon, you're stunned for so long that you and your tame will be killed long before the stun expires. Also, the stun mechanic is such that everyone in your group will probably get stunned and everyone and all the tames will get killed before the stun expires. Challenging is fun. Insta-death isn't. * Balance the powerstone islands. Some PS islands have very few mobs, yet others (L3 comes to mind) seem to have 3x spawn quantity. Why? How does this enhance the game? If the PS islands were all more-or-less the same in terms of spawns & resources, there would be less encouragement for players to cluster close to certain islands. * Inject some reality into the weather. My island in E10 gets to 61C at least twice a day. Eggs congeal at 65C! Extreme weather events should be challenging rarities, not life-threatening hourly events. Temperate regions are pleasant to live in. I can run around in fur pants and boots most of the time, which is great. All the other biomes seem to flip-flop between life-threatening heat and life-threatening cold. Even wearing Legendary cloth on E10 I get heat-stroke. Why? How does this make the game more fun? * Remove the contrived mechanics like locking breeding to certain regions, or being unable to grow potatos on polar wood. Again, let's remove obstacles to people settling the entire map. * Base island upkeep costs on the resources available. * Redistribute resources such that players can get 4 or 5 types of everything within 5 or 6 zone sail. * Ensure there are multiple resource spawn places on any given island. (So that no one can fence in the only patch of XXX nodes on the island) * Balance ship cargo weights (at least on PVE) in line with the actual consumption. A galleon should be able to carry a lot more than it does. * Turn on resource respawn suppression for Lawless. How does forcing people to build stilt-houses enhance the game? * Review mob spawning and resources. Perfect example is the polar regions. They have horrid weather, few resources, tough mobs and a high respawn rate. Why would I want to settle there? I don't. I have a harvesting base only and the server sits with 0 players for most of the day. I'm sure there are other ideas but my brain is fried now.
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