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  1. Having the same issue. Was attacking a bear with a wolf and the health was not updating. The wolf died... Also started harvesting with a bear and as the bear's weight increased it began rubber-banding as my client wanted to run faster than the server wanted to let me.
  2. 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.
  3. 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.
  4. 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 .
  5. 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.
  6. use a bear, wolf, lion instead. works all the time.
  7. tested with a wolf, you can bola it but was not able to get the "feed" to pop up.
  8. 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.
  9. 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.
  10. 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.
  11. 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....
  12. 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
  13. Chicken - let eggs be more valuable. Make them more drastically increase Vitamin A. Sheep - let them drop Mutton and let that act like the eggs described above. Also, let their hide give a boost to cold weather gear, including a buff against wetness effect on cold. This is how wool acts in real life. Wool, in fact has the unique ability to keep you warm even when it's wet. Horse - Give slight increase to speed. This should be the Meta fighting scout Give armored saddles, and weapons that are easy to use when fighting from the back of this mount. Give a heavy armored saddle that cuts the speed to slightly under the current speed. Add a lance that you can use from the back of this heavy mount, but also add in a collision/trampling damage when this horse crashes into an enemy infantry. Pig - Allow its poop to act like fertilizer. Allow it to stack a bit, and not decay so fast. What else would we use it for? Everything gives meat, so its main purpose in real life is diminished. Bull - allow the horns to penetrate armor better, and do more damage. Maybe also stun an enemy so that they fall to the ground, bleeding. It should do more than just put blood in front of your eyes. This should also be the meta for towing a cannon. Create something like a combine for it to tow over growing food. Doing so drastically increases food production. Bull should be meta food gatherer with this. Cow - pretty good as it is, since milk gives medicinal effect. Maybe increase that slightly. Maybe change the meat of both the cow and bull to also have a small medicinal effect since beef is the safest meat to eat. Maybe allow their meat to be eaten raw. Allow it to also drop some prime meat. Fish - allow their meat to be eaten raw. Sushi anyone? Make all raw fish meat and beef give more health but this is offset as it decays faster than cooked meat. Rhino - Should be the Meta battering ram to knock down gates. Allow for an armored saddle for the rider. Rider can't shoot or fight from the back if using that saddle. Elephant - platform saddle with siege engine...catapult, Ballista, etc.. This should be the Meta Fighter, not the bear. It should have much higher weight, health, and melee than current. Stamina is OK, but the run speed should be increased some. They aren't actually that slow in real life. Giraffe - Without getting to ARK'd up, hard to say on this one. Maybe add a rope ladder that allows the rider to climb up to the top of the head for sniping and scouting, and mining things too high for you to reach? Maybe allow the rider to stand on the saddle? Lion - Allow pack buff. I like that it pulls riders off the mount, but instead of the silly looking current version, let it pin the person on the ground. Remove the superman jump ability, but buff health and melee. Wolf - Give pack buff. Wolves, dogs in general have excellent hearing, so they should make excellent fighting scouts. Maybe give them a similar ability to what the Troodon had? Maybe give them the realistic role of sentry. They sense the nearby presence of the enemy? Tiger - No pack bonus like the Lion, but should have sneak ability vs other animals. Should counter the wolf enemy sense, but not be immune to it. Only have this while being quite...walking slowly. Running cancels the sneak buff. Bear - Should be Meta fish and honey gatherer. Should attack you if you get too close. ARK had that right. Should keep you warm when riding them in Tundra and Polar areas. Parrot - increase the cooling buff. Use for keeping babies cool. Penguin - increase heating buff. Use for keeping babies warm. Monkey - no change Raven - no change Vulture - Allow it to see the quality of nearby animals. In other words, it can tell the difference between the Alphas and the Omegas, the strong and the weak. Seagull - Act as a sort of radar at sea? Rabbit - add a "lucky" buff to items crafted. Make this 4 decimal places, and use in anti-cheat to detect duped items. No item should have the same stats, and lucky buff. Can also have this same luck buff when tarot is added.
  14. K7 "Siren´s Call" here: Log-in sit on my wolf run 50meter get kicked by server. Relog: Wolf DEAD and my Equipment gone. NICE GAME for rage. I like Atlas but with the actual server behavior it´s unplayable. so pleasy fix the crashes that abear all 15 min.
  15. 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!
  16. The game is 100% failing for me, and I for one am not surprised at the numbers having plummeted. 3 weeks ago I got fed up of the following experience.... I log on, and intend to do a little farming on the island opposite me which is a few seconds swim away on my bear. I reach the other island easy, start farming, then nothing responds.... 30 seconds later server crashes. I spend what feels like an eternity waiting for it to come back up praying that it didn't happen when my bear was swimming. It eventually comes up to find it rolled back to the point I had logged on, so anything I did was wasted. I then went back over to the island to farm..... ypu you guessed it, server crashed again. Once the server came back up again and find myself safe in my base because it rolled back to the same point, I logged off and went off to do something that is actually fun and enjoyable and works..... watched Netflix. After that experience and the fact my interest has dropped significantly anyway, I decided not to play for a week, only log on twice to reset timers. After a week away from the game I decide to spend a little play time... I log on, jump on bear, swim over to island, start farming some fiber and berries.... 30 seconds later nothing responds, yup you guessed it, server crashed. Another antagonising wait to find out if my bear is ok, yup it's fine because rollback was to before I logged on. Jump back on bear, go over to island, farm again.... yup crashed again. Logged back on, jump on bear, reach island, farm stuff, ok so far. Swim over to another nearby island that I have claimed, kill a wolf, use bear to harvest said wolf, no response.... you server crashed. Ok so server returns, find out everything I did was wasted because it rolled back to before I logged on. This time I take a 2 week break from the game, save logging every 3 days to reset timers. Today, Sunday afternoon, lets spend a little time to try and get back in to the game. I log on, create a bookshelf as it is new, place it down. Check trough, needs berries. Grab my gear, jump on bear, swim over to island. The moment i'm about to farm with the bear nothing responds.... YES GOD DAMMIT THE SERVER CRASHED. After another antagonising wait I log back on to find it rolled back to before I logged on. So I said sod it, don't care if the trough is empty, don't care if the tames die it will probably keep rolling back to before death anyway! I never got the fuss with ARK official servers, but now i've experienced Official gameplay on Atlas, well I wish I never even bothered.
  17. Hello, we've lost some tames too. Two days ago we have lost a bear 64 against a wolf lvl 8 , don't know how it could happened because they were in a closed pen, all others animals were fine in, only the bear. Later when we were looking at the animals, another wolf came and attack the wall. Animals tamed and in neutral state began to attack the wall too... and loose their stamina. No damage from the wolf, only lost of stamina to death. So we put them in passive and yesterday a lion lvl 12 pop in the pen and pratically kill them all. Only 3 survivors on our 9 animals. Maybe lion was dead by attacking all for too long and loose his stamina too .... Also destroyed the loom which was in the pen too. Soooooooo actually having tames and keeping them alive is the biggest challenge of this game. Can't put them up on structures cause they fall down and get stuck in fundations, two walls don't stop cobras who pass their heads through, or they just pass the wall ( love glitches... find a cobra in one of our house full close passing through walls in the house to get the monkeys... By chance, get stuck in the smithy just before them ! Can kill him but two hours later, don't know what could happened for my monkeys and my smithy ), in pens predators pop in, and if you don't let them in passive they die by loss of stamina attacking walls... The only way we have found today is to build pens on cliff, where there is no pop of animals at all. Good luck with your tames
  18. 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.
  19. 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.
  20. 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
  21. 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
  22. All Tames: (*all subject to having the correct tame commands found in beast mastery tree) - *Many listed below are if then or while statements that check variables and proceed according to what the code finds. - Ability to filter food from resources when tame gathers. - Example: If I send a wolf.. err wait don’t use those anymore *sniffle*… a lion out to gather meat I would like to be able to have it just gather meat, not resources (hide, keratinoid, etc) too. - Ability to limit weight of food gathered. - Example: If I send a tiger to defend around a building, I would like it to not be heavily encumbered because it has a crazy number of meat stacks and resources on it. Limiting it to say 50, 100, 200, etc lbs meat would be sufficient. - Ability to set a perimeter for a tame to walk in defense of area X. (sentry mode) - Example: very simple. Walks a set route to defend area X and if it gets into a fight it wont run 100 miles away from it’s route chasing a bird. Which leads me to the next ability. - Ability to set a leash limiter on range, preferable in meters not low, medium, high… that tame won’t go outside that range from its center marker (if a circle) or set route which can be any shape a player sets when creating the route. (see above). - Examples: A rhino walks a big circle around building or area X until called off. A bear walks a complex sequence around several buildings and resource areas before returning to its start point which has a feeder. It delays 10 mins to regen health before returning to its route. If health is >= 90% it doesn’t stop but keeps on running its route. This used the delay in the route (see below). - Ability to set a delay which connects to time or a variable when tame is running a route or in aggression mode. - Example: Stay in active aggression mode unless health is below (10, 20, 30, 40, 50, etc %), if health is below the set % than stop, regen health and return to aggression mode when health is well again. Example 2: This allows a delay to be added to whatever route points are set in the routing ability (sentry mode). Every point could have a 5, 10, 20, 30, etc second delay or no delay unless a preset variable is recognized like health low or weight too heavy. - Ability to flee or fight when in aggression mode according to variables (health %, weight %). - Example: I don’t want a tame to rush into a fight with low health. It needs to intelligently know its wounded and regen health or even return to a set spot until its health is back to normal. So like the above examples if in aggression mode or sentry mode if its health drops below 50% it doesn’t wait but instantly turns, exits fight and runs back to preset point (which tamers can set with the correct commands). Perhaps within range of a feeder and sentry guns that can help defend it until its healthy again. Once its health is good again it returns to its route. - Ability to call a tame back to base with a long-range whistle w/map help. - Example: sent tame to defend around base and can’t find it but this whistle will signal tame to return to base and, this is key, if the tame is stuck it will signal where on the map. - Ability to send a tame on a resource gathering route. Similar to sentry mode but gathering mode instead. - Example: I could send an elephant through 2, 3, 4+ different groves of trees and have it harvest them all and then return to point A. Or gather until it reaches weight X and then return and wait to be unloaded. - Ability to set aggression mode to predators or 2 neutral modes or all. - Example: aggression predator only will only attack wilds that are naturally hostile. - Example: aggression neutral 1 only will only attack wilds that are naturally neutral and flee from predators. - Example: aggression neutral 2 only will only attack wilds that are naturally neutral and fight predators if they attack first. - Id like to see a set of armor for mounts. Think Heman and his armored Tiger. - I’d like to see the breeding system completed by allowing the breeding of tigers, lions, rhinos, elephants, giraffs, etc. - I’d like to see the breeding system evolve into training babies when they are young for their future roles. - Example: farm animals, war mounts, sentries, etc. - I’d make the tames a part of the rng system with normal, fine, journeyman, mastery, legendary, mythic and you don’t know what ya have until the tame is done. Once tamed the tames name changes to its rarity and so does its bonus stats, abilities, etc. - Same as above with tames except with babies. Once they reach full maturity in that moment they change to their rarity (normal, fine, journeyman, mastery, legendary, mythic) with their respective bonuses and abilities. Higher rarity tiers get greater stats and more abilities. - I’d like to see tames get their mutations and or an ability list that differs from tames to tames (see below). - I’d like to see each animal type get their respective breeds: i.e Bears: brown, black, Grizzly, Polar, and have their slight variations in strengths & weaknesses that are also handed down to their cubs. Same for tigers, lions, horses (so many breeds and qualities to each), elephants, rhinos, etc - Like to see tames harvesting menu expanded upon. Example: fiber only, berries only, thatch only, wood only, stone only, metal only, etc. - I’d like to see a sprinkler system that cools down players, tames, etc that uses the current irrigation pipes and water reservoirs. Instead of water plants it showers players and/or tames with water and this produces a cooldown affect. - Like to see a cart that bears, bulls, horses, etc can pull that has a weight reduction because the cart with wheels is baring most of the weight. The weight reduction is directly proportional to the max weight of the animals pulling it AND the quality of the cart (blueprints). If a single tame than off its weight but if it’s a team pull than off the combined weight of both tames. - Add medium sized gates that are 2 tiles wide by 2 tiles high. - Add fortress grade walls that go with the small, medium (see above) and large gates. Bear Maul: vicious attack that bleeds. Body slam: knockdown target and pins to ground for 6 secs. Chicken Face gauge when provoked Cow Rear kick Bull A charge that does dmg and bleeds/knockback. Pro-puller: pulls weighted carts 15% faster than other mounts. 2nd bull with pro-puller would be 30% faster than other mounts. Crow Face gauge that blinds and bewilders target Razortooth Trample that knockdowns and breaks bones Assault: high dps burst from front Shieldhorn Shield mode that defends target A. Absorbs 50% of any damage target A takes. Trample that knockdowns and breaks bones Elephant Trample that knockdowns and breaks bones Tusk slam, breaks bones, sends flying Giant Pig Gore: similar to bear but no knockdown but does bleed and high dmg output. Giraffe Trample that knockdowns and breaks bones Neck thrust: sends flying with dmg. Horse Rear kick: breaks bones, sends flying, knocks down. Sprint: a burst very fast gallop. Lion Rack: high dmg from claws Roar that rallies nearby allies and temporarily boosts lions combat prowess. Monkey Taunts that distract target with monkey squeals and hoots that lowers def. Ostrich Bill peck: think street fighter Chung Li rapid kick except with its bill. Naturally a fast mount. Parrot Taunts with insults which lowers def. Face gauge: blurred vision/bewildered. Penguin Hugging a penguin gives you a 30 min heat res buff. Penguins provide aoe heat res naturally. The closer you are or a baby is the more res they get against heat. Rabbit When worn character is 5-10% faster on feet. Luck bonus to treasure Rhino Aimable Charge with high crit dmg from horn. Trample that knockdowns and breaks bones Seagull Widened fog of war and can send/receive long range low weight items. Weather warning Sheep Hugging a sheep gives you a 30 min cold res buff. Sheep provide aoe cold res naturally. The closer you are or a baby is the more res they get against cold. Tiger Rack: high dmg from claws Surprise Attack Pounce: knocks target down and bites for high dmg chance to crit. Vulture Face gauge that blinds and or bewilders. Short burst to see targets health. Wolf BUFF Health and dmg output. It’s a wolf they are supposed to be dangerous. Howl: Rallies nearby wolves to come to your aid temporarily. Random roll d20 + character level + wolf level to determine duration and to decide who wins aid if multi wolf howls are heard. Several min cooldown. If wolf A howls and obtains aid than wolf B can howl for a chance to break aid. Making the previously aided wolfs now hostile. If wolf Bs roll + character level + wolf level is high enough it not only breaks aid but turns those wolves to aid wolf Bs team. Howl range is based off wolf level. Bite: high dmg chance to crit Pounce: similar to tiger but no surprise crit dmg but does knock down target with a bite to follow. Owl – provides night vision & mild stealth at night. Eagle – able to scout area. Think assassins creed origin and greater zoom with rifle. Goose – chance to lay golden egg. Panther – naturally stealthy w/ a stealth bonus, fast attacks, pounce, claw rack Saber-tooth – cold res when mounted, high dmg bite with high chance to crit, pounce, only found in tundra. Lynx - quiet like a wolf, superior agility, fast attacks, Thank you. Cheers! DC
  23. 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
  24. 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?
  25. Like many people have said the temperature needs a serious rework. Sitting around with 10 fires to keep a baby warm which doesn't work always and the baby still dies from cold is just frustrating. My main ideas is to add buildings you can craft (like the vault)in the breeding tree for some of your animals to live where you can even hire crew to help take care of them (like the S+ Nanny in Ark). I have two building ideas: 1.Give the ability for you to pick up only babies to put into the buildings to be raised and give an incubation buff which makes it so they dont die from cold or heat while inside. Would be like a storage for babies and tames to grow up and then produce you items when they are adults. 2. You could have the building have a hitching post in them and when you hitch the dinos in them your crew takes care of them and they get an incubation buff so they dont die form the cold or heat. Would be more of an open building and more interactive them just a storage. Will allow you to gather items from your tames too. Sheering sheep,milking cows etc. Both options will have a place to put a crew member to feed your babies when you are away. Have a feeding trough where you add food for the crew member to use to feed your babies and a resource box for the items your adults produce. Imprinting: I would like to see a change in how imprinting works. My idea is your baby gets imprinted slowly over time based on what kind of food you are feeding it. Based off the creatures preferred food item. Maybe even add an option to pet and/or cuddle your baby to increase your imprint slightly as well. Buildings for animals: Chicken/Bird Coop: Chickens produce eggs for you and feathers that act as a hide option for you. (All birds may go in here and produce you eggs and feathers) Barn: Sheep and cows produce milk for you and Sheep also produce wool/fur/fleece for you to use for hide. Horses can produce hair for you. Hog House: A place for your pigs where it produces truffles(for food and cooking), animal feces, and worms. Bear Den: A place for your bears to produce Honey for you. Add a beehive to the game you have to get to add to the bear den for your bear to get honey from. Animal Barn: I would be happy with an option to make just one building that acts as a animal breeding and gathering house that holds all your breedable tames with a crew hire help option. Other Animal Change Ideas: Make all but the Razortooth and Shieldhorn breedable these guys should be powerful and not easy to get. Give ALL dinos that gather items a weight reduction on that item. Either make it so a dino only gathers 1 thing or the ability to turn off what they gather. (Example: Bear only gathers Fiber or able to turn off them gathering berries or fiber so it gathers just one item) Cargo Saddle: Needs to be able to carry cargo and not just a cannon. Lets you put some chests on it so its easier to move things back and forth from your ship to base. Bear: Seems to be in a good place to me. All around best tame imo. Have it only gather Fiber. Bull: Give them the ability to use the cart like the horse and bear and have them harvest thatch better then a pick axe. Razortooth: Rework what these do so its not just a yuty from ark. Shieldhorn: The reflect makes sense to me for this guy with his armored head. Give them a charge ability that stuns for a short time. Elephant: Have it JUST gather wood and small amounts of thatch. Giraffe: Have them aoe harvest JUST thatch from trees. They do have a long neck after all. Horse: Make them a passive tame or slow them down a bit when they wild cause they are awful to try to catch. Lion: Needs alittle buff. They seem to be pretty weak compared to the wolf and tiger except the alpha version which is far to powerful. Carrying smaller animals is a cool feature. Ostrich: Gathers Lots of berries and seeds. Rhino: Gathers JUST rocks and metal and gets some metal from normal rocks too. Tiger: Seems to be in a good place to me. Like the bleed damage. Wolf: Since they are pact animals they need a pact buff of some sort. Shoulder Pets: Monkey: Health regen and has a chance to pick open locked chests based on lvl of monkey. Penguin: Heat and Cold insulation for tames and players near by. Even though the hugging is hella cute make then sit on your shoulder and give them the swim speed bonus and underwater oxygen bonus the seagull has OR make turtles tameable and give them the ability to increase swim speed and underwater oxygen bonus.(Make turtles a shoulder pet) Parrot: Increase the buff of music being played near by and have them sing when doing so and a fortitude buff. Rabbit: Increase the chance to get more gold from treasure hunting and increase run speed. Seagull: Have them hunt fish for you in an area you choose and bring them back to fishing barrel. Fishing Barrel can have a radius on it for where it can fish at. Vulture: Helps you see animals and players with low health and decreases vitamin depletion.
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