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  1. I'm split on this. I tried to ride a horse, and it was a bad nightmare, felt weird and just didn't get used to it. This 8yr old jumped on and started doing jumps and whatever else... thought to myself... after my experience that's just insanely adept. In atlas, jumping on an elephant and harvesting trees etc, an attack bear, riding a tiger /wolf... I am torn because as much as I'd like to say it's a game, that one would have to have a certain level of proficiency. I think the riding skill is fairly valid. The bonuses and perks you get with the utility of animals would be a bit OP, if you could do this by default. Same with captaining. - tried to sail a yacht, and if you dont know what you're doing, that's pretty hard to do............. I guess it's all to do with splitting skills amongst the company. If everyone could do everything then it devalues everyone. We have a small company and every role : ship builder, weapons builder, animal tamer, structure builder, chef... they're all valued roles, and gives people an identity.
  2. What is the OP on about? I have not noticed a difference in firearms. What OP said about pistols only doing 35 dmg to a wolf is not true, I know that. I have wolves all over my island, I shoot them regularly with a pistol to the body for 70 ish damage with a common pistol. Headshots do 135 ish.
  3. The wolf attacked me in a flat spot is noway the item can fell out, this is the second time happen to me.
  4. I got attacked by a wolf after I die I went back the blue light was there but I couldn't find my body try all I could to get my items back not a chance, and this happen 3 times so far.
  5. I'm still getting 400+ damage on a headshot with a green carbine? 150-160 on a body shot. You should be able to obliterate a lvl 1 squishy wolf with a carbine.
  6. They cut the damage of guns in half in the last patch and upped their armor penetration. making them utter trash for PVE content. I can only assume you don't actually use guns. because 35 damage for a pistol is unfreaking acceptable with that long reload time, and no skills to up its damage, it can't even one shot a level 1 wolf! There is no heavy hitting what the hell are you talking about? bows get skills that can up their damage by 60%! they hit three times as hard as guns when fully skilled, when with guns there is not a single fucking skill that ups their damage. the reload time for guns does not = it's damage, plain and simple. they either cut the reload time or up it's damage, no other options. bows right now are king, and this is a fucking pirate game not the stone age. There is a reason guns supplanted bows fucking centuries ago. because bows are trash compared to guns, but in this game it's opposite day and guns are trash bows are gods, especially with broken ass fire arrows.
  7. Yeah the bag should be left behind. If the blue light is still present that means one of two things, the body is still there, or the bag is in it's place. If you died to a wolf that means it will have eaten your body, so the bag should be there. If it's not there in the spot of the blue light it's possible it fell through the world, but i've not heard that happening for a long time.
  8. Got a journeyman quality power stone treasure map. Wonder, how hard would that be for a solo?, the map leads to a shore so no deep venturing into suicide squad o alpha everything, however still propably would need to clear surroundings for a fight. Also could beat a journeyman quality map solo... + that is maybe boosted in difficulty from being power stone dunno?, can do fine maps just "fine" (lol), however, not doing them bcs of walls of SoDs everywhere and the fact that fine maps usualy are located in those easy warm climates where 60-100 ppl live and cause massive 200+ ping lag. So, how much harder journeyman maps are than fine maps? Headshot deals 130 dmg to a wolf rom our bow and we also have all 60% dmg bonus to AotD from piracy tree, heashot to a boss undead with that mace deals 72 dmg from that bow and 202 from flintlock.
  9. Hey guys, wanted to post a list I created from testing all the currently tamable creatures in Atlas, in regards to their ability to breed or not. Tier Creature Can Breed 1 Chicken Yes 1 Monkey Yes 1 Parrot Yes 1 Rabbit Yes 1 Sheep Yes 2 Bear Yes 2 Bull Yes 2 Cow Yes 2 Crow Yes 2 Horse Yes 2 Ostrich Yes 2 Pig Yes 2 Seagull Yes 2 Vulture Yes 2 Wolf Yes 2 Penguin Yes 3 Elephant Yes 3 Giraffe Yes 3 Lion Yes 3 Rhino Yes 3 Tiger Yes Some more info: If you see an Island Icon above the animal you are trying to Mate, it means the current Temp is too hot for them to continue to breed. Like wise an Iceberg Icon means it is too cold for them to mate. Moreover, If you see either of these icons on a baby(at any stage) it means the current temp is to hot, or cold for them to be raised in, resulting in the baby taking damage until the temp is corrected or they die. Most creatures can mate in most tropic/temperate zones, but if the creature cannot it will display a message in orange letting you know "Undesirable biome for mating!" There is no reason to take 'Breeding tier 3' atm, since no tier 3 Creature can be raised(unless you want 'Advanced Nature's Touch', which requires 'Breeding Tier 3'). I will update temps and biomes when I conduct further tests. Last thing to mention... I breed about 100 cows and all I ever got was Male bulls. The same was true for the 45 horses I breed. I did not see a single female. What is more, I did not see a single mutation. I did see a hand full of twins and one set of triplets, again all male. I really hope they Enable mutations as that is a huge driving factor into wanting to breed and furthering the trading that could be had for sought after stats/colors. Let me know if you saw a mutation or got a female baby! EDITED to reflect 1.5
  10. I don't have a video of it, but I never died close to 100 times. Of the 3 times I attempted pre-wipe the most attempts it took (which was on the last time I did it) was 7 times. If you can get to the cave entrance then it's pretty easy going inside the cave. In fact the second time I did it I did actually run to the cave, get in, make my way to the FoY, spammed 'E', got the rejuvination, then got hit by a bat and I ran back out. Ran past a wolf on the beach as I jumped into the water and swam away. Easy peasy.
  11. On our island we got normal landspawns but noticed more birds too. Also Wolf spawn seems to be the rarest thing ever except for polar Region.
  12. Never had some problems with. But lost a lot of tames while crossing the servers. Had some missing wolf, bear, horse and a bunch of chicken and parrots. Since I check after raising the anchor, if every pet is "normal" on the deck and not hovering around or stuck in, I have no more problems. And NEVER cross the border with pets on the shoulder. With a chance more than 40% u will lose them (% are my personal opinion).
  13. This explains that you clearly spend more time on forum complaining rather than playing the game. You can't farm on our island with an elephant, thats how ridiculous the amount of predators is there. And yes, it sounds simple for you that lions take 1 shot and cobras take 2 shots to die but guns need to be reloaded and even if you carry multiple, 4-5 predators attacking at the same time will kill you no matter what. Play the game, travel to different biomes and islands and see the difference. I've seen 1 wolf and 1 lion on 6 different islands in tropical regions. So the spawn is lower there.
  14. Lol I was thinking more like Aesop's Fable-the boy who cried wolf to be honest. My kitchen is clean. I've made some beignets for the-either celebratory patch or the eat away my sorrows. Now just the waiting game. Should know within the hour if its a success or not...I think.
  15. It is wrong to wait. Don't trust crying-wolf syndrome.
  16. I don’t believe you. I think you’re crying wolf again.
  17. patch notes Please note these Patchnotes are not Real , This Patchnotes are Ideas It Will not be in the next patch but IF You Like IT Give me an UPVOTE Share The Thread and Dont be Toxic And English ist NOOOOT my native language V25 - Maybe Sometime? Community Patch V25.2 (Fixed a lot of Text Errors , Added some Pictures ) -New Feature 1.Crew Manager -Renamed the "Tame Group" Button to "Crew Manager" Crew Manager checks now the area around you for animals, crewmember and useable Object and bring it to a list where you can give orders, set behavior or mounting/dissmounting Cannons/Sails by simple clicks. No more frustating whistle´s and missclicks and wrong orders to Animals or Crew. 2.SkillBook Intoducing the new Skillbook. We add on every skill tree now unique powerfull Skill´s but know you have to choose between 3 skills(actives or passive Skills) gives you special Abilitys for this skill tree. Now you can choose strong bonus for your playstyle. In the end of every skilltree u can unlock 1 Ultimate Passive Skill give u a "Master" of this skill tree. Mastering of a Skilltree will removed the minigame from Tools or Weapon. Animals have now a small skill tree (Active Skills for the Right Attack Slot or passive Bonuses. Attack slots explained in "Combat Redesign") with his own unique skills where u can choose the Playstyle for your Animal. You can Unlock the Skills by Leveling your Pet up. If you Tamed a Higher Level Animals some skills are already Unlocked. Example Wolfs Active Skill Unlock ... [Howl] Give a Buff for 30 sec give a 5% more Dmg . Every Wolf in an area around join the Howl and Stacks the Buff to an max stack of 20% Cooldown 2 Min Bear [ Berserk ] Your Bear are in an Bloodlust for 10 Sec. The Single Target Bite gives now a chance of an Bleeding effect. Cooldown 2 min The Skills you Chose will block the Right Attack Slots you have to chose your Playstyle. -Moved a lot of "Dmg Buff or Heal Buffs from the Beastmaster Tree (i.e. Natural Touch) to the Animal Skill Trees as Unlockable Skills Add new Skilltree link<<<<<<<<<<<<<<<<<<<<< It´s not ready :,( 3.Simple "E" System We removed the Stupid blue weel of Disorientation and added a "Simple E" system Now every Cannon or Structure or useable Object have a simple Funktion and the "Inventory Option" If u go to the Ladder and press E you Climp up or Jump from the ladder. If u want mount a Cannon Press E and so on. Now if u want some changes on your Object like Renaming, Gear your Crew you have to Hold "E" and u see the "E" Icon fills up now its opening an Inventory with diverses options and stats from that Object Here the Simple "Hold E" Inventory for your Tames 4.Respawn Rework -We reworked the Bedspawn system for some balance and join/immersions Improvements. Now every spawn on a Bed gives you a cooldown from 60 sec , the cooldown starting after u click the spawn Button u will be locked to that spawn and u have to wait 60 Sec befor you spawn at this Bed. But the Character will already set in the Location but is invisible and can´t move . In the 60 Sec you wait all the Structures and Object will be loaded in the Spawnloactions. No more popping in of Structures/Objects on respawn and don´t breaks the immersion anymore ... yeay If u get killed in PVP or use the Fast Travel to quick adds more Time for the Cooldown. Aaaand Sorry one more balance change we made. Fast Travel works only on the Grid you are. 5.New Render Engine System -New Render Priority In this Order Terrain, Structures and Ships, Animals, Players. Hopefully fixing the Animal falling through Bug 6.Render Improvement -Far low Level of Detail of Structures like and Shipyard or Gate are Simple Cubes and Ships with low colors and its little bit blurry. If u get in medium Range u get more level Details and if u get closer the "normal" LOD is shown. No more empty space on the horizon and close instant spawn of strucures! You can see on Top of the Mountain far Ships sailing by but not much Details only a silhouette. We hope to keep up the Immersion without Hard performance lose and u can see that Player Structures are build on an Island or not. -HUD Optimisations 1.Removed the dump Information Window when aiming an any NPC/Structure in the middle of the Screen and moved to the left Bottom as an static window. This window give you now all Important Information if you Aiming on an Object but don´t block your vision anymore. -Removed the Mortar Ammo Icon from the Ammo overview from Ships. -Ammo Overview will now shown in the Information Window -Added Health bar from the ship in the Information Window when you on the Steering Wheel -Removed the Weapon Percentage Numbers from all Weapons and gives them Hard Numbers. i.e. Sword "Damage 30". Tools keep the Effetiveness Stats. -Added a Buff Button in the Inventory near the Character Stats that shown what Buff and the Information from that Buff/Debuff. Only the Buff icons will be shown on the Bottom right in the Normal View -Healthbars from Planks only shown if you have the Repair hammer equiped -Added The Buff you get from a small animal in the Information Window(Need a Skill Unlock in Beastmaster "I know all Animals" -Added The Food Animals love (for Taming) in the Information Window (need a Skill in Beastmaster) -Removed the "Last slot for Food on Tames" and added a Food slot near the Information Window (its only will shown up if you Skill in Taming) -Added The Typ of Ressource u can harvest from Objects you aiming on in the Information Window ( in the Past it was "H") Needs a Skill to unlock in Survival Tree ( Knowlege of Ressources) -Removed the Hitmarker. If you Hit a Target the healthbar shown above the Animal/Player/Ship and shows how much Health he have left for a small time (4 Sec) (Ships Healthbar is the ammount of Health every Plank and Shipdeck have.) -Removed the Steam Name and Player on a Server from Steam integration and Join Notifications because everyone don´t like get Tracked, and the server don´t get killed by some Tracking Bots. We added the Bounty System on can set Bounty on Player Pathfinder Names/Companys -The Pathfinder Name is now YOUR Name not 123 or ???. And Your Steam Friends are not more 123 ... no more 30 friends in Steam called 123 -Change the Meele Damage percent % in Inventory to an Hard Number ( Meele Damage : 50 . Now its easyer to see how much Damage an Animal or NPC can deal. -Redesined the Crosshair´s for Range Weapons Bow have now High orientaition lines with dot´s in mid Pistols have an small white Crosshair Thounderbuster have a Cirlce Carabines a small Dot -Stats and Blueprint Redesing -Added New Stats "Damage Reduction" Armor Gives you now an Damage Reduction shown in your Character Inventory.Every Point in Fortitude gives you also a small percent Damage Reduction (Hard Caped to 30% only boostable with shields and Shield Skills) -Changed the Stats Stamina to an "Percent Stats" Easyer to Understand what is much Stamina or what is Less Stamina. Example ... Tamed a Bear with 115% Stamina or Tamed a Bear with 1234 Stamina? -Added a new Stats "Splash" Splash shown on Ammunition or AOE Attacks from Animals skills an give you an Information feedback what the Cannonball deal Splash damage or not [I.E. Medium Cannonball 50% Splash, Larg Cannonball 0% Splash] -Stats Bonus you gain from Gear or Buffs shown as an Green Number (Health:140 +10) onside the Stats (RPG Like, simple and easy to understand) -We removed the Stupid 0.001 Stats or Cooldowns Numbers the lowest number is now 1. And opimized the Stats on Gear, Animals and NPC´s. No one want to spent a 0.001 statsboost. -Removed the Common Blueprints from Tools and moved to the Survival Skilltree (Advanced Tools" Higher Tools Blueprints needs a Skill to Craft and use. Blueprints have now more constant Bonuses (+Inteligenc boost) Common (100%-115%(+max 10% Int Bonus) Fine (115%-135%) Journeyman (135%-165) Masterwork(165-200%) Legendary(200%-300%) Myhtic (300%-400%) - New Structure -Organ ( because i love the movie scene in Pirates of the Caribbean where Davy Jones playing Music on the Ship) (placeable only on Brigs,Galleons or Foundation get the Same Buffs but longer Duration because i only want to play this Instrument ;)) ) -Medium Wood Wall (Size fits to the medium Gate) -Medium Stone Wall (size is it fits to the medium Gate) -Larg Stone Wall (size is its fits to the Large Gate) -Advanced Stone Wall ->New "Ultimative" Stone Wall with more Metal Decorations thats looks more like a deffence Wall now.It Needs Gold bar (New rare Alloy Gold Bar, the ressources you need are on Golden Age Ruins and the Ultimate Skill from the Consturcion Tree have to unlocked) (The Cost of the Walls are the same if you place the 1x1 wall´s but have more Health) -Stalls!!! -small Stalls (3x4 Foundation)(can hold 10 Tames ) Only Tier 1 -Medium Stalls (6x8 Foundation) can hold 25 Tames) Only Tier 1 and Tier 2 -Larg Stalls (8x12 Foundation) can hold 50 Tames) All Tiers You can Accsess the Stalls Inventory and there is a List with the Animals Stored in them. When you click on an animal it will be spawned in the Stalls , a Gate will open and the animals waiting there for his owner. If you want to store an animal you have to open the Gate, ride the animal in an now you can Store it in the Stalls) Watch out an Elephant will never fit in the small Stalls -Cannon Tower (Company Unlock) -Castle (Company Unlock) -Reservoir Storage ( in the past Ressource Box, Can only placed on Foundations) -Tavern Now you can Store your NPC´ Crews but you give them Some Grog and Steak to stay in your little Clubhouse but the Goldcost are less as fuck now Small Tavern can Hold up 15 NPCs (Foundation Size 3x4) Medium Tavern Hold 40 NPCs (5x5) Large Tavern hold 150 Npcs (6x8) -Breeding Nest (small Tier 1, Medium Tier 2 , Larg Tier 3 ) We love breeding and growing up your little fluffy war pets but we chose an other way for breeding. -Removed the Biom condition of heat and cold for breeding. Now you have to build up a Breeding nest. But That your Animal realy feels like in their natural Bioms u need to fill the nest with Fibers and Thatch from the Biome where you have tamed the Animal. We reduced the breeding time to 3hour Realtime . But your Pet have to sit 12 Hours in the Nest befor the Baby animal get born. (Now Breeding is more Manageable -Cargo Dock for Ships We love the Idea of Transporting Ships, but a big empty ship with one Ressource box feels sad. Cargo Docks fill up the lower Deck from the Ships and used the same function from the Ship ressource Box before it. (Ressource Box will now slight nerved) Now u must choose between a Battle Ship with gunports or a Transport Ship. Cargo Docks will reduce the Wight of the Ressources their carry Schooner Small Cargo Dock 15 Item Slots (max Stack per Slot 10.000) Brig Medium Cargo Slot 35 Item Slots ( Max Stack per Slot 25.000) Galleon Larg Cargo Slot 75 Item Slots (Max Stack per Slot 65.000) -Animal Dock For Ships The Animal Dock´s consum the Lower Deck and comes with a Ramp for Loading in and Loading Out your Animals because we don´t allow Animals on the Topdeck anymore they are glitching to much around. On the Ships now u can Store Animals to snap point on the Ships Schooner "Small Animal Dock" Can hold [3x Tier 1] Animals or [1x Tier 2] Brigantine "Medium Animal Dock" Can hold [6x Tier 1] Animals or [3x Tier 2] or [1x Tier 3] Galleon "Larg Animal Dock" Can hold [9x Tier 1] Animals [6x Tier 2], or [3x Tier 3 Animals] -Company Archievmend Unlock´s -We removed the Sea Claims and bring a new Claim System into the Game. -Now Every Company Start with 1 Company Flag (can placed from the Company Window) for claiming a part of the Island. We increase the Size of the Circle for give some more place to build. If ur Company grows up u gain one more Company Flag . to an Max count to 50 Flags. (every 5 Players joins the Company u archieved one more unlock.) 5 Players 1 Flag 10 Players 2 Flag to an hard cap of 50 Flags/500Player) But we chose the attacking claim system whats aktuall is in the Game but you have Maintain the Company Flags If u Attack an enemy Base place a Flag(5 min Cooldown for the Attack Flag) in the Company Flag Circle the Claiming attack starts and works like the actual claim system. More Flags u have so faster is the enemy claim. So Big Companys have more space to build but loose it faster and need an active Playerbase for maintain all the Flags. Small Companys can deffend their Territory longer and have an easyer way for Maintain their Baseflag. (If you Not Maintain a Flag...Your Claim circle turns grey and your Structures will get damage over Time... so unused/Inactive island will be cleard up and give some place for new players) We added more Unlocks to the Company achievement system for give small Boosts on smaller Tribes and make the managment of an Great Tribe easyer. Players: 5 = 1 Flag 10 = 1 Flag Buffs every Player in own Territory ( Increase Health Regen. Decreased Vitamin Cost. decreased the Overwight movement penetration ) 15 =1 Flag 20 =1 Flag Unlock Taxiation Bank 25 =1 Flag ( every 5 Player one more Flag i dont counting up anymore ) 40 = Crew Cost less gold p/h in own Territory 60 = Unlock Lighthouses ( Give Buff on Anchored Ships they dont recive "Sea Dmg over Time" anymore around the Lighthouse and removed in a certain Radius the Fog of War on the Map 80 = Give Accsess to 5x Big Premade Towers with 3 Cannons Snap points (needs a 5x5 Foundation) but will Cost a lot of Stone Metall Wood and Gold Bars 100 = Give Accsess to an Big Premade Castle Give with (Needs an 20x20 Foundation) So much cost but gives your big Company a good Base deffences Structure (We make a lot of Designs we loved in the Castle so u can pick up from 3 Different Types of a Castle with his own Design) Maybe we change some achievements or give other Buffs for balance. - Redesign Golden Age Ruins We Redesign Every Gold Ruins Island to make them Funny to play and need some planing for engage them. -You choose your challenge! We removed the unused Decorations Buildings from the Island and put them together to 3 Big Castles/Caves. The Dragon Hort In north of the Island The Fountain Caves in the West of the Islands and the Powerstone Hall on East On Every Middle of the Island 1 Outside Alpha Boss will apear and every Player can engage them. But watch out, if more Player attack that Boss... Health and Damage Reduction(Hard capped to 50%) will increase. Every Dungeon are guarded by 2 Cyclops on the entrance and in the inside awaits you one Boss you have to kill to get their loooots!!!. You can´t kite these Bosses, their are in a Bossroom like in a RPG Doungen. If you Kill the Cyclops the Gate will open but their are no Tames allowed in the Dungeon. The Dungeons should be an Player VS Boss experience. (Want an Tame VS Boss? Alphas or the outside Boss is the best way for you ) From the Dragon in the Dragon Hort you have the chance to get an "EGG" you have to breed it and give´s you the Dragon for 6 Hours In the Fountain Caves a Big Gorgon awaits you for getting the Buff of Youth (like its actual in the Game) And the Powerstone Hall a Big Rock Elementar/or Fire Elementar waiting to crush you. You get the Powerstone from them. -Dinos will attack taming Structures if their are trapped -Soldiers of the Damnd are now more Trashmoob style easy to kill but a lot of them ouround the Island and in the Doungen -We Removed all "normal" high level Animals from that island and only Keep mytic creatures on the islands) -The outside NPCs have an Maxlevel from 60 now(except the Guardian Cyclops and Alpha Boss). The Inside NPCs in the Doungen have a Maxlevel to 100 now , Bosses have Level 150 -Every Boss give also a chance to drop a Mytic Blueprint -Bosses have and respawn cooldown from 6 Hours -Bosses Have an fight time like the Kraken then he goes in an enrage mode. - Creatures Redesign -Birds now fly more in the air but they have to land after a period of time "to eat or recover stamina" -Removed the Knockback and Add a "small Stun" Only Cyclops and Bosses have a small Knockback -Rihno charge Knockback removed and add a Broken Bones Debuff -Resized all Animals to smaller Natural size -Tier 3 Animals crushes Trees and Bushes and small Stones (no more Tree or Stone blocking) -Alpha keep the Actual size and the small cloud? flame? dont know what that is effect is -replaced with an Ghostship like Mytical Glow -Only one Alpha per island (Only Predators ) and 6 Hours Cooldown . If you hunt them you can loot Blueprint´s and a high ammount of Meat and Hide If you Kill the Alpha a cruel cry whisper through the Island and u get an Buff for 1 Hour that all Predators now flee from you ... har har now is our time to strike back -Creatures have now an on stand rotation . With A and D on the Keyboard these prevents the unatural movement from animals. -Fixed the Lions charge sounds and the all time charging you. -Reduced the aggro range from Predators to an more natural way. Their are more "Neutral" in medium Range but if you come to close they start Attacking you -Animals you had attacked and they can´t reach you, will now flee away -Fixed the Hitboxes and Collisions Box from every Creature -NPC´s will now pushed a little bit away from you. No more Bodyblock from the NPC´s -Crewmember can equip the Repair Hammer to give the ability to repair your ship. -Crewmember equiped with Meele weapons going in a Guard Mode with an good looking idle animation (like the British Guards from the Queen ^^ ) If an enemy Player comes in the aggro range from the NPCs the will start fighting. if the Enemy Player Flee´s or Die the Guard goes back to his guarding position. - New Combat system Simplify the combat system For Meele and Tames Every Meele weapon comes with 2 Basic attacks, with the unlock of the weapon (Fast attack low Dmg on left Mouse and a little more harder attack on right mouse but little bit higher refrese time) (You can change later in the Skilltrees the Attacks on Right mouse with different attacks or Buffs or combo attacks) -Short Meele Weapon Redesign Overview Blackjack [None Leathal path in the Meele Skilltree] Low DMG High Torpedy Knuckels[None Leathal path in the Meele Skilltree ,its a better Blackjack] Low DMG High Torpedy chance to Break Bones for Slowing your Target Daggers Fast but Low Single Target DMG With some helpfull Buffs (Poision Let the Target fall asleep Dual Wield or Throwing) Swords Medium Single Target Dmg but slower than Daggers and with a chance for Bleeding effects, or you can chose parry with your sword for a high cost of Stamina but can´t encounter an attack or combine your sword with a Shield (Shield will reduce the Movemnt Speed but give Damage Reduction and some usefull new skills) Mace Slow Single Target but high Dmg or Low AOE Dmg No parry possible Shatter The Ground and stun and Enemy for a short Time -Shields give you now a higher Aggro against NPC´s and Bosses -Shield can now cover Up from cost of Stamina with Damage Reductions -Shields gives you a movement penality New Weapon Daggers Unlock the Daggers for Fast single Target attacks Later in the Skill Tree u can choose between the Skills Poision or Throwing the Daggers or Dual Wield Throwing the Daggers Cost one Dagger Poision your Dagger and get a chance to poision your Target like Cobras but cost the right click attack. You have to activate the buff and Cost 1 Poision Glass (Crafted in Mortar and needed : Poision from toxic Animals and a bottle) Dual Wield will remove the Right Click Attack -Removed the throwing knifes skill and moved to the Dagger Skilltree -We Removed meele auto aim. -Meeleattacks are now faster but with small refreshing times Big buffs or strong skills have an cooldown. The Right click attack can be changed in the Skilltree after you unlocked them like the Skillbook. Now u can chose your playstyle with the Weapon u carry. More Like AOE Attacks? chose an AOE attack Or more Single Target with an chance for a effect like Bleeding? chose one. Or an speacial ability? Parriere with the Sword on cost of Stamina? no Problem Unlock the Skill and Drag it to the slot. -Reduce the Zoom in with the Carabine by 30 Percent and added a small swing -You can hold your breath on right click with a Carabine for a steady aim in cost of air and stamina -New Carabine Ultimate Attachment. U can attach a Spyglass with high zoom on your Carabine with an crosshair but cost the Right Click hold Breath and the Reloading time is increased - Discovery Additions If u Discover a new Island and get the Discovery now all different Ressource Types u can get from this Island whil shown on the Top Right of the Atlas map if u hovering over the Island. -Quality of Life and Game Improvements -Added fall damage for animals and fixing the speed reset by dismount in middle of the air -Animal spawnrate reduce by 60% and add a respawn cooldown. Nothing is more annoying clear the beach from animals run back to get Stuff or Crew, come back and the animals are respawnd again. -Sub Biom Animal spawning. Animals spawns now in their own Sub Biomes on the Island I.e. Turtels and Seaguals are more on the Beach, Elephants or Bears are more in the middle of an Island (I.E. Croc´s are more Rare on the Beach but in the Middle island their can be more) -Sharks are now more in the Open Sea and not in front of your anchored Ship None Spawn Areas for animals. Mountains and Structures have an small No spawn Area for Animals. Bey bey Dumbo Elephant trapped on a Cliff :,,( -Adding a Leaver to every Boat to raise and lower Anchor´s -The Emergency Ladder have now a better trigger box and will shown up (in that Blue build a Structur Design) -Removed collision on dead Bodys but u cant pick up dead bodys anymore -Hitbox are fixed no more clipping in structures -Ressource Box can only placed on Ships an can only Stack items to 5000max and don´t reduce the weight.(see Cargo Dock on Ships) -Ghostships will now come out of the Water (like in Movies) and Spawns only at Night -Reduced the Amount of Ghostships on a Grid to 5 per Night in random variations (High low Medium Typs) The Medium and Large Ghostships now have Larg Cannons( Sorry for the Hit and Run Players.... we want that you fight agains the Ships ) -Removed Ghostship Loot Crew Gold cost Ghostship Crew are so Happy that you saved them and dont want gold for 24h... after a Day they realy want some gold for Buying a cool hook -Rework of "Rename the Company". Now the Leader had to pick up a "Letter of the Company" Item from your Company Flag and travel to a Freeport. Now you can give the letter to the [ Librarian of Goverment NPC] and you can choose a new Name. The Name change after 12 Hours. The Letter of the Company have a spoil time to prevent "Player Parking with an Letter in front of the NPC" ((or maybe only a 12h Waiting time? )) -On Ship Building Redesign. Hell yea we love the Freedome of a Free building Warship With fucking lots of Cannons. But we have to balance this. ;X -Increas the Weight of Structures -Gunports reduce the Wight of snapped Cannons all time now not only opend. -Increase the weight of Cannons yea this is the real way. (now Top Deck Cannons are heavy as shit) Now u must choose wisely... A Big Tanky Ship with a lots of Topdeck Cannons but slow as Shit or a "Normal Ship" that moves much faster. Add: If we get 100 Upvotes, i will make Pictures from the Ideas . Writing down all that notes consumed a lot of weekend time. if you agree with that Post and share it in the internet i will start making some Pictures. Because Pictures are more understandable Make an Upvote here If you want that the Dev Team notice that Post Love and Kisses a Player want a cool and Great Pirate Game with lots of Content
  18. Make them all have their actual RL size instead of having e.g. a giant wolf. No weigth reduction at all, but just increased carrying capacity for elephants and rhinos. Also remove scales from the rhino. Normal tusks for elphants. Make metal harvestng with rhino better than with pickaxe.
  19. I don't know where the best place to have discussions for this to explain what I feel is the best way to keep as many players as possible happy. I will use my stream as a faster way to talk to people as I write this massive suggestion thread. I am going to cover what I feel are the current problems of this game as well as what I feel could be done better. I will constantly be updating it. Currently the "hot topic" is claims which I will talk about the directions the game could take and what I feel would be best. I also will talk about things I feel are just poorly designed. Claims: Currently the PvE is in a lawless vs claim flag state. They have pros and cons I will talk about each system and how I believe it will play out. Current System: This system was good on paper but in execution is awful. Some people could not get land, some could not hold it, some people have more land then they should. The solution they came up was switch to lawless. This idea is terrible in my opinion. The amount of griefing that will take place will make the game unplayable. I have seen galleys with gates under them in lawless. I have heard of people that box in tames while people are farming. I've seen resources walled off. It's just going to be terrible. One person could literally grief a whole tribe. If you stop your boat somewhere for the night you could wake up with a box around it. The argument is the box will decay the solution to griefing it would be to repair the box then. If somebody doesn't like you they just wall your base in. It's so many possible kinds of grief you would need to watch out for the game would just be unplayable. (look at official on Ark) -->Idea Make a PvE server for lawless and for claimable (by server I mean NA-PvE-Lawless and a NA-PvE-Claims). Everybody wins... Kinda. I personally don't like the idea of lawless but some people want it so let them have it. // 3/14 update Claims per person: The idea of limiting the amount of claims a person can have has come up but it opens to a type of grief some of the bigger tribes used to kick out smaller ones. They would claim around them then make a box preventing the person from using their claim. The point was to they make you not want to be around the island and you quit or leave then they get your land. It was dirty and I would prefer people don't have to deal with this. It's why I lean towards 1 company in control of 1 island. --> Solution: The announcement on the last captains log was that they are going to use the PvP system of 1 flag per island. The size of the island your tribe can claim is based on the size of your tribe. (Bigger tribe = bigger islands) This made some people angry. I believe with no changes to how the flags work this would be a huge headache. With balance changes I think this is going to be the system that defines Atlas as a game. The problems I have seen are- -Anybody can build anywhere --> The island owner's job is to keep it clean. When the changes to the claim flag came out a lot of people came to F11 and built taming pens all over the place without us knowing. Some of them are still there undemolishable. The lawless griefing will happen if the owner can't say who can and can't build on the island. If somebody allowed to build on the island decides to grief their neighbor then the owner needs the ability to fix it. (Basically the owner is an unpaid GM for the game it's a kind of civil service for this dying game). Some people hate the idea of taxes. -Taxes // 3/14 update- So if we claim the land and it has metal on it and we notice that other people keep taking the metal on our claim our solution is put a wall up and keep others out so we can get the metal on our land. The tax bank is to deter people from keeping others out of their resources because they are losing out on potential resources. // (Note I frown on walling people out types of behavior) --> This is a touchy subject for a lot of people. People don't want to pay taxes to their overlords. When the tax bank first came out you could set it to whatever and it would not effect the person harvesting. So 10% taxes would make 110% item the harvester got 100% and the bank would make 10%, at 30% it would make 130% item and give the bank 30% while giving the harvester 100%. I guess they fixed it at some point. This is an MMO and should be played with a bunch of people so lets turn this problem into a solution that makes the game better. The way I would do this is going to get mathematical but all in all I feel it will make the game better. --> Lets make the "Tax rate" not change what happens when people harvest on the island it just makes the bonus and they get 100% of what they farm. So the "mega" tribe goes and puts their "Claim tickets" into their bank so they can claim an island. Each claim ticket is worth .5% tax. So an island that takes 20 tickets will have a tax base of 10%. Another tribe approaches them and would like to build their base on this island but they are not big enough to have actually taken the island (tax tribe). The mega tribe is like no problem they set it so the tax tribe can build. The tax tribe then can put their claim tickets into the tax bank (they have to put at least 1 in). Lets say they put in 10 tickets the bonus for the mega on everybody that harvests on the island goes up to 15%. This is the mutualism. This is the meat that is going to make this beautiful for everybody. So far it helps the tax tribe a little and the mega quite a bit. The tax tribe gets to put down a resource chest on land that can be flagged as the "Primary chest" this chest will get what they give to the mega. So that tribe that put 10 tickets in gets a 5% bonus from what the mega farms on the island. They help each other out. So the mega can get a tax rate of something super high lets raise the cap to like 50% (That is 100 people living on the island) The tax tribe max 25% (Don't want 2 megas to just share a huge island and abuse the farm bonus). Perks for all. -Random boats --> Logging in and there's a random boat parked in our harbor just blocking everything has got to be one of the most annoying things ever. This is a big advantage can come from a tribe that claims the island. A safe spot for people to anchor is something that is important in the game but people being able to anchor anywhere is also a problem cause you can grief with it. I think the lighthouse should be the solution. I people should not be allowed to anchor on a claimed island except around where a lighthouse is placed. I think the lighthouse should act as a parking meter though charging an increasing gold per hour. So lets say you are just parking for the night would be 50 gold. The time would increase it though so the longer you are there the more it becomes. So if you leave it there for 3 nights it's 500 gold in total. If you leave it there for a week it's 5k. This might seem steep but leaving your boat in somebodies area is rude IMO. This would create a problem for people trying to do maps. So I believe you should be able to anchor anywhere for a 2 hour window. After that time your ship would just unachor. The mechanic of the time flex would be based off of if you unanchor in an area it then takes that long for it to come off cooldown. This prevents you from just going out and coming back in real quick to reset cooldowns. So if you park for 8 hours at a lighthouse in 8 hours it will be back to 0 total. -Instanced islands The instanced island does 2 things. Basically it's the single player mode for the game. Trying to have a regular computer run this game without a server would be nuts because of the optimization issues. So to fix that people could have their own little island (it would actually be a medium island) with all the biomes and whatever they could just hermit to and build whatever crazy stuff they want with access to all the plants and tames and whatever. The only thing you wouldn't have would be boats the reason is because you would have a bed to teleport you to and from the island because it would be more like a solo/creative area for the game. The tutorial island is not intended to have any bearing on the outside world. Some people state they just want an area to build and don't want to play with others this is the area that they can do that on. This also will free up some land. This area would also replace the tutorial zone (freeport). I really like the freeport but it makes the game too easy IMO. (500k fiber/hour solo) etc. What I would want them to do would be change the freeport so only the NPC town part is not buildable then lawless area for the rest of the island. The lawless area would give the generic resources and have the damage decay of 100% damage over 3 days so people didn't use it as a primary base location. People learn to play on the personal island then adventure out of the freeport to lawless and build their first boat. This is what the lawless zones original intentions were so now people launch from freeports. (new players atleast) This will make it so the grids that are currently marked as lawless will become obsolete. So they can make them claimable. This leads to a huge amount of claimable islands. The idea is to make it so theirs more land than needed. I personally want the land to be held by your desire to log on and farm to keep the bank filled. -Finding claimable land //Changed 3/16 If the island is not claimed its name will be Blue if it is Claimed with no space it will be red, if it is claimed but has spots you can on build it will be yellow. What does spots you can build on mean? I tossed the idea around in my head about if I could change the game how would I limit where people can build. I talked to Winter Thorne and he mentioned putting an app in to the lighthouse. This set off a lightbulb. So a Mega tribe comes in and claims the island but wants tenants. As the tribe that controls the island the owner can drop a flag. They can go up to the flag and set a number on it this number determines how many tickets it will cost. They can also write in a note that says this is the rules for living on the island. This new flag now shows up on the map and basically says ROOM FOR RENT! Which will clean up spam and stuff on the forum. You can also put a note on it that describes resources around it how to get to them etc. So a player/tribe that is looking for an area because they don't want the responsibility of owning an island can go there and be like yes or no. If they want it they can click the flag and hit they are interested. This will put a message in the owner tribe's chat that says "Player is interested in area X/Y" the flag on the island symbol will also change color for the tribe. They come over talk to the person if needed and then they transfer the flag to them. This will transfer ownership of the land in the flag to the tenant. The owner tribe can no longer build in that area. The buildings they had in that area decay and delete in 4 days. So the tenant has complete control over that area. This fixes the i'm afraid the land owner will come delete my stuff. A new problem could arise that the tenant is toxic or stops playing or whatever. The tribe owner from the owner tribe can come over and remove the flag. If that happens it will go into a demo mode and 4 days later the land will go back to the island owner and deletes anything there (so they can't do it to steal it). This gives the tenant tribe time to get their stuff out. An exploit could be to wall off the flag so the owner can't click it. This is fixed by just needing the owner to drop another flag in the circle of the tenant flag, instead of dropping a new flag it just deletes the current one. The land also can't be claimed while the tenant's stuff is still there. Another rule for flags will be no overlap. This makes it so people get some space when they get space. Some people might not like the idea of having people put claim tickets into the flag. This does 2 things it would do synergy with that tax bonus idea and it also prevents a solo player from having a base on every single island. Which if the land owner doesn't mind they can set the flag to a different setting. Freebuild! which basically turns the area into lawless with no decay. //Added 3/16 --Reworked island resources A possible problem with a tribe claiming a whole island is the big tribes take all the small islands and the smaller tribes have nothing. I personally would not like this because this means I now have to maintain more tames and banks and then sail all over the place. I do see how it could be used by bigger tribes as a way to have the spread of resources needed for the blueprints controlled inside the tribe. I posted this in another thread but I believe the resources should be changed the higher the tier of island. The biggest islands should have 4-5 different wood/thatch/fiber/metal/stone/flint they should also have gems/crystal/honey/sap/salt/coal and they should be able to grow any crop and breed any animal. This will make the bigger islands way more lucrative than a bunch of little islands. Looking at high end progression I want to have the resource spread for blueprints and the best tames possible. This might seem extreme I see why people would be afraid of the big tribes taking smaller islands. If there's a small, a medium, and a large island with the same exact resources and next grid over is a little island that has a resource I can't get in the current grid then I am going to be using 2 islands anyway so it becomes an efficiency especially if I already have tickets put into another island somewhere else and now it becomes 2 smalls with the resources I need vs another medium/large that offers the same as a small. Another thing this would fix is that small tropical paradise with the waterfalls in the multiple tiers (B6/7 has one I think) could have a really neat base on it. It also has massive amounts of oil on it so I could see it being claimed just for the use of the like 20+ oil spawns it has (Like 200-500 a node). This could be turned into a favoritism for megas which I could see being argued either way. The way I look at it is that big island the mega has will be even nicer for the tenants to have with a resource spread. By having the tenant tribes put tickets in for the claims they have on these bigger islands that have more resources you are also going to free up more space for solo/smaller tribes that want to do their own thing. The people congregating will also help strengthen the community (it's an MMO). The complaint could be taxes which I strongly recommend you turn into a bonus not a tax. The only problem I could see would be people congregating on certain grids and then nobody in most of the map. However it will free up a ton of land doing that which will make a lot of space for growth. """ I copy pasted this from what I would do as a designer for changes to tames As a designer I would scrap how animals are at this point. Currently this game is turning into an Ark expansion. I would decide to stop living in Ark's shadow. Currently I've done all PvE material so my day consists of riding around on a level 70 bear with elephants behind me harvesting X resource with hopes of actually needing blue print weapons to complete the next PvE tier. Currently riding is basically a requirement for things to do effectively either everything else needs to be brought up or beastmastery needs to be brought down. I would change the tree to crew. It would allow you to get animals but the animals would have something they bring to the table and not be rideable. The shoulder mount thing would be fine but cruising around on (current meta tame) is basically Ark. So I now have a blank slate and need to make it so I can get tames. I would want it to be a low chance from mate boosted animals when you harvest their bodies or a high chance from an alpha. Could also put a vendor in the game that sells the babies. So now my players have a baby X. This whole temperature thing currently is silly and the way to fix it going to require a lot of resources from my company (grapeshot) so the cost would be too great to keep this. The concept is cool but the creation and implementation creates a poor user interaction with it so I would scrap it. The concept of feeding animals something special is a good one so I could fill up a bear with honey and it would mature faster or just use berries cause they are easy but longer time until they are grown. So now I have a way for players to get tames so I now need to make them useful. This would be the bottom tiers of the crew tree. Different animals would have a function that fall into combat or utility. For this I would think of how I envision an amazing creature of the type. Bear- Combat- Taunt enemies around the player acting as a tank. Chicken- Utility- When on wander produces eggs Cow- Utility- Produces milk (more on wander) Bull- Utility- when on wander fertilizes nearby crops Crow- Shoulder- When you die acts as a bed. Razortooth- Combat- nerfs alphas. Shieldhorn- Combat- Produces a shield that deflects projectiles. (Currently elementals have little counter play) Elephant- Utility- When on wander collects wood. Giant Pig- Utility- When on wander finds buried items. Giraffe- Utility- When on wander gathers thatch. Horse- Utility- Rideable, pulls carriage and cargo which helps tranports large amounts of people or heavy amounts of resources great distances (we need something that makes unloading a galley not horrible) Lion- Combat- grabs smaller creatures. Monkey- Shoulder- barehanded becomes climbing picks at a much higher stam use rate. Ostrich- Utility- Harvests seeds when on wander. Parrot- Shoulder- Makes musical instruments easier to play and buffs the buff radius. Penguin- shoulder- fortitude buff. Rabbit- Shoulder- When on shoulder provides a movement speed. Rhino- Utility- When on wander gathers stone. Seagull- Shoulder- When on shoulder reduces/removes fog debuff Sheep- Utility- When on wander gathers fiber Tiger- Combat- reduces movement speed of enemies. Vulture- Utility- When on shoulder decreases vitamin depletion. Wolf- Combat- has a howl that increases damage. Turtle- Make tameable- Shoulder- Increase swimspeed, decreases oxygen use, and reduces deep diving debuff. Rattlesnake- Utility- When on wander produces venom, venom is used for anti-venom which reduces torpidity. So now that I have all these super cool animals I need to transport them and the current bug is they fall off (scavenging tames in the ocean is super lucrative I know a guy that got a Razortooth) I would make it so boats have a animal attachment that is basically a cage and when you send the animal to it the animal gets turned into more of an item that is placed inside the cage instead of being on the boat (no more lost at sea tames yay). We now need somewhere to put all these wandering tames. I would make it so tames on wander don't leave your territory. I would also make it so you can apply a filter on the map to see where certain tames are. Now for the meaty part of the new tree. I would make it so NPC's you get from SotD have a type of suffix like Bob. Bob would be a builder. You would need points in crew to hire Bob and then you can put him on a smithy. If you have skills in construction you would be able to make things like stone at a reduced cost. The points in crew would only be to get Bob, the points in construction would make it so you can get the discounted building from Bob. This would make Bob your righthand man when it comes to construction of things. You would still need the recipe to make it though. So getting NPC's and keeping them alive would have benefits beyond "I need guys on my sails" which you would want to keep around because sailor NPC's would make your sails better. This would lead into reworks of the other skill trees, I would make farming capable of making the large crop plots grow fiber,thatch, and wood that the NPC's can harvest at a drastically reduced rate. The rate they harvest can be modified by giving them higher end tools. Artillery tree would also get access to alchemists that can be put on a mortar and pestle that will make it so you can stack unlimited resources inside it and queue up organic paste for more than 220 at a time... it would also make it faster to give the QoL that is missing from the chemistry station. I could keep talking about how I would change it but the TL:DR is make animals more companion rather than a requirement but still have meaning. Make NPC's more than a parasite when you arn't sailing. As a designer I would change a lot of things but for creatures this is what I would do. """ End copy paste for tames changes (Some of that is out dated but you get the idea) So lets take the changes for the game so far you get land and have tames and make the NPCs do work you could build a city have traders and basically you build a functioning city that other players come in and interact with. (Which would be so cool imo) Here is where stuff gets crazy though. this goes under new content. --Player Cities In PvE Getting Invaded-- // 3/14 Updated and added more So you have a city that is making money. This would attract pirates in the real world and I believe it would attract them in the game too. (It would in PVP) so they decide to come loot and plunder. This is where it gets rough to program (GOOD LUCK GRAPESHOT!) Only the highest tier islands would be targeted to have this though. The tax bank can only be dropped at a predetermined location and the tax bank determines where the city can be built. Once you have put enough resources into the tax banks. An NPC pirate invasion would trigger. The tax bank would get an item that you can place that starts a 30 minute countdown. The pirate boats would come and start a big invasion. You would have to fight your way from the town center towards the pirate boat then board it to fight and kill the captain. The Pirate faction would send waves at your beacon and try to bombard it. This would also make it so PvE players could use things like puckles, swivels, and my favorite MORTARS! If the pirate faction kills the beacon you lose, the bank loses everything in it and taxes can't be collected for a few days. Killing the captain will win the event for the players. When you win everybody gets discovery points and maybe a special type of vendor for the city. (Like a crew vendor that sells crew? ) This would build on my idea that the player cities should actually become the centers for trade instead of freeports. This would also play into another idea I have. -New pirate faction The PvPers will attack and sink your stuff to steal it but in PvE we don't have things like that.You just run from SotD and kinda afk for an hour to go do maps. We use a speed schooner or brig with no cannons. Lets change this. With the addition of NPC wrecks I want to see something else. An NPC pirate that has an aggro range based on the amount of resources you are carrying. It will be a fast boat that attacks with cannons and bar shot. (Which is what happens in PvP) The NPC pirates will come onto your boat and try to kill your guys. You could sink their boat and get some gold/ammo/resources/guns/BP's/Maps? I would make it so in order to get masterwork/legendary maps you can only get them from high end pirate ships instead of I want to do maps lets see how lucky I am running around on this bear. --Int as a stat I went full int once... It was awful. I try things just to get a feel for what they do. I want the best items I can get for my crew. Somebody else bit the bullet and went super high int so we can get that extra 5% bonus. The idea that somebody gets to just craft is stupid in my opinion. I think this stat could be removed from players and baked into NPC's that can craft (Bob the builder). The level of the NPC would determine his rolls on the stuff he makes. This would make it so you want to get your NPC's leveled up as high as possible. Also with crafting I would have the station interact with the bank/resource chest so I don't need to move thousands of pounds of materials around to try and make things. (New content will now go here) ~Lotus //Update Log 3/14 Clarity on instanced island. + Claims per person + Tax bank | Responded to Awakatanka + Winter Thorne + Daemon Cross + trqfreak350 + Eldred 3/16 I talked to Winter Thorne in another thread and came up with ideas. Finding land + Reworked islands idea.
  20. This is why I believe that if the ability to fight by riding a Bear is not removed, they must increase the fighting ability of Wolves, Tigers, and Lions. They must have Health and Melee much more inline with the ability of the Bear. Special abilities of each should be: Bear - Pulls cannons Lion - pulls riders off their mount Tigers - Slash to slow movement Wolf gets pack buff if up to two other wolves are following. All three get a buff. Pretty much what we have, but their total strength needs to be much more balanced. Remove Greek Fire from the swivel cannon. Create a new cannon that cannot be mounted on carts, to be used for fire. Do not allow NPCs to mount cart cannons.
  21. First time: I was climbing a little rock, as soon as I reached the top of it and got the blue line letting me jump to stable ground. Thats when my screen went black and I got the message (you are dead). When I got to choose where to respawn it showed me a area I had'nt been to (O13 I was in L10). After I respawned at the base, my body was gone and so was my items I hade carried. So I decided to teleport to another sector where It wanted me to respawn to (L14, we have a ship there.) Second time: As soon as I pressed teleport to L14 and started loading, It just gave me the message (you are dead) again! and I only see the respawn map again showing me out on the ocean at L10. Tried to respawn to O14 again. And this time it worked. But! Got killed (this time by my own stupidity to run in the arms of a hydra and wolfes). But when I tried to respawn back to another location (M12) this time it told me a 2nd time that I was killed "again"? by a wolf! However it showes my death X at L10! So a quick recap. 1, Died! Lost everything I was carrying. 2, died while respawning. 3, Respawned, died. 4, Died again while respawning. Added two pic showing where I got killed while trying to spawn. 1st. Spawn to O14 2nd. Sawn to M12
  22. First off let me say I Love Atlas and can see the potential the game has . I play NA PvE personal preference of a RL friend I play with we are a 2 man company .At the initial land rush we had a bad time of finding a place to live ended up in lawless for a bit finally being tired of the pillar spam and loosing gear to some undesirables leading aggressive animals into us waiting till we died then looting all our gear we set out again .Still ended up in lawless but with better neighbors then foundations killed resources i set out alone and decided to go where no one else was Tundra died hundreds of deaths to exposure and wolf pack death machines before i got a hold on our claim .I now have more land then i can really use .I have invited other players to settle there as well as alliances set low tax rates(10%) offered the space for free no rent or upfront cost even offered to recruit to my company ect..ect ..No one took me up on it they wanted their own land.For those reasons and serveral others the Settlement system wont work on PvE. Now i see a trend on the forum posts seems to be the same few people responding to posts i'm sure I will see them respond to this as well .I don't have a ton of posts(cant type for shit lol) but i do come here to read them everyday .So why not use Polls to vote on claim system changes i havent seen any or am i missing them .Would give a voice to the player base that just dont like posting on forums not everyone will like the proposed changes but better idea of where we are all at . Server rule sets need to branch further from each other then the you can kill and destroy each other on PvP and you cannot on PvE formula .I have seen some comments that we are working towards this which is a good direction and at the same time you stated you wished to make more of the end game accessable to your solo players /small companies but we are going to lock new content behind kraken kill and then plan remove alliance system from PvE . The wipe announcement should have come at a later date. Out of the less then 4k in game numbers id say only 5% -10% of that number is official servers and im estimating high .I myself havent played just log in feed my tames and crew then back out wouldnt even do that if me and other guy in company hadn't decides we are gunna load the ships and go full bore into one of the golden age ruins .Everyone plays on private no worry bout wipe there for the mean time .
  23. I have a ship with a full-time crew of 11. 9 on guns 2 on sail. As you level your ship you can drive the crew payment way down. There are also a few skills to drive down crew payments. I currently pay under 3 gold per day (24H) each. Currently killing a few Sotd will cover that. So, yes you can keep a full time crew cheaper than buying new crew, but you may need to grind your ship killing Sotd for an hour or two to get to that rate. The ship can completely support the crew with maybe 30 minutes a day hunting. Just set a resource box below and put your looted gold in it. You must also feed them. Drop a lauder below deck and stock it with just about anything. Crew on a unleveled ship will require somewhere around 1 gold every 2 hours. By the second day you could have that down to 1 gold every 9 hours. I have yet to lose a crew in any way other than the bug where they sometimes fly off to space when unseating them. Above you see someone lost a crew to a wolf. That I'm guessing that is because he was parked very close to shore and on a small boat.
  24. use a bear, wolf, lion instead. works all the time.
  25. tested with a wolf, you can bola it but was not able to get the "feed" to pop up.
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