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  1. Yetis take more head shots and you can out run them if I can recall correctly. You can’t out run wolves. One wolf is bad. A pack of them is an abysmal. I seen three wolves take out an alpha horse before the wolf nerf. They still clip into you and so fist might be the only option that I’m aware of. In the past, they were taking head shots from pistols and bows. Essentially, two head shots and a body shot would be enough to take out a wolf with a pistol. The level of the wolf may add some variability to how tough they are.
  2. we have the same chars same heslth pools same armour values as ark so mobs should be balanced regardless if it's different game ,same assets used same lower tier animals wolf's could be piked down in ark but they didn't have 200 hits per second and didn't aggro from Almost out of render range , Also the damage they do is same.for lvl1 as lvl 29 We need same amount of hits with bow to kill lvl 1 as a lvl 29 unless u get 2 headshots and a 3rd hit in u won't survive a wolf attack , and even at that point unless u have stackee HP's at the expense of other stats u just as well have been killed as health will be so low better off dying and respawn with full health and with no way to heal yourself it's the better option . Wolf's aggro range is far too exsesive I will post a screenshot i took where the aggro range Kicked in , I think it will clearly show there is a problem. As a lot of the time u don't even realise u have aggressive them until it's too late During lvling when we could respec each lvlv I tried out the assive aggro range skills didn't make any difference that was noticable , They need changes fast it's not an enjoyable gameplay experience with wolf's lions tigers it's just frustrating and anoying Ps if u are getting torpered down in 2 bites from snakes then u might need to balance yoyr vitamins for the buff and take at least 20-30 fort . Snakes , crocs rattle snakes giraffes scorpions ants all other wildlife is easy to take down crocs snakes rattle snakes all kitable and killable with arrows / fire arrows .
  3. Ahoy Pathfinders! We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam! thar she deploys, v10! We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log. This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads): current v10.42 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that! As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes! Link to complete Patch Notes: capt'n exploits and scummy seadogs! It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it: Basics of Anti Cheat & Support: BattlEye Implementation Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters. Secrets of Anti Cheat & Support: playATLAS Tickets As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows. CODE OF CONDUCT! You can click here if you’re seeking some assistance! Please be patient as we work through the kinks of the system and get it under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance. We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change. Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters! Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF. Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails. Arrivals: OwO, The Federation, and The Late Shift. Departures: MAGA, INFINITE, The Goodship Misery, Radium, And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs Arrivals: Black Lotus, Tacorsair, and SouL SanD. Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky, [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co. Arrivals: CN-adilt supplies, Paragon, Narcos, Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat. Show 'n Tell Showcase Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners SITHARIAS An exquisite build along with impressive editing and production. Witness someone exploring the building mechanics in ATLAS to breathtaking effect. SpookyAnonymous Source A beautifully wrought portrait of steely-eyed Captain surveying his fleet or a depiction of a certain Captain Fatbeard about to shout at his crew? Either way, we admire the amount of detail put into this original artwork! BPEPPERS The bold use of colour in this original fanart depicting a Pirate's best friend caught our attention. Did you know that a Parrot gives a player extra fortitude scaled by the creature's level? LOCKEMURDOCK We loved the sail design of this ship. Lady Luck was definitely on your side when you entered this competition. We hope she does likewise for you when you are on the high seas seeking treasure in this magnificent vessel. STONIEDUDE The intricacy of this tribal-style tattoo put wind in our sails and the menacing aspect of the ready-for-war facial decoration looks like it could blow them back down! Honorable Mentions JUKARI SCOTTY BLUEDRAGON AHRA BENTENPENNY KANE 5010 WOOKIEESTICK That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  4. Ahoy Pathfinders! We hope you had a great weekend filled with adventure, action, and bountiful booty! The seas were much calmer for us as we put our heads down to work on the major update v10, which is now live on Steam! thar she deploys, v10! We won’t go into too much detail about this patch, as we covered it quite extensively in our last Captain’s Log. This is our biggest update thus far, taking into account various feedback we’ve received over the last 2.5 weeks since the game’s launch, as well as making design changes based on what we’ve experienced and witnessed ourselves. The patch notes have grown tremendously since we first put them up on Friday, and the full list of changes can be seen here (as well as on our dedicated patch note threads): current v10.42 Claim flag related changes - Claim Flags now have settings which allow other companies or players to build within them, with the specified tax rate applied to them. - You are also able to define an inclusion or exclusion list to these, to only allow or exclude specific company IDs (also used by players without companies). To grab someone's ID for the inclusion/exclusion list, you'll need to look at a structure they've placed which will list their Company ID; this number can be input into the flag's list system to prevent/enable building. Please note that exclusion/inclusion lists are not saved when altering building permissions, so switching from 'Everyone' can build to 'Company & Alliances' only will clear your list should you wish to return to 'Everyone' can build. - All claim flags will use the 'Everyone can build' as a default setting when placed, and this will also be a retroactive change. However, it will not function until Thursday the 10th of January, where we will release another server update to make this setting active. This means you will have two days, from Tuesday to Thursday, to decide and adjust the settings on your claim flag before the change is live. - Only admins and above will be able to make changes to company claims. - Claim Flags will have icons above them to represent their owner and setting. Your claim flags have a green icon. Claim Flags belonging to your allies that do not permit you to build, have a blue icon, or purple if they do belong to your allies and allow you to build. Claim Flags which belong to your enemies and do not allow you to build have red icons, or yellow if they belong to your enemies and enable you to build within them. - Fixed some bugs related to Sea Claims. - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby - The time required to steal an enemy claim now decreases the more Claims that enemy team has. - Looking at your Claim Flag will show you how many land claims you have, and looking at an enemy one will show you how many land flags they have, note that this does not update dynamically on the client for server performance reasons. To always have the latest number, you can relog or re-enter stasis range of the Claim Flag. general changes - Server performance improvements - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports. - Lawless servers can no longer be specified as Homesevers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn. This does not mean that land will be claimable on these servers, just that they cannot be selected as a server to respawn on. - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster. - "Favorites" server selection drop-down is added for Unofficial - Joining through Steam browser server list with password now properly caches the password for ATLAS travel - Fixed up some temperature scalings and Weather events are now indicated on the HUD - Armour effectiveness and some values have been adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims, Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has. - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. Crops now take much longer to spoil when placed in a preserving bag. - Reduced shovel stamina cost. - You can now fill waterskins/jars from ground spouts. - Metal Tools can no longer damage the planks of anchored ships. - 50 more player levels added, and Skill Points per level increased. - Loot stat scaling has been boosted (retroactively) by 60% - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) - Pipes can now move water upwards and the vertical limit on underground junctions has been eliminated. Also, pipes can go farther without foundation requirement, and underground junctions can now be snapped onto existing pipes. - Guns and melee weapons have had their damage and penetration values adjusted to make them more effective against armour - Throwing Knife does significantly more damage when thrown to unarmoured targets (body and headshot) - Armour penetration has been reduced on spear throw to make it less effective versus higher armoured targets - Explosive Barrel weight has been increased - Stone Arrows now stack to 60 and a bow can fire them 60 times before breaking - Fire Arrows now stack to 40 and a bow can fire them 40 times before breaking - Puckle damage has been increased and also been made more effective against armour - Fixed Salted Animal & Fish Meat so that they naturally generate when placed in an active preserving bag (must use raw meats) - Updated some legacy sounds and icons - Updated stair collision on shipyards - Fixed a bug which prevented passive feats from applying after death - Fixed a bug with the torch which caused it to repair endlessly - Lighthouses can now be lit even if they are touching water - Using a bucket on a tamed cow now causes the bucket to lose durability - Fixed a bug where players would get stuck in the crouched position - Fixed a bug which sometimes would occur where players would disconnection when being invited to a company - Fixed a bug which prevented creatures from receiving experience points above a certain level - Fixed a bug which would cause NPC Crew to sink into foundations when exiting stasis range - Rewrote structure destruction logic to avoid cases of floating structures - Inventory ranks per structure and creature will now work for companies - Fixed a bug which prevented admins from accessing remote inventories with the F key when changing group ranks. - Autolock all structures in 'PvE only' with an inventory, except campfires and similar structures which can be placed without a claimflag. Unofficial Servers can run this with PvE enabled & ?ForceAllStructureLocking=true - Gunmounts are now colorizable - Gates and Gateway costs have been adjusted and now include metals (wood) and alloy (stone) - Gateways and Gates are now crafted in smithy instead of player inventory - Fixed an exploit with Prying Eyes - Can no longer glide up mountains with the glide suit - Fixed an exploit which allowed you to gain massive height when using the zipline - Fixed a building exploit which allowed you to float structures and fortify walls with floors Creature related changes - Sea Monsters' damage has been reduced by 66% - Tamed Creatures take 20% less damage - Wild Alpha creatures HP and Damage reduced by 20% - Tames HP and Damage scaling nerfed by about 40%, and Cannons/Explosions damage to tames increased 50% due to level increase and scaling possibility - Killing the Monsterous Sperm Whale or Blue Whales (as they're now named) provides (one-time) 50 Discovery Points each to everyone within 100k units of that event. - Penguin AoE insulation now scales by level, the higher the level, the more insulation. - Updated Mounted and Rider buffs to display icon while active, to better inform players the source of stat boosts. - Dolphins now periodically leap out of the water. If you're nearby to witness that at close-range, you'll gain a temporary Intelligence buff! - Updated affinity ineffectiveness values based on the recent x2 taming increase - Updated creature specific buffs and ability value clamps to be scaled across 130 levels, due to recent extra 30 level ups for tames. - Increased Wolf attack destination offset and increased some physics bounds to reduce clipping into players. Temporarily increased Wolf saddle scale in the engine to limit fur clipping. - Updated taming ineffectiveness values to allow the highest efficiency to only be achieved with Taming Proficiency skill 3. - Updated some undesired movement speed bonuses on tamed creatures - Adjusted Seagull and Crow aggro speeds (Would previously take a long time to de-aggro). Updated collision to allow player attacks to land more consistently. - Updated Vulture AI to only target sleeping humans if the player is connected. Updated attack logic to better harvest corpses, while reducing its melee swing radius (Was previously hitting from very far away) - Reduced Bee movement to allow player attacks to land. Reduced sting buff duration to better reflect its size. - Increased harvest amount of fur and milk from Sheep and Cow to incentivise taming and better compete with natural resource gathering amounts. Updated max yield timings to scale with creature level, similar to other creature abilities, instead of food value. - Added durability decreased to the bucket when milking. - Clamped amount of fur gained from harvesting wild sheep, again to incentivise taming. Wild sheep will also flee and may attack players after excessive shearing. We'll be adding recipes in an upcoming update which can be used to heal your creatures! - Added Lion roar animation. - Fixed fur stretching on Wolf's face and hind leg - Decreased Crocodile swim speed. - Creature health regen rebalanced and changed so that they no longer regen health when forcefed or from consuming corpses. With the exception of Wild Carnos, which still can consume corpses to heal at a reduced rate. - Baby breeding balance changes to compensate for the overall creature regen changes. - Wild Scorpions will no longer target large creatures, will no longer be aggressive towards Elephants, Giraffes, etc. - Lion will only dismount players that are on medium and less sized creatures, will no longer dismount players from Elephants, Giraffes, etc. - Updated taming foods to allow a variety of items to be used in taming creatures. Effectiveness left(more) to right(less): Tier 1 Chicken - Fruits, Berries Monkey - Fruits, Berries Parrot - Hardtack, or Berries Rabbit - Carrots, or Berries Sheep - Flowers, or Berries Tier 2 Bear - Honey, Vegetables, Fruits or Berries Cow/Bull - Rushes, Fronds, Vegetables, Fruits, or Berries Crow - Worms, Fruits, or Berries Horse - Sugarcane, Vegetables, Fruits, or Berries Ostrich - Chili, Vegetables, Fruits, or Berries Penguin - Prime Fish Meat, or Fish Meat Pig - Maize, Vegetables, Fruits, or Berries Seagull - Prime Fish Meat, or Fish Meat Vulture - Spoiled Meat, or Worms Wolf - Prime Animal Meat, Bones, or other Meats Tier 3 Elephant - Wheat, Vegetables, or Fruits Giraffe - Beets, Vegetables, or Fruits Lion - Prime Animal Meat, or other Meats Rhino - Turnip, Vegetables, or Fruits Tiger - Prime Animal Meat, or other Meats As mentioned previously, this is just the very beginning of our journey. We’ll continue to frequently pump out major patches every week to improve the state of the game, introducing QOL changes, bug and exploit fixes, rebalance adjustments, redesigns, and new content. ATLAS fans will have a lot to look forward to and we’re so excited for the future. We’re already working on some major content & feature additions in tangent with our frequent live game patches, so stay tuned for more information on that! As for what’s in the immediate future, well in addition to a current hot topic we’ll go into below, Pathfinders can expect to see a tremendous increase in server performance over the coming weeks. We are confident that we will be able to double it incrementally over forthcoming updates. Plus, you’ll be able to change your tattoos in freeports at your local Tattoo Artist NPC! And we have major changes incoming related to how you’ll be able to manage and benefit from the territories that you own, improvements and additions to sailing and crew mechanics, player-run shops and Freeport interactions, and much more. Finally, the biggest news is the ATLAS Dev Kit is finally nearly ready to release, and we intend to have it in your hands at the start of this coming week -- get your creative juices flowing to help make ATLAS bigger and better than it is! We’ll have more notes to come in the next Log, so please make sure you bookmark the page below to keep up to date with our latest changes! Link to complete Patch Notes: capt'n exploits and scummy seadogs! It goes without saying that cracking down on cheaters, exploits, and general misconduct is a priority of ours. One of the many items on a list which we are working to address over the time ahead, and here’s how we’re going to do it: Basics of Anti Cheat & Support: BattlEye Implementation Now that v10 is out the door, outside of dealing with critical issues that arise from that patch or are otherwise discovered, we’ll be working on intensely on enabling BattlEye Anti Cheat on our Official Network, as well as for Unofficial Servers to use, plus other underlying data-driven systems, to help put a stop to cheaters. Secrets of Anti Cheat & Support: playATLAS Tickets As of today, we’ll have launched our first phase of customer support. We will be (and have already done so) providing in-game assistance to players who have lost ownership of their companies, and players who have found themselves in a sticky situation that they cannot escape (outside of intended game mechanics). Additionally, we’ll be providing an option that players can use to report other users who have broken our Official Network’s Code of Conduct. Please note that this list isn’t entirely exhaustive and this is just the first phase of what we’d like to tackle as the game grows. CODE OF CONDUCT! You can click here if you’re seeking some assistance! Please be patient as we work through the kinks of the system and get it under control, we’re expecting a heavy influx of requests day one and there might be some lead time in responses, however, we plan to tackle these as quickly as possible in cases where we are providing assistance. We’ll be using these systems, in addition to general feedback, to help us identify what problems people are facing and how we can tackle them from a technical point of view. To be transparent and speak realistically, as a small studio, we’re better equipped to funnel our resources into dealing with game problems that arise through technical implementation rather than customer service, however, we do see the need for it and wanted to provide an option in some cases. Over time, these options will grow and expand as both the team and game do to address the needs of you guys and tackle some of your in-game problems which aren’t viably resolved with a technical change. Esotery of Anti-Cheat & Support: Additional Cheat Detection & Prevention Following the implementation of BattlEye and ensuring smooth seas on BE protected networks, we’ll be exploring additional internal options to help identify, track and catch cheaters as well as general player concerns and problems. We’re not going to go into too many details, it’s important to keep these bits close to our chest, however, we just wanted to iterate that BattlEye would just be the beginning and over time our team will continue to invest resources into sinking the ships of cheaters! Dynamic atlas maps round-up The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. Who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges… Soon, the companies that have occupied islands for a certain period of time will gain the automatic privilege to name them on the in-game and web maps, as it is their land! Remember you can don your tribe’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/ [EU PVP] The Whale's Wrath Held: XSM???, Cobra, French & Ships, Bad Company, BLDX DOUYU56876, and Chem B Arrivals: LEGION, Enslaved, The French Monkeys, ETERNIA, and OOOOOOOOOF. Departures: PUBG GOLDEN HORDE, La Flotte Ancestrale, and Blackwater Company. [NA PVP] The Kraken's Maw Held: Dynasty, High Seas Booty Bandits, Order of Freedom, TPG, CSTG, and Barry Sails. Arrivals: OwO, The Federation, and The Late Shift. Departures: MAGA, INFINITE, The Goodship Misery, Radium, And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following tribes for their claims! [EU PVE] The Siren's Call Held: Compagnie des Indes, M.E.R.C Spirit, Paragon, Rum ueber Bord, Woelfe des Rudels, Future Company (HUN), and Fenrirs Dogs Arrivals: Black Lotus, Tacorsair, and SouL SanD. Depatures: Forlorn Hope, I.C.E, PIRATES, Unlucky, [NA PVE] The Hydra's Den Held: Plunderers, Scales & Sails, The Salty Seamen, Dead Men Floating,The Exiles, Atlas Shrugged, East India Trading Co. Arrivals: CN-adilt supplies, Paragon, Narcos, Departures: Biz Enton Company, blublublu, and Sail, Fail, Repeat. Show 'n Tell Showcase Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes! Winners SITHARIAS An exquisite build along with impressive editing and production. Witness someone exploring the building mechanics in ATLAS to breathtaking effect. SpookyAnonymous Source A beautifully wrought portrait of steely-eyed Captain surveying his fleet or a depiction of a certain Captain Fatbeard about to shout at his crew? Either way, we admire the amount of detail put into this original artwork! BPEPPERS The bold use of colour in this original fanart depicting a Pirate's best friend caught our attention. Did you know that a Parrot gives a player extra fortitude scaled by the creature's level? LOCKEMURDOCK We loved the sail design of this ship. Lady Luck was definitely on your side when you entered this competition. We hope she does likewise for you when you are on the high seas seeking treasure in this magnificent vessel. STONIEDUDE The intricacy of this tribal-style tattoo put wind in our sails and the menacing aspect of the ready-for-war facial decoration looks like it could blow them back down! Honorable Mentions JUKARI SCOTTY BLUEDRAGON AHRA BENTENPENNY KANE 5010 WOOKIEESTICK That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week! Thank you to all of ye scallywags, landlubbers and seadogs for the bootyful submissions ye shared with us 'ere rapscallions. Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  5. +1 to this, and it is not just alphas. The island I am on has ridiculous mobs of predators. Tonight I was on my lvl 30 bear which was HP levelled and a lvl 14 wolf attacked. The wolf consistently stayed at the rear of the bear and as they run faster than the bear I was circling and made no difference. It knocked half the hp out of the bear before I killed it. I was unable to walk the bear backwards during the fight as the wolf was half way inside the bears body. Once I killed it a second wolf arrived, as did a giant snake and two spiders. The fight was unwinnable and the bear died. It only took half an hour to tame the bear but the travel to and from an island to get it made the time investment well over an hour. It is just not worth it, the mobs are unmanageable.
  6. I made a little cage for my wolf, i am leveling up for like 3 weeks now. 3 by 3 cage, stone walls, so i can safely put him in there when i go offline. I went offline in the same cage, and when i come back, before the game can load, i have been killed by a wolf. Did there spawn god damnet 3 wolfs in the cage with my wolf. 3 wolfs. level 1, level 4 and level 24. and 2 wolfs are standing outside of the cage. off course my wolf is dead, and i need to start over the whole thing again. How can you other players play PVP if they always find a way to put you back 3 weeks in the process. The worst is, the island is not even bigger then 2 claiming flags. and they can fit 5 wolfs on that.
  7. So, to preface I'm making a personal suggestion megathread for myself so I can keep track of what I have already suggested. Expect bumps in the form of post edits as I add more suggestions. If you do leave a suggestion and I like it I will add it to the main list with credit to the submitter. Keep in mind that if i don't choose yours its because i don't like it and at the end of the day this is my suggestion thread. Also if the feature is either Confirmed, Denied, or already Added by Grapeshot I will strike-through the suggestion and denote it with the previously mentioned color coded options. So, here goes. Reduce wolf, lion, and tiger attack speed. It is much too fast and makes armor useless as they barrel through your health at mach 10. Eliminate animal damage to boats and wooden structures. Animals would have no interest in chewing their way through a sturdy built wooden wall or a boat. Eliminate creatures ability to damage you through structures and boats. This ones pretty cut and dry and rather annoying watching a croc or wolf eat your crew members/pets/friends sitting in the middle of your ship. Slightly reduce wolf and croc attack range. It just a bit too ranged.\ Disable animals from attacking your crew/friends on your ship Added on Patch v10.75 Make cannons more effective against creatures. A level 1 wolf should not be able to tank a cannon round to the forehead Make leaking or non existent planks allow water into the ship only when they are below the waterline. It doesn't make sense to be taking on water when the panel is clearly above the water line Make ships actually start sinking instead of just filling up with water. Also make ships incapable of sinking should the be resting in shallows and the water line would never go above the deck. A solution to prevent abuse would to then make the ship start taking damage to the frame when it is in this state and is being actively damaged by an opposing player. If it is fixed the frame would instantly revert to make health. If it wasn't fixed and it took enough damage it would sink by virtue of breaking apart. Make the rigging on sails climbable. Reduce creature knockback. A dog bite does not send you flying backwards 10 feet Reduce amount of waterspouts spawned around player ships in storms. Make the metal on doors and windows paintable Make axes paintable. Reduce barrel water weight. Increase reservoir capacity. -=Suggested by TrevorJD=- Overhaul the current repair mechanic with a board and pitch mechanic. Currently when a plank received max damage it is destroyed and the whole thing falls off. A better way to handle this is the board can, once it reached zero health, have a large hole appear somewhere on it. The method for repairing it would be to have to stock repair boards and pitch on your ship. You would then have a single person (and only a single person) play a repair minigame where they hammer in the nails (4 slider games) and then pour pitch to seal it up (maybe 2, one to pour one to smear). This would eliminate a massive crews ability to repair spam the same plank and make all damage to it evaporate in a manner of seconds. Currently ship combat between large crews is more like seigeing a castle than actual ship warfare simply because you trying to exhaust each others ship resource box first. Add bilge pumps to remove water on a sinking ship. They would prevent sinking on (if there is an appropriate amount) for at least 2 planks "missing". These must be manned by players to operate. I'm thinking 1 for a schooner, 2 for a brig and 4 for a galleon. Ships in the age of sail had elm chain pumps to remove water from the bilge. Add ship rams to ships like the Brigantine. Make the rams take the brunt of the durability damage and distribute a percentage to surrounding planks. Damage would be proportional to speed. Once the durability drops to zero the ram breaks and dumps the remaining damage to the surrounding planks leaving behind a "broken ram". The Durability would be at your discretion Grapeshot. Add ownable trader NPC's to the game like the taxation building. -=Suggested by Greylance Ravenwind=- Add a gaming table for long journeys. -=Suggested by King Carahan=-
  8. Perhaps have the wolf howl now and then and the lions and tigers roar the snakes hiss i mean the rattlers are already very loud when close but they could rattle like a true snake would it might be to much work tho but that would be a cool feature and warn people a little more than a glow you cant always see till you pretty much die. As for tames i enjoy having creatures i love ark, i know this is atlas and creatures are a skill you choose but atm it does not feel rewarding to chose that skill tree at all your babies die to weather unless you sit for days staring at them and force feeding them or stack a barn full off penguins, your tames constantly get eaten by lesser wild creatures and alphas, well on my island, taming them is a bit to much off a rush for them to instantly die when a lvl 1 wolf decides to make it the first course off dinner, im looking forward to tames being a supplement that is actually useful other than being bags off meat to throw at the world or passive farm animals to use for food and balanced vitamins. Perhaps that should be the focus off the tree then to have only farm animals and passive mounts that can outrun predators in a pinch? dont get me wrong i love having a lion, a tiger and some big beasts off burden to carry things but atm wild life is just way to powerful compared to a tamed one, and when a 61 player gets eaten by a lvl 1 wolf the game starts loosing its shine i have had to take a day or two off to decompress i hardly ever need to do that im a very relaxed and calm person when gaming it is after all just a game, but with this i invest to much time in taming trying to breed a creature to then fail or loose it all to very strong wild life i get it its supposed to be dangerous out there in the wilds but when a wolf runs across an island to eat someone something with that creatures ai is a bit wonky. Thank you for taking the time to post the essay it was an interesting read.
  9. Our Company personally hasn't had the issue with the teleportation or the collision deal. We have almost had one drown while following one and boarding the first tame to the ship, second one start drowning almost immediately but we were able to get it up on a shipdock right near by before it died. I have seen SEVERAL instances where the tame will be teleported even without experiencing it first hand. Which makes me EXTREMELY hesitant to take tames to sea for going to another island to do gathering and then carry everything back. Edit: On top of these problems...ALPHAS! Ok so I know Alphas are supposed to be big billy bad ass...BUT! Here's a problem I think everyone's having. Alpha's can and will kill tames extremely easily. Here's our experiences: Level 50ish Elephant downed by Alpha Wolf in 2 hits. Level 40ish Bear down by Alpha Rattlesnake in 2 hits...first strike put Bear to Unconcious. Here's other experiences that have happened on our island: Level 74 Giraffe downed by Alpha Wolf in 2 hits. Level 30ish Bear one shot by Alpha Lion Level 60ish Elephant downed by Alpha Wolf, same time and different wolf than the 74 Giraffe, in 2-3 hits (didn't actually see this one happen.) Alpha's should be pinnacle specimens, yes, I agree...but, there's a point I'd have to say where this just all seems absurd. Even off the tames and on foot with 130% firearms, before patch, it would take several minutes and staying out of range on rocks to kill the Alpha...or two Fire Arrows. Haven't killed an Alpha since the latest patch but with the firearm changes I can imagine this is going to be more of a nightmare with firearms...a pinnacle of projectile technology during the Golden Age of Sail.
  10. You aren't playing the same game, then. I had full metal armor on, and wolves nearly kill me, and I am a level 42. The pistols work good, and it is best to have two loaded at all times, but if you miss against a high level wolf you are dead. My issue isn't with the wolf's damage, it's with the lack of protection in metal armor. Metal armor should just about negate the bites of Lions, and Wolves. I've also noticed that wolves and lions will randomly run away from me, but there is no rhyme or reason to this. I had a lvl 38 run from me, but then a level 14 came at me like a hell hound, not 5 minutes later. My other issue is that the sneak skill isn't very useful. We tested it, and there is very little difference in how animals aggro to you. Not enough difference to warrant wasting points on it. I would like my Ghillie suit, thanks. Of course we wouldn't need them if the animals didn't aggro from such long range. I have stood on a rock, looked around, saw no wolves or lions, even using the spyglass, and so I get down, start mining the rock, and as I finish, I turn to find another rock only to see a wolf charging me so fast, I barely have time to get a weapon out to shoot it. The glitchy way they move when close to can also make them hard to shoot. I will deal with that, but it's the way they aggro from such long range that bothers me. I have also learned to take the hit from them, in order to get a better shot. By this, I mean, learn to not panic and don't shoot as fast as you can. If they are too close to you, charging you for a bite, the bite will make you turn a bit, making your shot miss...so take the hit, and as you bounce back, line up the shot and shoot. Take the hit, line up shot and shoot. This is not as effective against 2 wolves, as you are often near death from just one wolf. The optimal situation is to be on top of a large rock so they can't get to you, but if you don't see them first, this is unlikely to happen. Simply put, their aggro ranges need to be reduced...a lot. This may not be realistic, but then it doesn't take a lot of arrows to the face to make an animal stop attacking. Unless it's rabid, or trapped, one arrow into it, anywhere is going to make it stop attacking.
  11. What you refer to as "Wolf and Sheep" dilemma, I call a lack of proper incentive. By default the mechanics will always favor a bigger company, cant be helped. This makes the default incentive to join a bigger company. Examples: 1. The wolves go after the sheep because there is no incentive for them to go after another wolf. In fact the incentive is currently reversed. It costs/risks nothing to cruise by lawless and level everything insight. Where as you could loose all your gear and fleet in a more competitive engagement. 2. There is no incentive to take over someone's island if you already have your own. In fact, its reversed again. There is more benefit/incentive to defending your island than taking someone else's. Even worse, the implied incentive is for a solo/small company to try to get an island with that sweet peace timer. GL 1 or 2 vs 50+. If we had proper incentives for the bigger wolves, they would not eat all of the sheep. We need something to compete for that is tangible, rewarding, and progressive. Example: Lineage 2 had castles that could be contested every other weekend. Some smaller castles that drew tax from their local towns, and some larger castles that drew tax from the region. Bigger clans would go for bigger castles, smaller clans would go for smaller castles. Solos and tiny clans would go for forts. A group of 4 would be happy with a fort, knowing they could never take a castle, because outside of taxes, they functioned similarly, both had stores, buffs and teleporters. The owning an island and taxing residents was an attempt at this, but the balance is lopsided. The owner has near complete control of residents and structures and gets the tax. The little guy gets nothing from the deal. The WH and trade markets are a good step towards this. Personally (as a rough draft), I would add NPCs with stores and AH in freeports (a working economy basically), then a central island that is claimable once a week that sets/draws tax from the 4 freeport islands and perhaps a portion of the control points. The control points are for solos and small companies to squabble over, while the bigger companies would contend for the central island. This is all after removing claimable islands OFC. Lets open the map back up, make everything lawless outside of freeports. Oh, and not once will I ever care about what a dev spends on servers. Their monetary concerns are theirs, not mine. We didn't fund the game with our $5-15 per person. They are a business and it takes money to make money. They will not make money without a game that can release and sell for $40-60 a copy. hmmm....unless your Star Citizen.
  12. so was reading the road map and saw the devs are looking at vastly increasing the time players spend at sea and thought that was a great idea so i figured i would list some suggestions that would personally see me spending alot more time at sea then i currently do. please note i only really play on single player so alot of these suggestions will be with that in mind. first suggestion: a fleet system for single players to command up to 4 ships of a lower class than the one they are on. as a single player i hate the fact that theres no real reason for me to have more than one ship and when i go somewhere i can only bring one ship at a time. i would love to mount massive expeditions with a fleet or even just to send my fleet on an expedition to another island where i have a base without me. for this i would suggest giving captains the ability to tell an npc captain to follow another ship and "protect" it. to make this fair i would suggest limiting the number of ships that can follow any given ship to four and make it so they have to be a lower class ship so you dont have to deal with four galleons at once. i also suggest giving the option to tell npc crew to sail to specific islands either by themselves or with their fleet. this would enable you to get your ships from one island to another with relative ease without you always having to go with them. flotillas instead of or as a part of ship bases. so one thing i am afraid of is that this game will forget its piracy roots and start going off in a weird direction where all the sudden we have floating castles instead of ships. one way i think this can be prevented is by allowing for a flotilla type base system. this would essentially be a large gathering of your ships at sea that you can travel to and from the different ships via dingy or rope bridge you could connect them with. i would suggest making it so you could assign certain roles for ships. for example have a ship that acts as a naval farm that is responsible for growing crops on the deck and having a ship that acts like a mobile hotel where the crews of the other ships can sleep. make a deep sea anchor that acts as sort of a claim zone at sea and create a system where players can create a mobile self sufficient naval base that uses multiple interconnected ships and the fleet system mentioned above instead of just having one giant castle on a floating raft. to deal with the need for going to land for getting resources i have a few ideas. one is attachments for your ships that passively gather resources that "float by" like a net for fish and cargo. another is by creating trade ships that you can supply with coin and order them to travel to a free port in order to trade for the resources you need. i really like this idea because it poses the risk of not only loosing the coin if the ships of the damned sink your trade ship but also losing it to other players if they decide to play pirate and attack your merchant ship on route to its destination. the more ships you send as an escort the more likely your ship is to make it back alive but the more you have to loose if pirates attack. creating a real risk to doing things the easy way. also to prevent seas from being to crowded have a max number of active flotillas per shard and if necessary limit flotillas to shards with no islands like the ones i mention below. as for exploration some times less is more when it comes to end game exploration. it is always nice to have an island near by when sailing the seas and it certainly makes you feel safe but one of the thrilling parts of exploration is the fact that you dont know if you are going to find anything or if you are going to make it back. for end game exploration i would suggest creating a situation where the further you move away from the center of the map the less islands and resources on the islands their are. make it so at the far edges of the map you are dealing with mostly open seas and desert islands and even entire shards where theirs nothing but water. and at the furthest edges of the world make islands rare but also make them the richest in resources and big. this would create a system where you truly have to plan for and look for these islands and when you do find them you would get the genuine sense of discovery and accomplishment that comes with discovering a new world. also to really hit home the fact that this is undiscovered land make the flora and fauna seem different than anywhere else on the map. almost alien to what you would expect to see given what exists at the center of the map but not so alien that it looks like something that should not exist on the same planet. also make it so unique variants of certain species of animals appear only on these far off lands. this would allow peoples tames to show where they have been and give them more of a reason to explore. examples of unique variants can be anything from variants of the animals with a different color scheme then what appears in the wild like a wolf that has a color scheme that resembles a fox or zebra and for the rarest of beast variants give them some kind of special ability others of their species dont have like a wolf with a howl attack or that gets a stat boost at night and during a full moon. under water caves, temples, and lost cities in the open sea. so one thing i noticed as soon as i started playing atlas is how cool it is underwater but also how there is little to no reason to explore the vast landscape of the ocean. to remedy this i would suggest creating underwater temples and lost cities where you can find rare resources and treasures if you look hard enough and i would also suggest having under water caves that lead to large chambers that air has been trapped inside where you can find some resources and even build a base. this would create incentive for exploring the underwater areas and offer more areas for people to set up bases in secret which given the limited land area is desperately needed. also and this is important. make sure these cities, temples, and caves dont show up on the map. these are lost cities and temples and undiscovered caves after all. so giving players an idea of where to look for them would sorta ruin the whole point of the discovery. and finally carrier ships for tames. this would be a class of ship that is used specifically to carry tames either for transportation or combat purposes. it would have a big door on the deck you could open to enter a large space underneath where you can store multiple tames and if possible a partially submerged deck for storing sea tames although this one would be harder as you would need to make it in a way thats believable so people dont question why their ship does not sink. one reason i spend alot of on land is because thats where my tames are. a ship that you can assign to your fleet via the system mentioned above thats sole purpose is as a carrier for tames would go a long way in limiting the amount of time i spend on land. i saw on your road map you guys are looking at making tames less important. i personally think this is a mistake as one of the biggest draw to these kinds of games is the tames. instead i would suggest better implementation between the tames and the naval aspect of the game to the point where tames can almost be seen as an expansion of the naval combat. a ship class designed specifically for combination naval tame combat would go along way in achieving this. now you can already pretty much create tame carriers given the ships and ship building system that are in the game already. but i think a ship built and designed with this aspect in mind could do alot more. it could have extra hatches specifically for launching your tames from the top, front, side, or backs of your ship or even using some of your tames with ranged attacks as turrets. and given your road map mentioned a boarding meta game i think theirs a lot that could be done in that regard as well. after all who doesn't want to board another persons ship while mounted on a wolf with a pack of wolves following them. i even have an idea for design inspiration for the ship. make it an ark. how cool would that be! of course i dont expect all or even any of these things to actually be implemented. but if they manage to give the devs any ideas or insights into what their players would like to do at sea then i will consider the time spent making this post worth it. also if any one has any ideas they have that they think would make them want to spend more time at sea please post them below. also i apologize for any misspellings or poor grammar in my post. i have a disability that makes things like grammar and spelling very hard for me to learn how to do correctly so bear with me.+
  13. Some suggestions on things that could be add during Early Access besides balancing and bug fixing. Update: I integrated all ideas into the first post for better readability. Ships Brig The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it. Frigate A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side. Ship of the Line A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common. Huge Sails The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship. Sail Crew Ability to have more crew assigned to a sail. Open/close and turn much slower with one crew and faster with multiple crew, also having a speed buff for multiple crew on the sails or player manning the sail. Multiple Sails You should be at least able to add different sails to the same mast, like a handling sail and a speed sail on one mast. Ship details Besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships. Also when placing walls inside a ship hull they should fill the gap to the hull. Man stations by demand Option to set npc crew to man stations by demand. If you anchor they should unman stations and repair if you issue orders to an unmanned sail or cannon they will man the station or switch from another station that has no orders issued right now. Weather forecast Give a warning a few minutes before the weather changes and add skills that increase the warning period. Ship sinking Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them. For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times. If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed) Suggestion: (All ideas need to be applied together to work correctly, given numbers are not set in stone and need to be tested and balanced) Planks Planks need to take more damage they are destroyed far too easy by any means. Planks should be able to take a lot more shots including all sources be it from player weapons or SoD. Considering a wooden wall taking 80 wood having 8.000 hp it wouldnt be wrong if a large plank taking 1500 wood would have 150.000 hp. So atleast bit more hp on planks would make a lot of sense. Ship Health / Resistance The ship health will no longer resemble the amount of water the ship has taken in but the ships condition (The sum of all planks HP). The ships condition grants a resistance buff to planks and reduces when damage to planks is taken. Resistance Buff / Sturdiness Planks have a damage resistance with the following formula: Ship HP% - Plank HP% + Sturdiness Bonus - Example: Ships Condition at 100%, Plank at 100%, Sturdiness 0% = Resistance 0% - Example: Ships Condition at 90%, Plank at 10%, Sturdiness 0% = Resistance 80% - Example: Ships Condition at 10%, Plank at 100%, Sturdiness 10% = Resistance -80% - Example: Ships Condition at 80%, Plank at 40%, Sturdiness 10% = Resistance 50% Ship Weight / Water Weight If a ship takes in water the water will be added to the weight. Also the weight will have more influence how fast a ship can turn, accelerate and move. Draught / Load Draft The weight of the ship no matter if it is from resources, cannons or water will make the ship go deeper and raise the water line. Obviously the ship will sink when the waterline raises above the bulwark. Water Leaks The ship can only take in water from leaks below the water line. If a plank is partially below the water line the inflow of water will be slower. Bulkhead You should be able to build bulkheads that divide the ship into sections and prevent water inflow from the front section to reach the mid or aft sections. Also a fully closed deck will prevent water from reaching the upper deck. To have water inflow on the mid deck the waterline need to be high enough to reach said deck and leaks need to be present on the planks. Repairing Planks Planks can no longer be destroyed. If a plank reaches 0 HP it will be turned into a burst plank. A burst plank will take 3 successful hits with the repair hammer to start repairing again and will take a reasonable amount of resources with every try. Only fully repaired planks can be replaced with a new plank or demolished. Burst planks will make a damaged ship look a lot better and act like a missing plank in case of shots going through them and water leaking in but dont allow a new plank to be placed for easy repair. Visible Damage If bulkheads and decks stopping water inflow planks can have more conditions to make combat look better and easily tell the their condition: <50% light visible damage and tiny water leak <25% visible damage and small water leak <10% heavy visible damage and medium water leak 0% visible burst plank with large water leak Ship Sails Once a mast gets destroyed it gets replaced with a broken mast that has like a 10 minute cooldown before it can be repaired. Same if a sail gets completely ripped it will have a 5 minute cooldown before it can be repaired again to allow boarding actions. The same applies as to planks and it takes 3 successful repair hammer hits to start repairing once the cooldown is over and you cannot demolish or replace a sail/mast until it is fully repaired. Wind Sails do take damage from strong winds, starting at 50% of the max wind strength they will have a tiny wear effect and at 100% it will be quit noticeable. Cyclones of course deal a lot damage to sails but less to planks so you can lower sails if you cannot avoid them. Cannon Balls Since battles last longer now they should be a bit cheaper and reasonably lighter to carry enough. Avoiding abuse of the weight mechanic On anchored ships the weight that a player can add to a ship is limited to two times his carry weight. Should the ship lift the anchor the full weight is applied. On PVE you can remove sleeping players if you own the ship, they will be moved to the end of the emergency ladder if selecting to remove some overweight sleeper that tries to stall your ship indefinitely. Repair All Add an option for ships to repair everything at a very low speed using materials from the ship inventory if you hit it with a hammer it will increase the speed. World Island diversity Additional Island to expand the world and give more room and options for players. Free Islands Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc. Exploration Islands Islands you cant build on, just for exploring and the real pirate feeling. Claimable Islands Normal Islands to fight for. Pirate Nest Starter Islands for Pirates no protection and no limitations. Map rearrangement or special server (PVP/PVE Merge) All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First rows are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands. Golden Age Islands are mixed into this map with different difficulties as well. NPC Factions Having some factions to liven up the world. (All using real ships/versions of the playerships) Civilian NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island. Navy Having forts and military ports. Guarding the sea from pirates and ships of the damned. Pirates NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods. Damnation Ships of the damned turned into real ships and only appearing during night time Faction Areas and settlements Factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in certain areas at night while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence. Underwater “Islands” (Additional world layers) There should be natural air bubbles(caves) and player made domes under water where you can live. Also ancient cultures could have left artificial or magic domes that provide a place to live. Similar to an island with resource spawns and wildlife etc. these will expand the space to live in the game and bring more life to the sea bed as well as base of operation for the upcoming subs. There could be bigger subs (comparable to the surface ships) for traveling and transporting that launch the mini subs for resource collection and other under water tasks. Should airships be added some day the same could be done with floating islands to expand the space to live into the sky. The battlefields and playfields should be mainly separated so that sea, air, land and underwater battles not significantly interfere with each other: Surface Ships – strong hull, can carry heavy weapons and lots of resources, get new weapons like basic depth charges that are very effective against submarines and basic anti-air cannons that easily down airships. Of course more ship types here is a primary goal. Land – large fortifications and heavy weapons also can use anti-air cannons Submerged – have weak hulls and can only carry light weapons that cause little damage to surface ships planks but good damage to other subs. Can also use small deck guns when not diving to participate in surface battles but still way weaker than surface ships. Floating – lightweight airships, cannot carry much stuff and only lighter weapons good for air combat and reaching floating islands but with low effect on surface ships. 4 different experiences and battlefields to master and expand the game content and many more cool places to visit. Quests and World Tasks Add NPC in Towns that give Quests for a Gold reward. As well as quests on the fly you can find in the world. Exploration Quest Visit a certain island and cartograph it. Return to Questgiver for reward. Exploration Tasks World tasks, pieces of a (exploration) treasure maps are appearing on one island. If you explore the island you will randomly find the pieces if you have enough pieces to combine into a map it will lead to a treasure chest on this island. If you picked up the treasure chest it will have a long cooldown but you can do the same on every island to encourage exploration. Trading Quest Deliver certain materials to a faraway NPC town for a Gold reward. Special Trading Quest Transport a certain item or person from one Port to another. Salvage Quest Bring certain item found on a shipwreck to questgiver. Salvage Task Find a treasure Map that points toward a shipwreck for salvage. Rescue Task Find shipwrecked npcs and bring them to any town for a small reward, or enslave them and sell them in a pirate nest. And many more like combat quests, creature hunt, boarding trader ships or capturing civilian/navy ships… Dungeons: Player limit for dungeons. The game has everything from single players up to 400ppl tribes, its impossible to balance so there should be dungeons for different team sizes. The limit allows only so many people inside the dungeon at the same time and the content inside is balanced on that number. (max 2) Tiny dungeon - small with basic loot and suitable for one or two persons. Low chance for specials like fountain of youth, gold or rare stuff (including all mechanics of the game so everyone can take part and is not excluded). Many of these do exist on all islands. (max 4) Small dungeon - normal dungeon for a small group, hard but doable alone. Normal chance for specials. Many of these do exist on all islands. (max Normal dungeon - normal dungeon for a medium group. Normal chance for specials. Many of these do exist on all islands. (max 16) Large dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 32) Huge dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 64) Raid dungeon - large dungeon with world bosses for huge crews. Very high chances for specials and rare loot. They only exist on special islands or zones. More versatile dungeons (instances) Different Caves (like in game already) Under Water Caves (having air to breath once inside but also parts that are under water) Shipwreck (in shallow water or deep in the ocean) Ghostship (once disabled you can go inside or drifting ships with enemies) Tempel or other buildings Hostile Settlements or island counting as open dungeon Under water city inside an air bubble ... Law System If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one. Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can escape relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way. Also include special starter islands/ pirate nests for players with a high bounty on their head. Player condition Green - Everyone is a green player from the start. Yellow - When you attack a green or yellow player you will turn into a yellow player. Yellow players turn green again a few minutes after they last did damage to other players. Red - When you have a significant bounty by a npc faction on your head you will turn red. Only by loosing the bounty you can turn green again. Red players can only use Homeservers in pirate territory. Note that player bounties alone will not make a player turn red. So player bounties on green players can only be turned in by red players, pirates. Bounty (What is a bounty) Bounty is a gold amount on your head set by either the npc faction in which territory you commit a crime or by a player. Different factions do consider different things a crime. Crime (What gives you a bounty) - Killing green player, tiny bounty. (Except pirate territory) - Destroying building parts of others, tiny bounty. (Except pirate territory) - Stealing from locked containers, small bounty. (Except pirate territory) - Attacking ship, small bounty. (Except pirate territory) (Medium bounty in Trader faction territory) - Sinking ship, huge bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Taking green or yellow players as prisoner, large bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Player placing bounty on your head. - Killing yellow and red players, no bounty - Attacking red ships (ships of red players), no bounty - Sinking red ships, small bounty (Only in pirate territory) - Escaping a cage, small bounty (Except pirate territory) Jail & Debuff (How to loose bounties) A bounty will reduce when the player is online and sitting in a cage owned by the npc faction, player or company that placed the bounty. You can relatively easy escape a cage after a short while if you don’t want to sit idle but your bounty will no longer decline and you get a small amount added on top of it for escaping. You have to flee the area as well so your company rescuing you would be an option. If their head is delivered instead and the bounty is paid they will receive a debuff that reduces xp, damage the player deals, harvest and taming rates significantly. The debuff will contain the amount of bounty that got paid doubled and every goldcoin the player picks up will automatically be used to pay of the debuff until it is gone. Players remain red while they have the debuff. Bounties will also reduce naturally with time but very slow. Payment (How to get paid) Obviously the debuff or jail time must hit significantly harder than the bounty is worth to prevent misuse. Deliver the head or the player alive to a npc faction headquarter to receive the bounty placed by the npc faction. Bonus money for alive players. Deliver the head or player alive to the player or company that placed a bounty on its head. Be aware that players or companies can refuse to pay the bounty, so skilled bounty hunters need some measures to bargain That’s about the basic bounty system for players. I like the idea of company or ship bounties. On top of this there could be more bounty systems: Company bounty The company bounty is the cumulated bounty of its players and will decide if a company will turn red as a whole including all members. If player looses its bounty or is removed from the company it will also be removed from the company bounty. Ship bounty If you earn a bounty while a ship owned by you or your company is close by the ship will earn the same bounty, plus players can also add bounties on a ship directly. If a ship with a bounty is sunk you will earn this bounty. Again the owner of the ship will receive a debuff that will take gold from ship boxes the player owns to pay off the debuff. The amount of gold to pay of the debuff is always twice the amount of the bounty that is paid to prevent companies to profit from bounties set on them. Unlike player bounties, ship bounties can be paid off with the normal gold cost at the npc factions. Flags (Yield mechanic) Flag Basic You can raise a flag on your ship that also influences faction and pvp. It’s especially handy for pvp but also for pve server or areas. Flags have a cooldown before they can be changed again. Flags can also be applied to npc settlements and player claims and have the same rules. Available flags are: Trader Flag Is a neutral flag and has no special effect. Hostiles like pirates or factions you have a bad reputation will target you. Company Flag You represent your company and your deeds will affect its reputation and the standing towards other companies, factions and players and their reputation towards your company if they that take actions against you. You can take actions against hostile companies (declared company war) without earning a bounty on your head. Faction Flag You represent an NPC faction and can sail their waters and use their ports but are hunted by their enemies. Flags of factions are only available if you have a good enough standing with that faction. (Your reputations with said faction will increase from doing quests for npcs in ports and your reputation will decline if attacking faction ships or npcs.) Pirate Flag You will go hostile to all around you including unallied pirates and can take pirate actions but will earn a bounty on your head if you do so. No one will get a bounty for attacking a pirate, you cannot lower the flag for a while after raising it. The pirate flag will be forced if your bounty is too high making you a well-known pirate. Navy Flag You will be hostile to pirates and players with bounties, while everyone can attack pirates without a penalty, pirates can fight of navy ships without a penalty. Navy ships have an escape blocking aura. If you die within the aura around a hostile navy ship you will be forced to respawn in a bed that is also within this aura if you don’t have a bed in range you will pass out and can be taken prisoner. White Flag Raising the white flag will yield to enemies, npcs and players alike. Your sails will be closed and all abroad will be forced to kneel down so you cannot fight. Attacking a ship or npc that has yielded and sinking it will have very high bounty penalty excluding pirate ships. A yielded ship will unlock all containers and doors and can be looted by player pirates as much as they like to. Hostile NPCs will come alongside yielded ships and transfer a part or all content of boxes and inventories depending on reputation and faction, npc pirates and the legion of the damned will also take your crew. Player pirates can take over yielded ships and enslave the crew but it will earn them a very high bounty that’s not worth the gain unless you are among the few most famous pirates that can keep fighting of everything that will be after you. (Ships should not be sunk for no reason, that very important to make the world evolve) Reputation You should be able to trade even with a neutral standing and earn a bit of reputation depending on the faction. Trader factions give more reputation for trading but another source of reputation are the quest npc in towns that can give you trade runs but also combat, salvage or exploration missions which earn you a bigger reputation and gold reward on completing. The local market in npc towns having different prices allows to play as a trader if you want and earn gold if you reach a port with the right wares to sell with a bargain. Unlike civil flags of course a combat faction like the navy or pirates do require you to fight their enemies to earn their flag and makes you enemies with the other faction from sinking their ships. Upkeep & Decay & Taxes New item resource-stack (like the ship resource-box). Repair hammer will automatically use resources from the resource-stack in the building. Like ships every building can have one resource-stack. Ships and buildings will now decay very fast. The resource-box and resource-stack will automatically use resources to counter that decay (upkeep). There is a minimum upkeep for every box or stack to maintain itself, additional it will charge a cost for the amount of pieces the ship or building has attached. Zones mechanics: Freeport – No building, cannot anchor ships in the port area. No de-spawn timer or faster decay needed. Lawless – Upkeep cost will keep buildings from decaying. Claimed Citizen – The upkeep cost will go towards the taxes and the ship or building stays in shape. No or low taxes on basic resource collection, normal taxes on gold treasures. Claimed Owner – No building and ship decay or upkeep for the owner and allies. Significant gold upkeep for the claim itself. Exploration Zones – No building, ships upkeep like in lawless. This will allow the server to get cleared fast from abandoned stuff including ships. It will also allow player that want to go on vacation to put enough resources into the box for whatever time frame they will be away. Foundation spamming is effectively countered as they will decay fast and it is costly to put a resource-stack for every foundation and keep it filled with the minimum upkeep. This versatile system, will allow to avoid bad experiences with de-spawn timers, foundation spamming, too expensive, cheap, long or short upkeep phases. And allows new players easy access as in all Zones the same system applies, upkeep & decay always at the same rates. Trading, crafting and resources Quality Crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood. Crafting skills Add crafting skills that slightly reduce the required mats. Maybe different skills for every kind of material like metal or wood. Containers Containers have a maximum weight limit so you actually cant throw everything into one container. Containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts. Trader counter A build and placeable counter where you can place items and set a price on them to buy or sell works when manned by player or npc crew. Freight Box When you access a player shop or trade hub you will have access and can select all inventories of your freight boxes in the vicinity of the shop to trade the wares or buy them. For example your ship needs to be in the harbor and every trade will take a while to commence (unloading). Trade Hub/Port The trade hub/port is a central coastal building that will show all offers of player shops in the vicinity and will also allow players to put their wares up for sale without upkeep but paying a tax when it is sold. The sales tax can be set by the owner and is limited to 30%. Every day the offer is not sold the tax will increase by 5% when it reaches 100% the offer is taken down and the wares belong to the owner of the trade hub. The trade hub has a reasonable upkeep for the owner. While the player shops/shacks will have far less upkeep, preferable they should decay and need to be repaired with resources not gold. Renting and Trading Allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest. Npc settlements Liven up trade buy having npc cities with traders that buy and sell with different prices and demand and might give trade requests to players that are rewarded with extra gold upon delivery. Workstations A new basic workstation that is easily build and move most none primitive part from inventory crafting to this station and the smithy. Crafting stations now take more time to produce parts and do not manufacture until manned by a player or npc crew. Faster crafting skills affecting crafting tasks set by the player with the skill, npc manufacture much slower than the player when using the stations. NPC workforce Possibility to set hired npcs to slowly collect resources independently in a certain area around a collection box. As long as you can protect them you will be able to skip on the most boring part of the game and get mats for a new ship with enough time. Backpacks and stuff Craftable backpacks that increase carry capacity. Items in backpacks have their weight reduced. Bags to be placed in inventories reducing weight of items inside. Can also be placed on the ground, carts... Saddlebags increasing carry capacity and reduce weight of items inside. Normal inventory reduced carry capacity but include very basic bags and backpacks that can already be crafted on starter islands and boost it to about the current basic level. Creatures Normal Creatures - Reduced Size to real size - Normal wildlife, plentiful, less aggressive - normal behavior, wolves hunt at night rest during the day etc. - tameable, some smaller versions like wolves are not rideable, can be tamed faster than the current taming speed - levelrange, every creature can spawn at levels considering their strength and size: chicken lv 1-20 wolf lv 20-60 tiger lv 50-100 elephant lv 50-80 Alpha Creatures - using the current size(oversized) of creatures - tameable, but take more time to be tamed - rideable, for example alpha wolves are rideable unlike the normal sized ones - creatures picked to spawn as alpha will double their level and receive a health buff (health buff does not carry over to tamed ones) - alphas can be accompanied by a pack of normal creatures, for example a pack of wolves following an alpha wolf - only appropriate alphas, no alpha chickens and stuff Omega Creatures - rare and strong monsters of large size like dragons and other beasts. if you come across one while exploring the jungle you be running for your life - only hunt them in groups (introduce a tracking skill so they can remain rare sights) - if one is found trigger an local event everyone can join in to fight together (separate loot for all participants) Titan Creatures - like the kraken, only for massive groups - big monsters or large group of enemies like an undead army - unlike the kraken they also appear randomly triggering world events for everyone to attend - can attack islands and all need to band together to fend them off, will disappear after a while if not defeated (there will be a warning a few days before the creature attacks like dead fish on the beach, bubbles in the water, strange weather or an undead armada on the horizon...) - is a natural replacement for decay, instead of buildings and ships getting deleted after a while they will get damaged or destroyed by titan attacks and are more likely to happen on heavily inhabited islands but no more than once a month per island Behavior - attack delay, for example a shark will not attack as soon as you contact the water surface but start circling you for a bit bevor attacking, a wolf will tail you and team up with nearby wolves and is more likely to attack when turning your back on it, etc. General - need more creatures to liven up the world in the long term - tameable LotD with tarot skills, give us undead breeding, be the first Taming New taming mechanic optional or replacement however you see fit. Activate taming skill and hold out the food. This will prevent creatures you look at from getting aggro on you or fleeing from you, does only work if they dont reacted to you already so you have to start from far away with agressive creatures and always look at them to keep them from reacting in the normal way(aggro/flee). Creatures will also flee or attack with a certain chance that depends on your sneaking skill and how fast you move towards them. Once you reach them there is a chance they will eat the food depending on its quality and what kind of food you are offering. Agressive creatures will attack when rejecting the food. You have to repeat until the taming bar is full, if attacked you have to flee and loose aggro to continue taming or if it stays in the game you continue with the bola method. Weapons and Armor Dual Wield Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature. You should also be able to dual wield every one handed item. Like a grappling hock in one hand and a sword in the other so you can attack when you swing over to an enemy ship. Also it would make guns more viable as you are not defenseless against meele while holding one. Maybe with a meele rebalance that does allow for less slashing and more parrying it will feel even more authentic and fun. Unarmed/martial arts Add kicks and combo moves to make unarmed fighting more viable with knockbacks and combos for some additional effects like stunning or knock down. + Ability to disarm enemies. Job armor and clothes Every job should have appropriate clothing, light and warm version. For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor. Outfits give bonuses to the corresponding profession and liven up the world. Magic Since magic will be added some ideas for magic types and purposes Necromancy – Recruiting/summoning and controlling an army of the dead crew. Transforming into an undead yourself -> undead don’t need air and can live under water. Able to resurrect dead players and npc crew as undead crew. Turn your ship into a ghost ship, able to dive (cannons don’t work under water thou but good for surprise appearance) Voodoo – Cursing weapons, ships, players and animals and lifting curses, changing the weather/wind (bad) Divine – Blessing weapons, ships, players, animals or harvest, changing the weather/wind (good) SkilltreeAs a long time goal a rework of the xp system would be preferable.  There will be different XP for the different skill trees. For example building a ship gives you seamanship xp and sailing a ship gives captaineering xp or hitting with a meele weapon gives meele weaponry xp… -> If you build ships you become a better ship builder, if you fight a lot you become a better fighter and so on. This comes along with a rework of xp amounts so you make some worthy progress with each action, where building a ship for 8 hours gives you as much progress with seamanship as killing creatures for 8 hours gives weapon xp. Also the skill-trees are expanded to give more passive bonuses and active skills with every tree for a more in depth specialization above the basics. Player Conditions Player wounds and weight Introduce heavy wounds, heavy overweight - both force you to crawl so you cannot interact with for example ladders with heavy overweighting and stuff.Limb damage effects - reducing meele damage (arms), accuracy (head), stamina (chest) or walking/dodging (legs). Aging When you die of old age you will have to make a new character but keep your progress level and exploration and ships etc. and get to respect your character once. (No respect on level up anymore) When you die of old age and have a child you can choose to play as the child and will also keep levels, exploration and ships etc. with a free respect. Depending on how well the child was raised you will get a permanent stat bonus to your lineage like more health or stamina. When using the fountain of youth you will get a free respect and are young again.
  14. Just because every1 worries about their beloved pets, I wanna continue with my vision of pet system. But before I go I need to tell that current FEATS system must be changed. So depends of what you doing (or better say - depends of state you in) - the menu shows different FEATS. Related to current situation. So If you staying behind steering wheel - you see all "overdrive" "rally" FEATS and don't see those "Nature cries/touches". You won't anyway use nature touch to my steering wheel right? So you walk by foot - your walk feats shows, like "instant equip", "dance", "quick repair" etc. You ride a tame - you see nature touch and cry. You ride a boat - You see overdrive, rally etc. And now to: 11 - Beast mastery. I would CANCEL all "ride and bite" game mechanic. And then separate all tames to 4 different types. 1) - Critters (those can ride your shoulders and give you a buff). 2) - Gatherers (those you can ride and gather resources). 3) - Battle pets (those that can fight ALONG YOUR SIDE). 4) - Mounts (those you can ride and FIGHT BY WEAPON IN YOUR HANDS). And you can choice - what type you wanna use. It's not necessary to teach how to tame a wolf and lions if you wanna just tame a bear for cotton gathering. By picking one of 4 skills you can tame and breed one of those 4 families tame. So my BM skill tree would look this like: Tames infrastructure - gives you the way to build tames pen and Tames trap (with custom walls/fences/gates/feeding bowls). Bolas for taming. Also prefab incubator building here for breeding (no more cubes with 118 grilles inside). And one more thing - critter post. So, for example, you can put the post to your ship, put there a parrot and the parrot gives his buff to every1 on the ship. Saddles - allows you to build saddles for gatherers and mounts. And also armor for critters and battle pets. There are 2 type of saddles/armors. One created from FURs - warm animals should wear those in cold biomes, or they die freezing. Another - plate ones for any animals in warm biomes. No furs in hot zones or they die of heatstroke. And before I go to animals I just wanna say - NO MORE RIDE AND BITE! Any animals can stand for oneself, but just on their own. You can choice their stance, order to follow you etc, but you can only command to fight battle pets. So. Critters are: - Cat (do some fish hunting). - Vulture (do some meat, keratine hunting) - Monkey (increase health regeneration while seating on shoulder or critter post). - Parrot (fortitude buff on shoulder or critter post) - Rabbit (warn you about animals on shoulder, or damned ships on post) - Crow (intelligence boost while on shoulder or critter post) - Seagull (swimming speed and oxygen rate boost on shoulder, warn you of shallow waters on post). - Penguin (cold resistance while on post). Efficiency up - makes all those buff stronger. Insight - active skill appears in feats menu If you wearing critter on your shoulder. For short amount of time spread buff to some radius around you affects all allies within this radius). --- Gatherers are: - Chicken (gives you eggs). - Sheep (gives you wool). - Cow (gives you milk). - Pig (give you fertilizer). - Brown bear (mountable - LMB gather berries, vegies, fibers). - Ostrich (mountable - LMB for saps gathering from bushes, trees and hives). - Elephant (mountable - LMB for wood gathering). - Giraffe (mountable - LMB for thatches gathering). - Rhino (mountable - LMB for flint and stones gathering). - Olfend (mountable - LMB for water store from fresh sources) By skills you can give extra health, stamina, weight and amount of gathering each swing to all those tames you ride. There are two active skills tho: Shell - temporary increase tames armor you ride. Heal all gatherers around for small amount. Lost and found - for small time period allow you to get random resources (even rarest one) from nodes you gather. Like Ironwood/strongwood etc from lightwood tree you hit by an elephant. --- Battle pets are for fighting along your side. You can adjust one as a companion and then feat menu shows battle commands. To attack. To retreat. Run to the certain point. Etc. I really don't like the idea of 384 bears suicide squad that go sacrifice themselves for high lvl damned army map. It's better be "each tame matters". So only one at time. It can follow you, while you riding any other tames tho. Each battle pet have it's own active skill. Pet use it in automated mode. - Grizzly Bear (Yeap. There 2 types of bears - for gathering and for battles. Or there should be a choice after you tame one - wither you want it to be a gatherer or battle one). For short time period can increase your and his armor. - Wolf. Can do frighting howl to decrease enemies armor for small time period. - Lion. Can do frighting howl to decrease enemies attack power for small time period. - Tiger. Can perform bleed attack. Also Dinos there (sigh, I don't like them, we're not in ARK you know?). - Tortugar. Aoe cone attack wide radius. - Shieldhorn. Knockback charge. - Razortooth. Cry increases all allies damage for some time period. By skills, you can add some extra health, stamina, damage and attack power to pets under your control. There are 2 active skills there. Nature touch - health your pet by great amount. Nature cry - greatly increase your pet's attack power for short time period. --- Mounts for those who wanna ride and fight. It's just not they bite enemies anymore. You ride. You use your weapon and hit the enemies. Advantage of this battle style is simple. While mounted you go to very armored state. You can also use special long "lance" weapons, or ranged weapons. You can even perform a charge attack. Their weakness are rangers. - Bull. Increases your and his armor while you riding him. Can run through enemies, land small damage and occasionally knocking enemies back. - Draft horse. Average armor. Fast speed. Universal mount for all purposes. - Battle camel. Increases your and his HP while you riding him. - Battle elephants. Strong armor and a lot of health. Can run through enemies, damaging them for small amount. Can only be used for ranged attack. With skill you can increase health, stamina, armor and run speed of mount you riding. There are also two active skills there. Be hold - for small amount of time greatly increases armor of mound and rider, makes them both almost indestructible. Charge. - For melee weapon perform unstoppable charge run through enemies, lands great amount of damage and extra effects depend on weapon you hold (sword provide bleed attack, maces reduce enemies armor, lance reduce enemies attack power etc). - For ranged perform strong pierce attack with great damage. - For firearm perform explosive aoe attack.
  15. 33 - I died and my corpse fall down underground. This is the way to loose all I've created so far. There were like full crafted stuff, tools, alot of different weapons, whole lot of ammo and a map really good quality. I couldn't kill common lvl-30 wolf because my bolts did not land a single damage within 6 shots (check pt.27 above). After I died I found my stuff underground with no way to get all back. I've tried all ways possible, trust me. So yeah. Another sad game session. Serious setback on all my quests. Lost a lot I came to within last few weeks. I mean... It would be fine if I would be reckless. If I would be stupid to go to some dangerous place alone and unprepared. If I lost all in epic battle etc. I lost all to just a common wolf, because this game full of glitches. Can't find words any more... p.s. - I've got 3 crab wheels now (check pt.32 above)
  16. 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
  17. All the below is my personal opinions and may not reflect the views of other players. Bear - As much as I hate to admit it, this is kind of the super animal atm for me. And that either means the others need bringing up to the same level or it needs nerfing. Chicken - I want to shoulder mount my chickens, and since chickens eat bugs IRL they could be a Bee/Ant deterrent when shoulder mounted. Cow - I kind of like that you can not mount the cow, I have never seen someone ride a cow, but can you please add a leash or something similar to help manoeuvre them. Bull - Currently annoying to tame and useless once acquired. Needs a purpose and then needs that purpose enhanced. Could it have a charge that knocks players/animals unconscious? Like a bull rush. Crow - Look awesome, sadly I find intelligence a very lacking stat and so find myself not desiring a buff to it. Perhaps intelligence needs a boost to make the crow more desirable. Razortooth - Have not acquired one of these yet to have any thoughts. Shieldhorn - Have not acquired one of these yet to have any thoughts. Elephant - Recent weight changes were good, I find my elephant much more useful now, however, the turning circle is awful in many cases, and it spazzes out on many inclines making it impossible to manoeuvre except in direct reverse. Just needs some handling tweaks IMO. Giant Pig - Handy little pooper, useful that it doesn't need a saddle. Seems to fit the pooper and basic mount role well I think, don't see a need to alter it atm. Giraffe - Have not tamed one yet because of the reports that it isn't actually very good and its intended purpose of gathering thatch. I go through a lot of thatch and so I would want it to be significantly better than other means. (such as a bear gathering low lying thatch, rushes I think) Horse - People don't like taming horses due to the process. I think a different approach would be good, something more in line with breaking in wild horses. If the leash I suggested for cows was usable on wild horses then you mount the horse and do something (maybe some of those mini-games you guys like) to break the horse in with a risk of being thrown off if you fail. Lion - The grab is too annoying on wild Lions. When they spawn in packs of 2 or more you can not avoid being grabbed and dying. It is a mechanic that is unique to them so we should keep it, but I would suggest that the player doesn't take so much (or any) damage from the lion while grabbed. You would still be open to other lions and predators attacking you so it wouldn't remove all the risk. And the annoyance of being dismounted if you were mounted when grabbed remains (and unmounted tames are not as deadly as mounted ones). Monkey - I think the monkey is ok atm. Ostrich - I have not tried the Ostrich, there have never been many where I have settled. Parrot - I think the parrot is ok atm. I don't know exactly what degree of heat protection it currently provides but I think it should give outright protection from overheating when shoulder mounted (completely block the overheated state that causes health damage). Penguin - Similar to the parrot, I don't know exactly what degree of cold protection the penguin currently provides but I think it should give outright protection from freezing when being hugged (completely block the freezing state that causes health damage). Rabbit - Is there any use for rabbits beyond a hide source on freeports? Rhino - I have limited time with a rhino. As long as they are much better at their gathering purpose than other methods then it is fine. Do they gather metal and stone well from the respective nodes or better at one and mediocre at the other? Seagull - I have not tamed one of these and don't feel any desire to. I believe they increase the viewable fog of war area? It is not enough to make me want one. Sheep - Except for late tier blueprints needing an extra hide source they are essentially useless IMO. I would never tame one, I would just slaughter wild ones for fleece. Perhaps they could have a flock area buff that has a positive effect for all nearby tames and crew. Something along the lines of having a flock of sheep makes the area feel more secure and safe (because you wouldn't have a flock of sheep where they could be mauled of course). And this could boost tame and crew resistance which would have a positive impact on base defence and encourage players to have flocks of sheep at their bases and thus improve their general aesthetic. Tiger - A bit weak. I have lost L70+ tamed tigers to L4 wild solo lions so fast, even after recent tamed animal adjustments. They need a health boost, especially as a T3 tame. I would like to see Tigers become the preferred mount for treasure hunting over bears. Also, their carry weight base is ridiculous, it should be able to carry at least the players base carry weight by default. Vulture - Annoying, but I think that is working as intended lol. Wolf - An easy animal to skip when seeking mounts. Would only tame one if it was convenient, would certainly not go out of my way to acquire a wolf. They need something to make them desirable. When I think of wolves I think of them prowling in the night. So maybe a stealth feature so you are less detectable to other animals and/or players when riding a wolf.
  18. Besides rebalancing the gathering and carry abilities to make every tame viable like many suggested, i would also suggest to rearrange the creatures into a more exciting and challenging system. Normal Creatures - Reduced Size to real size - Normal wildlife, plentiful, less aggressive - normal behavior, wolves hunt at night rest during the day etc. - tameable, some smaller versions like wolves are not rideable, can be tamed faster than the current taming speed - levelrange, every creature can spawn at levels considering their strength and size: chicken lv 1-20 wolf lv 20-60 tiger lv 50-100 elephant lv 50-80 Alpha Creatures - using the current size(oversized) of creatures - tameable, but take more time to be tamed - rideable, for example alpha wolves are rideable unlike the normal sized ones - creatures picked to spawn as alpha will double their level and receive a health buff (health buff does not carry over to tamed ones) - alphas can be accompanied by a pack of normal creatures, for example a pack of wolves following an alpha wolf - only appropriate alphas, no alpha chickens and stuff Omega Creatures - rare and strong monsters of large size like dragons and other beasts. if you come across one while exploring the jungle you be running for your life - only hunt them in groups (introduce a tracking skill so they can remain rare sights) - if one is found trigger an local event everyone can join in to fight together (separate loot for all participants) Titan Creatures - like the kraken, only for massive groups - unlike the kraken they also appear randomly triggering world events for everyone to attend - can attack islands and all need to band together to fend them off, will disappear after a while if not defeated - is a natural replacement for decay, instead of buildings and ships getting deleted after a while they will get damaged or destroyed by titan attacks that only happen like once a month per island Behavior - attack delay, for example a shark will not attack as soon as you contact the water surface but start circling you for a bit bevor attacking, a wolf will tail you and team up with nearby wolves and is more likely to attack when turning your back on it, etc. General - need more creatures to liven up the world in the long term - tameable LotD with tarot skills, give us undead breeding, be the first ;) Taming New taming mechanic optional or replacement however you see fit.Activate taming skill and hold out the food. This will prevent creatures you look at from getting aggro on you or fleeing from you, does only work if they dont reacted to you already so you have to start from far away with aggressive creatures and always look at them to keep them from reacting in the normal way(aggro/flee).Creatures will also flee or attack with a certain chance that depends on your sneaking skill and how fast you move towards them. Once you reach them there is a chance they will eat the food depending on its quality and what kind of food you are offering. Agressive creatures will attack when rejecting the food.You have to repeat until the taming bar is full, if attacked you have to flee and loose aggro to continue taming or if it stays in the game you continue with the bola method.
  19. So far I am enjoying the tames. Here is how I would make it better. First I would love an ability to select what my tame should harvest and ignore the rest. Second pls let us select tame ans NPCs to only attack players and tames like they already do on guns, it will make them viable first responders and make ninja raids much harder. Bear - take away the ability to attach carts, the tame is either battle or utility. Once you have it both it becomes OP. The rest of it seems fine. Chicken - leave as is Cow - leave as is Bull - make it a hauler, give it good weight (say 2K), let cargo carts have an ability to snap a small box on top instead of a cannon. And let the animal haul say 2-3 times their weight limit if placed in the box on the cart Razorthooth - did not have enough experience to suggest anything Shieldhorn - did not have enough experience to suggest anything Elephant - leave as is Giant Pig - no idea. Giraffe - Make it 50/50 wood thatch gathering animal, so you get less wood than an elephant but more thatch Horse - make it a hauler, let cargo carts have an ability to snap a small box on top instead of a cannon. And let the animal haul say 2-3 times their weight limit if placed in the box on the cart. Unlike the bull it should have less weight capacity but higher speed. Lion - leave as is Monkey - leave as is Ostrich - Make it a primarily thatch animal, the reverse of the elephant (the light weight of the thatch should compliment it) Parrot - leave as is Penguin - leave as is Rabbit - leave as is Rhino - Leave as is Seagull - sentry, early warning system. Has a large aggro range about the size of a claim flag. Will respond to any non-friendly entering the range. Will seek out non friendly player, upon proximity contact will send a similar message as someone is stealing your territory, and will keep circling around the area for some time before acquiring another target and doing the same. Will return to original spot if unable to find non-friendlies in the area. Sheep - leave as is Tiger - leave as is Vulture - sentry, early warning system. Has a large aggro range about the size of a claim flag. Will respond to any non-friendly entering the range. Will seek out non friendly player, upon proximity contact will send a similar message as someone is stealing your territory, and will keep circling around the area for some time before acquiring another target and doing the same. Will return to original spot if unable to find non-friendlies in the area. Wolf - does a tiger type attack to cripple and bleed the enemies. Gets wolf pack bonus for every friendly wolf in proximity up to say 5 (stat buff so HP and DMG)
  20. the wolf nerf was worst so far . the area i set up was wolf heaven , meat galore , furs galoe,r xp galore now im lucky to see one wolf a day , all they had to do was reduce its aggro range job done , but no now the bloody things hardly spawn no danger at all now , lions one shot from bnlunderbus dead , thats if they even spawn , islands full of elephants and giraffes cows , bulls , ostridges , and snakes that really are not hard to kite and kill anyway, sotd nerfed into uselesness , so easy to take down, few cannons on back of ship and sail away , i feel im playing game for easy mode casual kids
  21. Cows may well be broken, pre wolf nerf a tamed allied cow wandered into a taming pen to proceed to stomp the shit outta a nice level wolf we were attempting to tame. With wild animals I'm basically at the point of grab a horse that's passive and have everything else in the vicinity follow it, anything that gets in will be lucky to get out alive alpha or not. Just another note on the cows, alpha wolf/tiger barely did shit to two of my bears before they nerfed the alphas, but the alpha cow damn near killed them.(this is with the healing/damage feats being spammed constantly and a rider for each).
  22. Patch note im talking about "- Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use." I have a friend who is convinced that if you tame a lvl 5 wolf the taming effectiveness is supposed to be 30 levels so he thinks that it'd instantly get 30 levels and become 35. I think this is being miss read because it says nothing about effectiveness so can anyone confirm how this exactly works is it the effectiveness bugged or does it just mean that the tames that were bugged and stuck at specific levels can now level up?
  23. None of those images show the full extent of those buildings and in any case if they were sealed, then that's probably an earlier problem with spawning mechanics that has since been fixed because it has never happened to me or anyone I know since dec 26th and what if it was tigers spawning in your building? or crocs? would you ask to nerf them too in regards to dmg and hp? no you would sort the frickin spawns out. also where's the problem in those images in regards to killing that wolf? its stuck and unable to chase you. You are in fact demonstrating a very easy kill. This is about damage and health. What are they wrecking? your stone structures? wolves bite through bricks do they? We used to use a thatch 3x3 hut and everytime there was wolves, we would have 1 climb on the roof and another to go pull them into range. If its in your building its even easier to kill. If its outside your building and your on the inside, its easy to kill. If your out in the wild and one finds you then you put your shit away (pick, axe, lollypop whatever) and you find the closest downward slope and jump when it bites, this knocks you forward creating distance use it to get to the water or to a tall rock, crevice whatever you can find to block the wolf. Oh also luring them near to larger passive animals helps like elephants and bears. I've stated you can check around corners, over ridges, increase visibility and overall take a more prepared approach. Don't run around blindly strolling into packs of wolves and then complain they are too strong. That's like sailing to a powerstone island at lv12 and saying its too hard. SPAWN ISSUES ARE SEPERATE TO STATS. IF 100 SNAKES SPAWN ON YOU THEN THEIR DAMAGE IS NO LONGER RELEVANT EVEN WITH 1 DAMAGE YOU WILL BE KILLED FAST. well others have managed fine so what does that tell you? I swear people come to forum to read and write but seem to skip a lot of the reading. points are being thrown here that are 90% to do with spawns, when all I'm asking them to rollback the stats so that every wolf I tame doesn't get ko'd by pidgeons and I don't have to waste all my points into hp in order to counter the nerf. I mean sure I can just go tame twice the amount of wolves as I had before, but I cant even find a decent level one now and I don't know if its because they lowered the spawning of higher lvl's or if its because they level passively in the wild and are no longer surviving long enough to achieve higher levels.
  24. That and elephants are far too weak against other animals, I watched a single level 5 wolf take down a level 26 elephant. Granted it had help from 2 vultures towards the end, but still, any level elephant should stomp any level of wolf into meat paste. Devs, on the off bloody chance you are actually paying attention, here is an article on vultures: https://animals.mom.me/vultures-dangerous-9282.html and I'll take a direct quote from it so you don't even have to read the article: Care to explain why your versions are raging psychopathic killers? Or how they keep killing people or animals many times their size? Yes, some species of vultures are said to feed on small mammals like rabbits or rodents in rare instances. But a damn elephant isn't a rabbit or rodent and there is no way in hell a vulture would try to attack one, or a wolf, or anything else in that size range, while it was still breathing. Actually, I don't need an explanation or want one, I just want it fixed. Tune down your ridiculous nonsense version of vultures, please and thank you!
  25. once again, die because wolf Stuck me in their Body again he have push me again and again ... we cannot make nothing again Carnivor wildlife if they attack without see them first. Wolf, Lion, Tiger : why they Push To mutch ? we cannot fight them with Pike or saber, Armor are Usless when a Wolf, tiger or Lion attack us, 2 or 3 strike and Die ... the fight again Army of Darkness are interesting, but fight Carnivor Wildlife can be just unfun and Unfair ! i really hope Dev will work on it !
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