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  1. Bear: War mount, have it's own unique armor, be ride-able, be a HARD tame to get, but be a beast of a tame. A big brute that strikes fear into your enemies. Also, Gathers honey! Chicken: When on wander, makes eggs Cow: Not rideable, When on wander, produces milk Bull: Not rideable, A cart mule, protects any cows when on wander, if they get attacked. make him tankier. Crow: Messenger, can attach notes or bps and send them to players or desired areas. Razortooth: Make it a temporary tame, which can only be used on Golden Age Ruins Islands, and not transportable on a boat. Has a roar that gives an attack damage buff when performed. Shieldhorn: Make it a temporary tame, which can only be used on Golden Age Ruins Islands, and not transportable on a boat. Give it a powerful heal, and make its head like a very strong, natural shield, possibly. Elephant: Allow it to dig for water, makes huge water spouts, and add a special saddle which allows War weaponry to be attached, Cannons, catapults, something. Giant Pig: War mount possible, have it's own unique armor, cmon.. you wanna ride a pig into battle as much as I do! Has a charge ability that gores and bleeds. Better shovel, collects worms, and locates and collects veggies a lot better. (Like how they use pigs to search for truffles) Giraffe: Not rideable, Make it a natural ladder possibly? Horse: Can pull carts, have its own unique armor Lion: Not rideable, They are war beasts, non-rideable, But can pin, grab, or possibly even maim (slow) players when struck) on a CD, of course Monkey: Natural lock pick, or pickpocket Ostrich: Rideable, Natural speed mount, maybe give their kick a big torpor hit, one or 2hKOing players, on a CD Parrot: Music buff, makes music easier to play and amplifies the buff Penguin: Natural insulation, I guess Rabbit: Naturally breeds on wander, has tons of babies, which require no care, providing you with fresh stock of meat, daily. Rhino: Natural war mount, Rideable, give it its own unique armor, can be used as a battering ram. damages stone, even. Seagull: These things need a new sound, otherwise they should be shot and killed lolz most annoying sound in the game. Tiger: Has a gash, slows and bleeds players or creatures. Not rideable Sheep: Natural insulation, otherwise, fine. Vulture: Meh Wolf: Rideable, with it's own unique armor, Has a howl that increases attack damage and attack speed. Turtle: A TURTLE MADE IT TO THE WATER!!!! But anyway, make it tameable, and carryable, make it look like a backpack on your back, and maybe provide armor?? or more weight?? Would be perty cute too Point is, not everything in the game should be ride-able. Please don't turn this into another Ark game. This is a pirate game. Encourage more player pvp, and ship pvp, not creature pvp, but when someone does bring out a bear, or rhino or something, people should be like, OH CRAP! and focus resources to kill it. Make there be tactics in this game. Skill based, so on, so forth. Make NPCs be able to gather on wander for you, work a smithy for you, cook for you, guard a base for you, and so on. Kind of like Conan did. But you have to train them in the areas you want them to work, pay them, with gold, food, OR housing, and so on so forth. The better you treat them, the more or better product they yield. Not just a leech when not sailing. I agree with a statement above, make there be cages or something you can build on a ship to turn animals into an item, it's a nice cosmetic, and it prevents them from falling off, and you having to get em out of the ocean.
  2. I know what you mean, but rly, how long will you need to build ~20 or 30 or 50 pillars? or floors? Ok, you cant spam rly big islands in a short time, but small islands you can. And then think about it will be doing from a "bigger" group of players they do it together. We all know the internet. Rly it is not a hate thread or devs your a stupid, but it looks like...easy to f..the people after the new start. P.S. I was since start at k10, this islands are so "easy" rare lions against you..and a bit rattle snakes. 1 Wolf every 1 hour? i walk naked around the full map since days without any dmg, because all animals friendly.
  3. I agree 100%, that sort of content I can get behind. Quick, easy and adds a lot more variety without breaking the game. I'd love to tame a polar bear or get a dire wolf but instead I have to kill the Kraken to get a sub so I can tame a Crab or get another type of resource because 5 - 6 wasn't enough.
  4. Addressing problems, yes. Whining about every aspect no. Reporting bugs, yes. Crying that a galleon turn radius is slower than a Briggs, no. See the difference? Glitches and issues are one thing. Whining about every aspect that should be reasonably expected ( like the biggest boat in the game having a huge turn radius should be expected). Stupid non issues like this take away from real addressable issues with an early release. Just reminder about the story of the boy who cried wolf....
  5. Introduce AI Colonial Imperialists. Lore: The Imperialists seek to expand their empire and eradicate the lawless influence of pirates by colonizing the known world. Among all foes existent, the Kraken, beasts of legend and the cursed Damned, none are as persistent and methodical in their approach to quelling the pirate scourge. BLUF: Diverse sea combat options. New PvE land combat gameplay. New Mini-bosses. New Boss Event - Fleets In-game mechanics already exist. Imperialists on Land: Optional applications: 1. Consistent: Imperial land activity is continual, the struggle ensues all day every day. 2. Event Based "Colonizing Rush": Imperial land activity occurs on a rotating cycle. 1 week on three weeks off. Imperial land gains are persistent post event. Operate on similar mechanics as aggressive tames. *agro created by player structures; Will seek out and destroy structures on islands, prioritizing structures around high value items, eg. Ships boxes, storage boxes, work benches etc.. *uses systematic vs. random destruction. Imperialist crew WILL NOT insta-destroy player bases. Attacks will do damage proportionate to number, level, and crew type. Imperialists will establish outposts that contest player claims. A sphere of influence (like an expanding claim flag boundary and decay timer), will expand at a pace proportionate to the outpost level. The rate of contestation is proportionate to Outpost level. Sphere of influence will disappear upon outpost destruction* Imperialists outpost placement ignores player claim flags and "foundation spamming". Outpost placement location can be either random or driven by where an Imperialist ship "makes contact" with an island. Outpost will always be established on coasts or the next usable terrain space that isn't cliffs or unpassable. *Outposts will produce more Imperialist Crew at random levels until completely destroyed (like wild animal spawns); Imperialist outposts will gradually increase in level and will change in appearance. Capped limit of Imperialist outposts per island, relative to base level. Size/strength defensibility caps out at “x” level; Destruction of Imperialist bases produces material/loot. Loot can only be received when base is totally destroyed. *prevents farming exploit; Imperialist crew specializations: - Crew: Cloth armor, armed with sabre, bows or pistols. Made up of mostly Imperial citizens who either volunteered or were gang pressed into service. Quick to follow orders but quicker to turn coats when not kept in check by Imperial elites. Crews Imperial ships *can be hired after defeating a ship. - Musketeer: Cloth Armor, armed with blunderbuss. Rank and file soldier for land occupation. - Marine: Hide Armor, armed with carbine. Elite soldier of the Imperials. Posted on ships and to land for protection of Imperial assets. - Crusader: Plate Armor, armed with heavy weapons. An Imperial fanatic driven by a tragic backstory who has dedicated their lives to the utter destruction of pirates; an endeavor they pursue with religious fervor. Imperialist crew will capture player tames set to passive. *Allows for recapturing of tames once outpost is destroyed; Imperialist crew do not attack wild animals unless attacked. Wild aggressive animals will attack Imperialists (tigers etc..); Imperialist crew will roam. Imperialists set to Aggressive – High attack range; Imperials form and act like a “pack (wolf)” When an imperialists finds a structure it will “call” for help from the outpost. Imperialist “Alpha” Character: Governor – Mini boss present at each outpost that levels in conjunction with outpost level and heals with every player kill. *Governor does not leave the outpost. Imperialist crew ignore shipyards. (Prevents destruction of player ships in construction. Structures built on shipyards will be attacked i.e. work bench/storage box); Imperialists at Sea Boss Event - Imperial Fleets: On a recurring cycle Imperial Fleets will take to the seas to purge all pirate activity. Fleets will consist of multiple ships at varying levels and configurations. Fleet levels overall will vary, allowing potential for soloing a "lvl 1" fleet. Defeating Fleets will add to clan rankings and leaderboards and unlock accolades & titles. Imperialists can be engaged at sea, Imperialist crew is claimable only at sea. (Similar to SoD). *different model/skin required to differentiate. Imperialist ships have three interaction options: 1. Destroyed though ship vs ship combat. Enables salvaging of wreckage; 2. Claimed by boarding and defeating a ship’s crew and captain *Ship’s captain is a mini boss (similar to treasure hunting boss). Allows player to keep the ship in the condition it is rendered by combat. Claiming ships produces greater loot rewards than destroying and salvaging or capturing. *Makes use of Pirate skill “what’s yours is mine”. 3. Captured and scuttled (produces "ships flag item", by defeating the crew and Captain. *Claiming or sinking a ship prevents “capturing of the ships flag" (used for daily missions). *Makes use of Pirate skill “what’s yours is mine”. Imperialist ship and crew levels are random and have proportionate stats; Imperialists ignore moored ships unless attacked. Imperialist ships will prioritize disabling vs destruction. Imperialist will capture a player ship when all crew and player is killed. *player can die and respawn on the ship to continue the defense. Imperialist’s ships are drawn to and contest sea area claims. Sea claims could increase the likelihood that an Imperialist finds its way to an island; Imperialist ship path based on wind direction and agro; Imperialist Hunting is added as daily mission or free play task: Mission: Destroy “x” Imperialists; Mission Capture and turn in Imperialist ship Flags at free port. Depending on mission difficulty, can provides unique rewards / rare materials as a reward. Mission reward suggestions: Unlocks new ship hull types for construction; Free Play task. Turn in “x” flags to unlock custom skins for: ships, ship parts and flags; Free Play Task: Destroy “x” Imperialist outposts to unlock building part skins. Pros: Enables diverse ship vs ship combat. *Gives the player a choice. Disabling vs destruction (use of ammo types); Enables PvE land combat gameplay, (other than vs wild animals). Imperialists will “clean up” unused / inactive structures and claims and challenge active claims. Encourages active player engagement in claim management and concentration of effort. Companies who hold large claim areas require proportionate effort to hold them. New players will have a chance to claim territory that has been purged by Imperialists. SoD role remains unchanged (sea based aggressors); Enables PvE use of existing in game defense equipment; Promotes use of Player tames/crew for defense purposes. Players will need to strategize and consider how to actively protect their bases and tames when offline, and, ships while sailing. Cons: Solo new players, while having a greater chance to establish themselves will be susceptible to Imperialist attacks. Requires strategic thinking for base placement. (Life is more than a box). Large structure counts increase likelihood of Imperialist attack; No PvE Offline Raid Protection
  6. As I’m sure most of us realize, probably the most important factor in a game like this is staying power. It must have depth and feel continuously rewarding to play or else eventually people will burn out and leave. To shore-up these elements of the game I believe it will be critically important to focus on fleshing out each individual Skill Tree with variety, careful thought, and a level of nuance that rewards dedicated effort over simple dabbling. In light of that, I’d like to present some ideas for the ongoing Development of the Beastmastery Skill Tree. No question, what we currently have certainly covers all the initial bases, it creates (mostly) sensible progression tiers, it provides some extra perks in particular areas, and its Skill Point costs are pretty well balanced. I like to think the return is adequate for the investment. That said, there is much room for growth and improvement. Here are my thoughts are on how to make Beastmastery rewarding and fun for long-term players who are willing to invest the time and effort. I. Multiple capture and restraining aids to help with the domestication of various types of animals. Lassos, Muzzles, Corrals, Bird Cages, Cage Carts, and On-Ship and Off-Ship holding pens for transporting wilds would all help to make the process more interesting and improve our range of capabilities, which in turn makes the role of Beastmaster more robust and worthwhile. II. Rare colors for each of the creatures to add cosmetic value to certain entities spawned through the RNG system. III. Creature Variants that only appear in certain biomes or under certain conditions (such as when the RNG system rolls a max-level for example). These variants could essentially be “copies” of the original, but with a different visual appearance, some stats tweaks, and maybe some new mechanics if you’re feeling generous. An example might be a Polar Variant of the Lion: Snow Leopard, which has a massively reduced aggro radius and a pounce attack, or a Max Lvl Variant of the Chicken: Mallard, which lays Eggs that provide a different Vitamin type, etc… IV. Creature Variants and Traits that can only be acquired through multi-generational breeding. My suggestion would be an A, B, C, D, E, allele system tied to each creature. The RNG system will roll a random letter for each creature it spawns, and you can breed those with certain letters in certain positions to bring out new traits, possibly sub-species, rare cosmetic patterns or colors, or a stat boost. Basically, you would want to line-up five matching letters to bring out a hidden trait in that species, five A’s might bring out a hidden color, five C’s might bring out a new color pattern, five E’s might bring out an entirely new sub-species, the only way to find out is to do it. And the best part is that Grapeshot can dynamically add new alleles to isolated populations or to the species globally as the game continues to develop. You could also add a Skill Tree that allows you to see what alleles are present up to a point, for example, Tier 1 lets you see one letter, Tier 2 lets you see three, and Tier 3 let’s you see five. If you really wanted to make in interesting, you could even add a sixth invisible allele that can never be seen, but if matched with the other five brings out the rarest and most powerful traits of that creature. Like a horse being born as a Unicorn or something… Basically this system would make Breeding a more fascinating undertaking that requires careful planning, time investment, and deduction to take to its ultimate limit. Being able to breed wolves into Wolf Hounds, or horses into Clydesdales, each with different statistics and abilities would add so much interest and staying power to this aspect of the game. V. Cross-Breeding between compatible Max Lvl specimens. Example Max Lvl Tiger/Lion to produce a Liger. This would be an extremely high Tier Beastmastery skill that would produce superior off-spring that are more difficult to raise to maturity. VI. Various expensive perks that reward you for heavily investing in Beastmastery such as Primogeniture: the ability for offspring to rarely inherent a leveled stat rather than a base stat, or Thoroughbreds, which allows you to raise offspring with a certain number of level-ups immediately available rather than having to be gained through experience, or perhaps Dominion, which allows you to temporarily tame a wild creature instantly, Wild Whisper, which causes predators to ignore you unless you provoke them, etc… There are a hundred things you could do. VII. Breeding Overhaul: I think everyone will agree that considering all that’s happened over the development of both Ark and Atlas and all the feedback you’ve gotten from us players it’s time for some serious adjustments here. It’s simply not right to have a system in place within a video game that requires well-meaning people to dedicate unhealthy amounts of time or make changes to their real-life schedules to accommodate it. It’s supposed to fun, we shouldn’t be losing sleep over it, or losing jobs, or getting divorces just because we care enough about your game to actually dedicate the time you’re asking of us. Wildcard and Grapeshot bear part of the responsibility for every negative outcome that has resulted from this system, and I think it deserves some serious consideration. My suggestions are sweeping, but simple; allow mother animals to nurse their young and provide for all of their needs without exception for the duration of their maturation time. In exchange, the mother receives a debuff that weakens it and prevents it from being ridden until the baby is matured or until it is manually brought out of “nursing mode” via radial menu (which also returns the baby into player care). There is a cooldown to enter nursing mode, and to leave it also requires a short wind-up. Imprinting takes place over the first two hours of the baby’s life, maximum. There is no reason to ask any player to dedicate more time than that. These changes would make breeding accessible to everyone, and it would completely eliminate any requirements for unhealthy dedication of time. Those are my main thoughts on Breeding and Taming for now, I may come back with more later. Let me know what you all think, and if you have any ideas for potential Variants, colors, patterns, or Sub-Species, please share!
  7. At first make up your mind, do you want tier 3 animals to be able to breed or downright shut the skill off and make it clear. Also i would like to see a structure or just the possibility to assign NPC crewmember to animal or the said structure. And for a wage and food they would milk your cows, collect your chicken eggs and trim your sheep. Bear - At the moment its the only usefull animal in terms of combat, more hp, more stamina and the ability to breed makes it better then the tier 3 offensive tames. Make it either less combat focused or less gatherer focused because the duality of the creature only supports it's number one status. You could introduce two strains of the bear, a normal one for harvesting and a polar/cave version focused on combat. Chicken - Fine at it is, as some others suggested a structure for keeping them safe with easy acces to eggs. Cow - Fine Bull - I would like to see the ability from Pig to move into bull. Making him produce feces fast or producing more potent kind of fertilizer. Crow - Fine Razortooth - Should be APEX among the carnivore tames, I would like to see the stats buffed while making it harder to tame. His ability should only reduce damage output of enemies as it is not beneficial for the Razortooth to make his dinner run like mad away from him. Shieldhorn - Same as Razortooth. Buff stats and increase taming dificulity. Also make him able to harvest atleast some kind of food. Elephant - Fine Giant Pig - Replace the pooping ability with diging as a shovel. Giraffe - Focus more on thatch gathering, in a recent patch you went the right way but still not enough in my opinion to make it superior to elephant. Horse - Reduce speed below Ostrich (or increase Ostrich speed). Horses should be working animals, pulling around cargos and mounted canons. Lion - Needs something to make a clear difference between tiger and lion. Considering the Lion's actual ability i would like to add Prowl/Pounce mechanizm to it, where if you Prowl you reduce the aggro range on you and if you Pounce you travel short distance grabing your prey. Monkey - Fine Ostrich - Should be faster then horse but carry less weight and cause less damage then horse. Make it a perfect scout animal. Parrot - Fine Penguin - No idea if this work already or not, but the buff from Penguin should be AoE so it can act as an AC. Rabbit - Fine Rhino - Should be able to harvest metal even from stones as you can with a pickaxe, even if it is a miniscule ammount. Seagull - Rather then oxygen/swim buff i'd like to see a weather warnings as some suggested making different noises according to upcoming weather. Sheep - You should harvest fiber instead of leather from these as different kinds of fiber are harder to come by. Tiger - As with Lion, Tiger also needs somethings to shine in. And if Lion should be the stealthy, surprise predator with Tiger I imagine more straight forward aproach. Make his bleeding DoT more potent and give him the Razortooth ability that works only on wild animals. Either as a roar or as a part of the Bleeding mechanism (activates the panic-run once the dot is applied to a creature with 30% hp or less). Vulture - Execution. You should be able to throw off your Vulture on a low HP enemy to instantly execute it, or make the Vulture to chase the wounded target with increased speed and damage. Wolfv - The heat buff is great but I would rather see the pack mechanism from Ark or the ability of tamed Wolf to "summon" other wolves by its howl to aid in combat. The Howl ability should have a longer internal cooldown and the summoned wolves could run off to wilds or just despawn after a certain period of time. _____________________________________________________________________________________________________________________________________________________________________ I would also like to see some variations of these: Giant Gorila - Large primate, able to be riden, mediocore fighter (bull-like stats) who works as a climbing pick. There is whole lots of moutain peaks that are extremly hard to climb up to, this could be a solution. Bee Hives - As in Ark I would like to tame/construct my own Bee Hive to increase farming output and harvest my own honey. Aquatic Animal - I cant understood how come there is not yet a way to tame a Shark or atleast a Dolphin. Might be my personal feeling, but I would love to swim around my company boats on a mighty sea beast, taking care of those pesky minions like Mantas and Jellies as well as having a tool to quickly descend to depths and a way of protecting myself in the abyss. Poisonus animals - It would be nice if spiders, scorpions or snakes were droping "Toxin" that would later be refined and made into tranquil arrows. Not that I would like that passive kind of taming like in ARK where you keep the creature on drugs while stuffing berries in its A-hole but it would be nice if we had a way to tranquilize an animal and then drag it (provided you have the weight capacity) to a safer location. To make it harder to obtain you could make Cobra snakes tamable and harvest the toxin from those like you would milk a cow.
  8. I tamed all the lower mounts this weekend, here what i found out. - pig : hits for 10, quite slow, even when running. If you run its out of sramina after a few meters - horse : hits for 10, good HP and weight, obviously no combat mount, nice speed and jumping. Can keep running for a long time - ostricht : hits for 19, low HP and weight. Faster than the horse, higher jump also, very agile. Perfect scout mount and not thst bad as combat mount - wolf : hits for 22, not very fast and runs out of stamina very fast. Can jump a little. Super low weight and HP. Not recommandable. - bull : hits for 22, good speed, close to horse and can keep the speed for a while without stamina problems, low HP, good weight. A good overall mount. Can jump, but not high. - bear : absolute overpowered pet. Hits for 35, triple hp of all others, OP weight. Cant jump. Speed in run mode is good, and the bear can keep it for a while without stamina problems Dependent on availability on your island, bear is the first choice without question. Second is the ostrich, as scout perfect. If you have no Ostrich take the bull. Horse is ok if you dont want to fight with it, for pure scouting of pulling a cart with a cannon. But to be honest the only pet you ever need is a bear, a bear and another... bear.
  9. You gotta a lot to unpack here with all these amazing suggestions from the community, so I'll keep my list short. Basically I'm all in favor for weight upgrades to carry animals like the bull and such and buffs for the more aggresive creatures. Bears. Keep bears as they are now, they've become very important and pivotal for the economy of every company. That means time and effort invested in those creatures. Nerfing them will only get you a wave of disconfort. Maybe some minor adjustments inherit from new features like a better invetory system or something like that. You can Balance bears without nerfing their stats. Check Lions/Tigers. Crows. I would reserve something related to TAROT for these creatures. Vultures. It saddens me to see vultures are so useless right now, I remember how useful and cool they were in ark. I'm thinking maybe you couldrestraint the way they behave right now, similar to how you were able to modify the Ichthyornis behavior and add some sort of buff when collecting prime meat, mutton or such or maybe add a resistance bonus to elements or a buff for food consumption. You guys mentioned something about modifying how vitamins will work in the future maybe vultures can make reaching certain food status like vitamin balance or well fed or any future status you got stored for us. Wolves. Man I get it you need a lower tier animal that newbs can kill with pikes and stuff like that but you gotta understand that people love wolves, it's harder to kill a turtle than it is to kill a wolf you know...something needs to be done here. Maybe add a "wild dog" new creature that fits the role and give wolves the role they deserve. Everyone is talking about a pack buff and I'm sure there are 20 good suggestions for that. So that would be my idea reskin wolves make then thinner or something like that and call it something else and then give true wolves something better to do. This is a perspective issue. People love them, is a thing. I bet no one would say anything about their hps or fighting proficencies if it was called a fox. Lions/Giant Crabs. YES Lions and Crabs because they share an issue even though Crabs are not a thing right now, you can't use them in PVE. How are you gonna introduce Crabs to PVE when currently the ability to grab things is prohibited. The Lions ability to grab creatures is not active in pve atm, so we gonna have another SUPERCOOL but usless creature to pve? Lions should be able to use their Grab ability and so should Crabs. I don't know how hard it is to add a simple FLAG (code line / restriction ) to this feature, but they should be able to grab anything but players in pve. Lions vs Tigers. Lions should have at least the same HP pool as tigers and both should get a weight buff, nothing overpowered but 200+ basic stat it's just too damn low. Both are supposed to be war creatures. You wanna balance the bear? Give these Two their Proper Role cause right now eeeveryone is just using a bear as a combat mount, for treasure hunting, for exploration, etc you can do a lot with these two. Maybe add some damage resistance bonuses. I've seen at least 15 good suggestions here on how to improve both creatures but the majority of players agree they need a hp and weight buff. That's it! Cya on the battlefield.
  10. 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 V25.2 - 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
  11. I agree HOWEVER Bear SHOULD get BOTH a Combat level & resource specific gathering increase to Fiber bushes, Thatch bushes, & Honey reason being in NO WORLD should a bear lose to a wolf solo the dogo's NEED to hunt in packs for a reason
  12. I can confirm this. I tried two low level maps and the AotD spawned, I could shoot it with pistol, but legendary pike and fists do not hit. I did use my pike on a wolf and killed it, so it seems maybe a bug isolated to the AotD?
  13. here are some of my suggestions: 1.BULL: make a oxcart for them, then they can be used to transport resources just like what they did in the real world. NEWSKILL: angry: They will become angry when they got attach: increase speed and attach. 2.Lion: increase health, derease attach. Let players have more chance to escape from their teeth. 3.Rhino: let them also can get few metal from stone. 4.Tiger: dcrease spwan of them. Last time I went to an island of L11. There were 3 tigers and 1 cobra spwan nearby me every 10 minutes. 5.Wolf: inrease speed of them.
  14. I think it's ludicrous to complain about real life fallicies in a fantasy game... you couldn't really ride a tiger or wolf in real life carrying a bunch of gear wearing plate, but we all decided to play along. Having SoTD isn't real life, but we play along... to get all hung up over the torture of animals in a game that has hangings, guillotines, handcuffs and various other crimes of humanity, is a bit weird.
  15. How does it works in the real world then? in a wolf pack, what does it take to become the alpha?
  16. Horse : left click is 12 damage, right click is 14 So.. Rhino : 37 damage, 500 with charge Elephant : 35 damage Bear : 35 damage Giraffe : 35 damage Wolf : 22 damage (ROFL) Ostrich : 19 damage Pig : 12 damage What about the values for lion and tiger , does anyone know these ? Razertooth and Shieldthorn ?
  17. Found wayward wolf in the ocean in M9 NA-PVE today, belong to company "Company of Ole Man Wally" I claimed it and have brought it home to the Unknown-Warriors base in M4. Please contact one of us for the return of your woof.
  18. It was 18 pigs. I'm down to 5 all lvl 30+. They sit outside our stable as 'bait.' Any aggressive animal, short of an alpha, that wanders into our yard... gets rootered. We hear a bunch of squealing, a bunch of grunting followed by... Bacon just killed a wolf lvl XX. Double tame, <5 minutes with maize and you have your first soldier. Put them into a tame group and use j and u to move them around. Set them on neutral and they'll assist each other. That group of 18 has lasted more than 2 weeks now and are still killing. And our gardener loves the insta poop.
  19. But considering the situation , gathering thatch on giraffe is much safer than on foot , carnivores won't give giraffe a single problem . Giraffe also can run much faster , cross deeper water ,travel on steep cliff , you also no need to spend other resources to repair your pickaxe . So if you live in a peaceful zone where not many fast and dangerous spawn like wolf / tiger / lion then a pickaxe is much better choice , on the other hand , if you happen to live where trillion of lion spawn every day then heck a giraffe is a saving grace .
  20. NO! Is ARK with Pirates! Haven't you noticed? I'm enjoying this game so f_cking hard! PS: I only have 2 bears and 1 wolf and most of the time i'm doing pirate things.
  21. Hi there! I would like to know whats the max lvl creature i can tame. Someone told me that is possible to tame lvl 70 creatures (wolf 4 example), in pve islands, but i pref to ask you in order to not waste my time. Thank you!!
  22. Every Animal should have a purpose. They shouldn't just exist as stepping stones to other creatures, in addition the once that are mounts should have a type of gathering ability. Going through the list, there's still a few animals with little purpose. For some reason the herbivores are bad at thatch and bad at wood by default which makes Thatch very difficult to harvest. First off, upgrade the Cargo Saddle to carry things. There's multiple ways to do it, choose whichever is easiest. You could have it upgrade the animals carry weight straight up, or it could be a new placeable item. One that reduces the weight of things inside it, and allow it to be placed on the cart where only gun mounts and cannons can go at the moment. You could also go more complicated and let it be a 1x1 floor and build on it like ships and have even more options but that's unnecessary. Tier 1 Riding: Fix this. Right now only 1 creature can even use a tier 1 saddle, sheep. It's a useless item. Bull: It can breed with cows. That's about it. Let it pull the Cargo Saddle, and also make it a multi-purpose gatherer. Give it a medium amount gather for Fiber, Thatch, Wood, Flint, Stone, and Metal. Horse: The bear does everything it does better except for running speed and turning ability. I suggest making them easier to tame and add the Lasso back in. If the Cargo Saddle is upgraded then it'll be good. Let it use a tier 1 as well as tier 2 saddle. Also, saw a great idea others had. Add its damage bonus to the melee weapon that the rider wields to Pseudo simulate the cavalry charge. Ostrich: Make it easier to tame like the horse. Any animals that are mainly for travel should be super easy to tame. Like the Bull/Horse let it use a tier 1 as well as tier 2 saddle Wolf: Too weak. Make it easier to tame and then give it a pack buff like the Allosaurus. Alternatively, it could also be cool to have a sort of herding power. Give it a command to keep Sheep, Cows, Pigs, or Chickens within a certain range of it. The only problem is we'd also want the herded animals to stay group up tight, so a 'go to' command for animals of a certain type could do it. Penguin: Make the insulation work on baby animals. Giraffe: Give it good thatch gathering, having a tall multi mount is pretty useless. The elephant can seat more, carry more, and actually gather/carry wood. Rhino: Need these to stop disappearing into the ground because of their huge and unusual hit box. Last off, it would be nice to encourage the animals that humans actually used. It would be nice to see mostly the animals we actually tamed being the mainstays of player use. Chicken, Sheep, Horses, Cows/Bulls, and Pigs. They should all get reduced taming difficulty(faster progress, easier to bola), as well as much faster maturation times for breeding. If they're very easy to breed it would make sense to just make tons of them rather than having to tame every single animal from scratch. Having many of them would make them less valuable and more widespread, it would also make it more convenient to breed them for food(which only the chicken/cow fulfills atm with eggs/milk).
  23. Bear- allow to harvest specific recourses, I'm tired of berries Chicken-Warn you for weather changes Cow-keep the same Bull-boost weight, needs a carriage saddle too Crow Razortooth Shieldhorn Elephant- U know how Persians had platforms on their elephants? Would be cool to see that here Giant Pig Giraffe Horse-Make it faster, make it inflict damage when going trough an enemy, allow some special attacks with the sword from it's back. Lion-king of the jungle... give it a roar that makes the wild animals around come on your side for some time (give this ability a big cooldown) Monkey Ostrich Parrot Penguin Rabbit Rhino Seagull-Notices if someone is nearby and warns you (like parasaur in ark) Sheep Tiger Vulture - If someone/something is low on health, shows you where he/it is. Wolf- Pack buff
  24. Bears aren't particularly fast (until they run in a straight line for a while), they can't jump, they don't swim very well, they turn shit in water, they have no k/b, they're outdamaged by T3 tames, they have good HP but aren't insane, they have decent damage, they provide no mount buff (chocobo buff v heat, wolf buff v cold). I'd hardly call them OP. Great tames for the work you take getting them, but not OP.
  25. Logged in to one dead wolf in the log somehow a croc killed only it through 3 foundation thick floor barn . Everything's on passive so nothing moved. 10 tames where fallen through the floors. 2 bulls and my bear are completely gone . Off the the tame limit nothing in company log or anything . I'm getting frustrated . I work several jobs and dont get much time to play hence pve . Every single time I log on something like this happens. I understand the games in development. But people wont keep losing tames and progress on pve and keep playing forever. I'm getting tired of feeling like theres no where safe for tames offline and I'm wasting my time .
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