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  1. Like many people have said the temperature needs a serious rework. Sitting around with 10 fires to keep a baby warm which doesn't work always and the baby still dies from cold is just frustrating. My main ideas is to add buildings you can craft (like the vault)in the breeding tree for some of your animals to live where you can even hire crew to help take care of them (like the S+ Nanny in Ark). I have two building ideas: 1.Give the ability for you to pick up only babies to put into the buildings to be raised and give an incubation buff which makes it so they dont die from cold or heat while inside. Would be like a storage for babies and tames to grow up and then produce you items when they are adults. 2. You could have the building have a hitching post in them and when you hitch the dinos in them your crew takes care of them and they get an incubation buff so they dont die form the cold or heat. Would be more of an open building and more interactive them just a storage. Will allow you to gather items from your tames too. Sheering sheep,milking cows etc. Both options will have a place to put a crew member to feed your babies when you are away. Have a feeding trough where you add food for the crew member to use to feed your babies and a resource box for the items your adults produce. Imprinting: I would like to see a change in how imprinting works. My idea is your baby gets imprinted slowly over time based on what kind of food you are feeding it. Based off the creatures preferred food item. Maybe even add an option to pet and/or cuddle your baby to increase your imprint slightly as well. Buildings for animals: Chicken/Bird Coop: Chickens produce eggs for you and feathers that act as a hide option for you. (All birds may go in here and produce you eggs and feathers) Barn: Sheep and cows produce milk for you and Sheep also produce wool/fur/fleece for you to use for hide. Horses can produce hair for you. Hog House: A place for your pigs where it produces truffles(for food and cooking), animal feces, and worms. Bear Den: A place for your bears to produce Honey for you. Add a beehive to the game you have to get to add to the bear den for your bear to get honey from. Animal Barn: I would be happy with an option to make just one building that acts as a animal breeding and gathering house that holds all your breedable tames with a crew hire help option. Other Animal Change Ideas: Make all but the Razortooth and Shieldhorn breedable these guys should be powerful and not easy to get. Give ALL dinos that gather items a weight reduction on that item. Either make it so a dino only gathers 1 thing or the ability to turn off what they gather. (Example: Bear only gathers Fiber or able to turn off them gathering berries or fiber so it gathers just one item) Cargo Saddle: Needs to be able to carry cargo and not just a cannon. Lets you put some chests on it so its easier to move things back and forth from your ship to base. Bear: Seems to be in a good place to me. All around best tame imo. Have it only gather Fiber. Bull: Give them the ability to use the cart like the horse and bear and have them harvest thatch better then a pick axe. Razortooth: Rework what these do so its not just a yuty from ark. Shieldhorn: The reflect makes sense to me for this guy with his armored head. Give them a charge ability that stuns for a short time. Elephant: Have it JUST gather wood and small amounts of thatch. Giraffe: Have them aoe harvest JUST thatch from trees. They do have a long neck after all. Horse: Make them a passive tame or slow them down a bit when they wild cause they are awful to try to catch. Lion: Needs alittle buff. They seem to be pretty weak compared to the wolf and tiger except the alpha version which is far to powerful. Carrying smaller animals is a cool feature. Ostrich: Gathers Lots of berries and seeds. Rhino: Gathers JUST rocks and metal and gets some metal from normal rocks too. Tiger: Seems to be in a good place to me. Like the bleed damage. Wolf: Since they are pact animals they need a pact buff of some sort. Shoulder Pets: Monkey: Health regen and has a chance to pick open locked chests based on lvl of monkey. Penguin: Heat and Cold insulation for tames and players near by. Even though the hugging is hella cute make then sit on your shoulder and give them the swim speed bonus and underwater oxygen bonus the seagull has OR make turtles tameable and give them the ability to increase swim speed and underwater oxygen bonus.(Make turtles a shoulder pet) Parrot: Increase the buff of music being played near by and have them sing when doing so and a fortitude buff. Rabbit: Increase the chance to get more gold from treasure hunting and increase run speed. Seagull: Have them hunt fish for you in an area you choose and bring them back to fishing barrel. Fishing Barrel can have a radius on it for where it can fish at. Vulture: Helps you see animals and players with low health and decreases vitamin depletion.
  2. Hello, Last season this discord was the biggest trading discord on the EU PVE server. As of now almost everyone from the former company stopped playing, i decided to keep the discord alive by providing sell channels for smaller companies which does not have a discord of their own. At the moment three comapnies are selling: - Ostrichs - Monkey - Elephants - Giraffes - Bears - Tigers - Crows - Parrots - Seagulls - Grand tortugars - Razortooth - Rhinos - Wolf - ..... with a mix of bred and wild and neutered and breedable. We also have Bps and Precrafted stuff in Playershops advertised So if you look for some of these, join and browse brows the channels If you are interessted in sell some goodies yourself wisper me (kumba) in discord, you will find me there. https://discord.gg/ZZ4rMKU Enjoy atlas, Kumba Here some pictures:
  3. Oh boy...I need another facepalm picture. EA is not an excuse for animals glitching through walls. That isn't something that needs to be fixed through an EA process. This is something that was always a problem in ARK, and this game is built on the ARK engine. This is something that should have never been in ARK. This is something that has been solved in game design, a long time ago. For instance, in ARMA, you lay down in a building, your legs don't stick out the walls. In earlier FPS games, they did. You are a wolf now? Good lord. How an Alpha wolf earns respect and loyalty from other wolves, is not the same as how a human would earn its trust and loyalty. Even then, an Alpha doesn't earn the loyalty of all the other wolves by nearly killing them.
  4. TL;DR: giraffes are finicky to tame, but doable. We tamed our first giraffe in a borrowed taming pen. It was really rough, and the taming pen design left a lot to be desired, but we were successful. I lost it and our elephant and rhino, while going between zones on our galleon. I think it was when I collided with a ship of the Damned and got sent careening off. So yesterday I tried a taming pen type I’d seen on a YouTube video by FireSpark81. I found a giraffe and just started boxing it in with wood billboards. I put one right in front of it, and then worked my way around. The benefit that I found is tvat you get pretty much full access to the tame. Crouching, you can walk right under any section, and I didn’t have any issues feeding it’s face head on, should you choose to do so. Wear plate and consider blocking with a shield, if you wish to try this method. The best place I found to feed the giraffe from is on it’s left flank, just in front of it’s hind leg. There is a blood patch that should be on your right at eye level (you should be crouching), and if you’re just behind that, looking towards the front, just left of the giraffe you should be able to feed it. If needed, make small adjustments to the front. As Jack Shandy said, the breathing animations can get in the way at times, just be patient. I also used this method to tame a bear, and the small signs to tame a wolf. The wolf I bola’d first and then put the signs down around it. Both went really well.
  5. I don't get why people think bears so OP. Let's go over the list of tameable animals: Chicken: Eggs, do not use for combat Monkey: Heal buff, use for combat only on shoulder Parrot: Insulation, do not use for combat Rabbit: Murder for meat Crow: Int buff, do not use for combat. Seagull: Swim/breath buff, do not use for combat. Penguin: Insulation, do not use for combat. Vulture: Probably good for PvP but I never use them. Sheep: Fleece/climb cliffs, do not use for combat. Pig: Poops, do not use for combat. Cow: Cheap transport, cheap tame, good early. Bull: Same as above more HP usually, can get 2k+ weight and 400-500hp. Ostrich/Wolf: Climate controlled mounts, ostrich is great for maps, wolf farm bones, not great combat mounts. Easy tames, good for shooting from. Horse: High weight transport with good HP. Not great for combat, harder to tame then above for shooting cavalry. Bear: All rounder T2 pet with no special capability that isn't beaten by a T3. Good tame for it's worth. Elephant: Wood farmer, good damage, good knockback. Giraffe: Thatch farmer, great stamina, good for water combat. Rhino: Fantastic combat damage, good tank, farms all stones. Lion/tiger: Fantastic damage, farms meat well, limber, hard to tame. I do not understand why people bitch about bears so fucking much. Pigs are about the only useless tame in the game, and they're fertilizer (they should hold their poop so that farming poop is easy and then pigs are fixed).
  6. for me the problem it's the PvE combat balance, fighting, Soldier of Damned without pet can be interesting, dodge, parry, strike ! it's fun, but when you are in front of a animal ennemi, like Wolf, tiger if your are not the first to engage, you will Die 8 time on 10. Tamed animal are the best anwser agains animal NPC i dont know how is the fight again's gorgonne or Cyclop, but when a wolf or a tiger with one hit of 60 or 80 dmg with a Plate armor and your are near to dead it's not fun and exciting, if the Dev dont work on it's Taming like Ark is the only way.. i Agree, i dont really like that, but it's only dev can be change that !
  7. Making breeding automatic instead of a chore would open up breeding animals for food and hides. Nobody would possibly do that now. Horse: make passive tame. It's a good animal just so annoying to tame that people rarely want to bother. Sheep: should harvest fiber (I mean wool is literally fiber. You're not skinning it. Unless you kill it.) Bull: improve carry capacity. Maybe give it a right click charge-with-knockback. Should be a go-to pack animal. Wolf: make the howl do something. Buff other nearby wolves? Accumulates so 1 wolf is weak but 5 are deadly? Parrot: extra gold buff when digging chests. Because pirate. Vulture: when on shoulder, puts a beam over ALL corpses, friend and foe alike. Helpful for finding that dead friend who died in the bushes and can't get back quickly or the dead enemy you wanted to loot but can't find. Maybe increases all dead animal harvesting too ("hey you missed a bit, perfectly good eating right there"). Pig: I feel like this should be a fun riding pet somehow. Maybe it buffs your bow shot and melee when ridden? Warg riders!
  8. I’ll definitely go into this in much more detail on a dedicated post, but for the long-term health and longevity of this game I think it’s imperative that all skills, (and in this specific case, Taming and Breeding) have significantly more depth and breadth to them so that they can continue to surprise and delight players who’ve been playing a long time and reward them for time invested, making them want to keep coming back. As general broad suggestions I would like to put forth: -Rare Variants that have a percentage chance to spawn in certain regions or when the system spawns in a max lvl wild -Rare Colorations tied to region or lvl -Rare Cosmetic Features -Crossbreeding -Speciation -A fourth and obscenely expensive Tier for the absolute best Taming and Breeding skills and their related creatures. As to the creatures you’re wanting feedback on… · Bear – In my opinion Bears are currently the best tame in the game, they have the widest breadth of skills and abilities and can be easily specced for Combat or Utility. They have a large health pool, natural resistance to headshots, high damage output, high stamina and travel speed, and they are found virtually everywhere. They are not particularly difficult to tame either. As such I think their statistics need some long hard thinking and some steep adjustments in certain areas, or they need to be moved up to Tier 3, they are simply too damn good for a Tier 2 Tame. -Suggestion: Rare Regional/Cosmetic Variant: Polar Bear, larger and lankier with additional colors such as blues and pinks, no need for stat adjustments I don’t think. Chicken -Chickens are at a really good place, they provide a steady stream of eggs which is logically increased through mate boosts and they’re not too terribly difficult to tame. My main suggestion would be to add a stacking buff to Roosters up to a certain number of Hens that enables them to fight-off predators that may reach their Brood. Suggestion: Rare Max Lvl Variant: Ducks, functions identically except lays green eggs that act as a third source of Vitamin D apart from Fish and Milk. Cow -Also in an excellent place, I don’t believe any adjustments are necessary. Suggestion: Rare Max Lvl Variant: Yaks, provides a Vitamin A Milk and AoE Insulation Bull -This creature is horribly implemented right now, it serves no purpose once tamed as it does not even keep its Gore Debuff and its other stats leave much to be desired. I would suggest some sort of buff based on the number of female cows in its herd and some kind of utility such as Thatch farming. (Even if it’s not the best at it, just some functionality in that area.) Suggestion: Rare Max Lvl Variant: Yaks, male version has much higher AoE Insulation and can be sheered like Sheep for Hair. Crow -I like the way Crows are now and I think their Intelligence Buff scaling is well balanced, however… I think Intelligence itself needs some adjustment, it is a little too unreliable. -Suggestion: Rare Max Lvl Variant: Owl, provides a higher Intelligence Buff and a slight natural Gamma adjustment buff. Razortooth -I have not personally tamed or used one, but I have seen them used. My thoughts are a modest health and stamina boost and a slight increase to attack rate. Also obviously elevating them to Tier 4 if that were implemented. Shieldhorn -Again, haven’t personally gotten to one of these yet, but based on what I’ve seen they need a crap ton more stamina and a bump to Tier 4. Bullet Reflect and Armor are cool touches. Elephant -Good place IMO, perhaps a bump to Tier 4 if it were implemented. -Rare Regional/Cosmetic Variant: Mammoth, obviously fur and maybe four tusks… Giant Pig -Serves a logical and useful function, so no problems here. Giraffe -I do like these, as they have fantastic weight capacity, sprint speed, and hit like a truck with AoE to boot. I would suggest that the Fog of War Buff be more clearly explained or more practical… It’s not really something that will get a lot of use I don’t think. Horse -In an excellent place I think, adequately fast, long sprinter, and a handy torpor attack for taming utility. -Suggestion: Rare Mythical Variant: Unicorn, cures curses upon successful tame -Suggestion: Two potential Speciation Variants after 4th or 5th generation of breeding: - Clyde: A larger breed with much higher health and weight, but much less stamina. A Work Horse in every sense of the word. - Mule: A smaller breed that is incapable of sprinting but can move at normal walking pace even when over encumbered. Item Count would be its only limiter. Lion -I like Lions, but mostly for vanity reasons, they need to have higher base health to compete with Bears, and their grab needs some utility adjustments such as a way to hold things indefinitely under certain circumstances. P.S:: Their sprint sound effect is absolutely awful, please change. Suggestion: Rare Regional Variant: Snow Leopard, less health but greater stamina and a Pin attack for smaller animals. Suggestion: Crossbred Variant for Max Lvl Tames: Liger, requires a tiger of corresponding lvl and opposite gender. Larger, slower, less stamina and health, but hits like a boulder to the face. Suggestion: Red Coloration chance past lvl 25. Monkey -Fine as they are, I think. Ostrich -Also fine, though they could maybe have an escape kick that allows them to launch off of and out of groups of predators in case they get pinned. Parrot -Higher Insulation Buff would be my main suggestion, and perhaps a Music and Dance related utility. Penguin -As a Tier 2 region specific tame, I think we deserve both Hyper and Hypo Thermal Insulation from these guys. Rabbit -Allow its predator detection radius to be visible when ‘H’ key is held and provide some kind of luck buff for treasure or resource harvesting (perhaps a very low chance to yield an additional resource type per hit.) Rhino -Good place, IMO. Seagull -Seagull needs its buffs transferred to a new creature type without Oxygen such as a Giant Salamander or Otter, it’s fruitless and counter-intuitive to have a shoulder mount that gives bonus Swim Speed and Oxygen but drowns before you can make full use of it. Instead I would suggest a weather prediction buff or a treasure map quality detection function. Sheep -No problems here. Tiger -Only suggestion would be to beef it up a bit so it’s more on par with Bears and make its bleed tick faster without increasing its output. Tigers should be the premier carnivorous mount apart from the Razortooth. -Rare Regional/Cosmetic Variant: Saber-Tooth: Higher health and greater bleed damage but less stamina and base damage. Suggestion: Crossbred Variant for Max Lvl Tames: Liger, requires a tiger of corresponding lvl and opposite gender. Larger, slower, less stamina and health, but hits like a boulder to the face. Vulture -Does this even do anything? If it does, it is not clear… -Rare Max Lvl Variant: Hawk or Falcon, highlights nearby creatures and buffs ranged damage. Wolf -Only suggestion is to massively buff stamina, if they’re not tanky and not high in damage output they should at least have high endurance. -Suggestion: Two potential Speciation Variants after 4th or 5th generation of breeding: - Timber Wolf: A smaller breed that gains a pack buff when with others of its kind, no health or damage resistance buff, just damage output. - Shepherd Hound: A more domesticated breed that gains a stacking buff when it has livestock to protect nearby. Excels at chasing off wild predators even if it can’t overpower them. And that’s that. As I said I will be doing a much more comprehensive and detailed review/critique of the current Taming and Breeding system along with more nuanced suggestions and explanations. Happy Game Designing Grapeshot! -Cyanic
  9. Bear Good as is Chicken Egs Cow Milk Bull Thatch Crow Int + less fog of war (make them see sunlight as well) Razortooth Shieldhorn Elephant Wood Giant Pig Giraffe Even better at thatch Horse fast runner/carryer Lion stuns Monkey gives extra hp to the carryer Ostrich Parrot can scout short range areas from the air Penguin AOE heat Rabbit when run free, collect vegstables Rhino Stone Seagull Sheep High whool or whatever it gives Tiger bloodlust(heal when eating victims) Vulture Wolf Nightvision Bear Good as is Chicken Egs Cow Milk Bull Thatch Crow Int + less fog of war (make them see sunlight as well) Razortooth Shieldhorn Elephant Wood Giant Pig Giraffe Even better at thatch Horse fast runner/carryer Lion stuns Monkey gives extra hp to the carryer Ostrich Parrot can scout short range areas from the air Penguin AOE heat Rabbit when run free, collect vegstables Rhino Stone Seagull Sheep High whool or whatever it gives Tiger bloodlust(heal when eating victims) Vulture Wolf Nightvision
  10. Bear I feel this is in a good place. Probably too good? I feel they are way too tanky for how easy they are to tame. Chicken Again good place, supplies food doesn't really need to do much more. Cow Again good place, supplies food doesn't really need to do much more. Bull Increase thatch gathered or allow it to pull a cargo wagon. Crow Good place, doesn't need much more. Could you maybe make farming worms less cancer? Razortooth Good place, please DO NOT BUFF HP. They need to be squishy because you currently use the same fear table as ark I guess which means they fear EVERYTHING. Shieldhorn Maybe make this the goto thatch/sap farmer. But please for the love of all things good please up their stam, trikes always had horrible stam. Elephant Good place but please up their stam REGEN they are rediclously slow in regening stam. Also please allow elephants to hit multiple trees if in range, 1 at a time is a bit harsh, especially when you can harvest all bushes in range with a swing. Giant Pig Good place doesn't really need anything extra, I wouldn't mind them being able to heal like daedons? But you need to be careful with this or they will make tames next to impossible to kill. Another idea would be if a beast master skill is used on a pig it will pass that affect to all unmounted creatures around it? So if we have like 10 bears on follow killing stuff for us and they all need nature's cry, pig rider uses it and passes the buff on to all the bears within an AOE Giraffe They feel pointless and I can't see anything you could do to improve their use. Maybe give them ridiculously high weight so they can be used to haul stuff? Horse remove their ability to use cargo wagons, these with swivels/cannons is honestly stupid, they can jump around and run so fast it can be hard for the bobs to counter. Lion In a good spot honestly Monkey In a good spot Ostrich Add ability to give hyperthermal protection, but please make this pass over to babies too!! Parrot good spot Penguin Good spot, but need to make them pass their Hypothermal protection to babies/tames too! Rabbit Add a movement speed buff when carrying ? (please not too much or it will become ark movement speed meta again) Rhino Good spot, but you may need to reduce their damage multiplier on charge attacks as once people start using them for pvp everything else will be irrelevant. Also please enable the ability to harvest more than one rock at a time, and let them gather metal from stone/flint/metal variations of rocks please. Seagull The oxygen buff is all well good but the fact your bird drowns before you is a bit silly xD Sheep Good spot Tiger Make them slightly tankier and have more weight, they are basically a lion without the ability to smash ground pvps Vulture Health bar view radius increase, so let us see enemy health bars from further away, or copy dire wolf ability from ark that they reveal anything below half health? Wolf Good spot mostly, could do with more weight to allow them to carry the hide they harvest. I'd also like to add the following in relation to tames: Cargo wagons need swivels and balistas removed, they make ground pvp a single meta at this point Cargo wagons should also have their own weight limit (maybe you can have BP based wagons that have increased weight) and don't increase the tame's weight at all (except the weight of the saddle). This means they can be used for the purpose of a cargo wagon. Say one has a weight limit of 5,000 you can put up to 5,000 weight in the wagon and maybe another 2,000 weight in your bear and drag it around. But it would avoid any exploiting of weights on a boat both the cargo wagon and bear together will still weigh 7,000. Creature stasis. It seems that stasis food calculations aren't taking into account the new types of food in ATLAS or the Troughs use a different ID compared to ARK, but basically if you leave a creature long enough that it's food stat would deplete it won't matter that there is food in its inventory or in a trough in range it will starve to death. Baby raising. Health loss from temperatures is some what manageable even if we can't use penguins to help aid it. However there is currently a math problem with how you calculate this. It seems that the creatures X% of current max health per tick which is fine it means it will always take the same amount of time to die, however you didn't account for the steady health regen that creatures have. So I guess someone tested this on a baby where it would take about 1-2hours for a baby to die. However if you have a 90% raised creature it becomes a lot worse. Because the health regen does not scale like the loss of health per tick does. Example of this is a baby bear with max current health of like 60 visually ticks down about 0.1hp per tick. A bear though that then goes up to max current health of 1200 now ticks down like 20 health a tick. So the regen of babies needs to be adjusted to be % based like the health loss is or the % health loss needs to scale down based on how far raised they are. Experience limit, currently all creatures are limited to about lvl120 wild level, anything over this the creatures will not gain experience.
  11. General: Alot of them need improvements to their Hit boxes so you dont get stuck/teleported back in invisible walls when trying to pass them.Allow the building of cargo elevators on large ships so you can store animals inside like in an arc, improve the way they get abord ships so they dont get stuck in dinghy attachments as often. Add a way to reset the position of animals on a ship to be able to free them from such stuck positions. Give Male versions of animals that have females that produce something like Milk or Eggs something as a bonus to balance them out. For example there is hardly any reason to bother taming a rooster compared to chickens. Maybe have them providing an aoe buff to production or something like that. I would also suggest to remove all knockback effects from wild animals unless their attack would suggest it would happen naturally like when a rhino hits you with a charge attack. Also consider having lions/tigers attack the tamed animal like all others rather then dismounting/focusing the rider, or at the very least decrease the numbers of them on an island. Ostrich: Make Female Ostriches lay large eggs. Increase the amount of wood and tatch gained to metal tool levels to make picking at a tree not totally useless. Improve hitting area upon attack, it has trouble hitting cobras because they crawl under it for example. Sheep: Make Hair/Wool to Fiber on both sheep and Human hair. Make Female Sheeps milkable but give less Milk then cows. Horse: Increase base carry weight and speed a little, improve the animations so it looks less stiff , make the cargo sattle actually carry cargo. Elephant: The Stamina bar seems to deplete too fast when collecting wood, even when you put skill points in it while the Food bar never seems to deplete. Either make the stamina reserves huge so an elephant can fill up its entire inventory with one stamina bar but needs a long time to refill/rest before he can go out for another farm run, or increase the stamina recovery speed at the cost of more food consumption. But the ladder variant fits more for small agile animals in my opinion. Rhino: Needs serious improvements to its attack area, it seems to be unable to hit Vultures or Bees attacking if from above. Needs large increases to its carry weight of metal to be more competitive against the elephants carrying potential. Birds: Are very hard/annoying to catch with bolas when they are not trapped in your ship or something compared to the rather small buffs they offer, specially considering that they take up a crew slot on ships. I would suggest to make those small animals not count as crew anymore so ppl dont feel bad having a parrot on their shoulder when they are on a ship. They could provide a +1 crew buff to the ship that doesnt stack so you cant put 500 parrots on ships. Wolf: Seems to be underpowered as a tame since the wild wolf nerfs compared to others like a bear. I would suggest increasing their hp and carry weight a bit while leaving the damage as it is to make them more competitive with the mobility of lions. Maybe give them get an aoe buff thats boosts their dmg and defense when they act together with other wolfes. That way you could have them roaming around on aggressive defending your sheeps and cows for example, specially if you paint them to look like german shepherds. Seems to have trouble hitting crocodiles because of hitbox issues. I think i had some more but i cant remember it at the moment, hope you like the ideas.
  12. First off, all animals hit boxes need to be revamped because elephant tusks in particular are a HUGE pain. I actively kill wild elephants who get me stuck on their tusks. Crocodiles also can't be hit from the front with a tiger/lion/wolf, this is very annoying. Sheep - Should give hide and fiber (maybe left clicking scissors gives hide, right clicking gives fiber) Lions - get rid of the god awful noise they make when running. The sound is fine when you're not riding a Lion (ex: one runs at you in the wild). But a rider constantly hearing the WISH WISH WISH WISH sound is really annoying. Tigers and Elephants are EXCELLENT swimmers, this should reflect in game with a swim speed buff or oxygen buff. Suggestion for new creatures: Hippos, excellent underwater animals that can help you salvage. I'd like to start a petition for Manta Rays to be nice/passive creatures and Sting Rays to be the hostile creatures. A minor nitpick - an animal being completely incapacitated while it does the level up animation is really annoying. Lions have an especially long one that is obnoxious. Tone down the blood animation of Tiger bleeds, I feel like I'm in a horror movie every time I get a minor scratch from a Tiger. Big animals like Rhino, Elephants and Giraffes should have high carry weights and medium health. It doesn't make sense to go through the hassle of taming these things only to have them be less useful than a bear. Buff their gathering rates, make them slower and stam out faster. They should be useful for gathering but not unstoppable killing machines at the same time (You should have to choose, gathering vs war). That's what lions, tigers and wolves are for as well. It would make sense to need a lion, wolf or tiger escort on a large gathering creature. Symbiotic relationships between animals! Let a monkey sitting on an elephant and they get a buff to their melee %. A parrot on a Rhino might give a buff to their stamina. A seagull perched on a giraffe gives a similar buff (maybe weight?). That would make the smaller creatures more useful and would also create a risk/reward situation (smaller animals could be killed by wild animals or players but it's worth the risk because of the buff they provide to your gathering creatures). If you pair up a tiger and an elephant then they should provide a small buff to each other, maybe this pairing is permanent. The Elephant can't pair with another tiger and vice versa. This would create incentive to going out and taming multiple kinds of creatures while also creating another risk/reward situation. It would make animals less expendable. That being said, if animals are less expendable then they shouldn't get wrecked by wild creatures as often as they do. Toning down alpha spawns should do the trick nicely. There should always be risk when going out but not to the point that it's at currently. Armor on animals. Say you don't want a gathering elephant, you want a war elephant. That should be feasible. If you want to pump those precious level skill points into stam and melee to make them viable then having some armor should be possible as well. The armor would weigh a significant amount so that you can't have a war elephant who is also carrying a treasure trove of explosives to the front lines. Having a barbed rope going from one tusk to another to create a little scoop of death. Things like that. Wolves feel inferior to tigers and lions currently. Maybe they could have an ability called Howl (30 second cooldown maybe) that causes a non-stackable Fear debuff on wild animals and players. Said Fear debuff would be minor but maybe it makes wild animals run away and for players it makes their screen shake or darken for a second or two (like you're struck with fear, eh?). A player cannot be Feared more than once per 30 seconds or once per minute to avoid abuse by having multiple wolves. Horses could have an ability called Charge. Maybe they rear up and all friendly players and friendly animals get a small stam/health regen buff for 20 seconds. Non-stackable and a player cannot benefit from Charge more than once per minute. Tigers could have Call of the Wild. This could increase movement speed for 5 or 10 seconds for friendly players and animals nearby. Same rules as the other buffs. Bulls could have Seeing Red. Increases melee damage but reduces coordination for 10 seconds, same rules as other buffs. Cows are not war creatures so I could see them having some sort of calming passive ability. If you have a cow nearby then maybe your vitamins go down a little slower (I know, that doesn't make sense but the immersion is already broken so just bear with me). This would be similar to Penguins. I feel like having each individual creature type contribute something would make them way more valuable and would encourage people to go find and tame them and work harder to keep them alive. It would also make people think more strategically about making space to bring them on a ship to go raiding. These are just some thoughts that I've had! Enjoy
  13. Bear - In a good place ATM Chicken - In a good place ATM Cow - The only complaint is that I can't ride them to move them around. make it so that you need the sheltered buff to ride them. just to make my OCD happy Bull - Needs to gather thatch from trees the way a pickaxe does. an elephant mimics the hatchet, you need an animal that mimics the pickaxe in terms of gathering. Crow - Let the crow have a small chance to pick locks of boxes without the shelter buff. Would love to see what's inside those lonely large boxes all over lawless islands. Razortooth - Can't comment Shieldhorn - Can't comment Elephant - The only complaint is that its stamina regen is a little too low. it needs to regen like the bear or rhino. Giant Pig - Truffle hunt while on wander. make any recipe with truffles and have the buff be 2x longer. Giraffe - Can't comment Horse - Slow it down just a little. make a horse a passive tame. shouldn't have to get a horse stuck somewhere to tame it. Lion - buff damage a little to bring it in line with the predator type tames. Monkey - make the monkey do secure trades for traders. not make him carry a ton but some mechanic to help traders feel a little bit safer. Ostrich - Can't comment Parrot - give a gold buff when digging in open ground. not for treasure maps but make digging with the shovel a little more interesting. Penguin - insulate better. there needs to be an animal that works like a temperature regulator as the AC did in ark. I think the penguin would fit that perfectly. Rabbit - give it a run speed increase. to make the rabbit like the jerboa from SE was a good idea but it needs to be worth taming. Rhino - make it reduce stone/flint/metal weight a little. right now the rhino is decent but it needs a little help. Seagull - remove fog of war or reduce fog Sheep - works fine IMO Tiger - needs to be almost as fast as a horse but faster than a wolf. should have a stealth buff against wild animals Vulture - should gather meat for you within a reasonable radius Wolf - give the wolves a pack buff. make it worth it to travel with 2 or 3. Across the board, tames need to be breedable. I know it has been stated that this will be looked at but I really feel like this should be a little easier. sitting in a house and turning on/off fires and grills for 48 hours to breed a bear is not worth it right now. I would rather suck it up and go hunt for a 29 or 30 wild bear and tame on a 2x weekend. Give the AI crew the ability to automate some of the base daily tasks, milk cows, shear sheep, collect eggs and/or poop. this QOL change would help a ton of companies make the game feel less like farmville and more like an MMO. The tames should something that players want to use and not curse every day they log in to feed them. Thanks for taking the time to listen to the players. we definitely appreciate that!
  14. There are moments when I miss the good old days of a level 2 wolf slaughtering my LVL 50 character in two bites, or that same LVL 2 wolf taking well over 6 shots to kill...all six guns loaded and equipped were not enough....however some islands have all the baddies you ever imagined in one spot, and others are quite calm in comparison neutral setting ftw and as mad eye moody would say...constant vigilance GL and may the odds be ever in you favour lol
  15. Ahoy Pathfinders! Hang on... Captain’s Log on a Friday? Yes, it’s a little earlier than we had planned (first for everything, amirite?) but earlier this week we released a significant update based on Community feedback we had received as the game has now been available for two weeks. We’re going to do a quick rundown of the updates leading to v9.3, as well as discuss our huge incoming patch, v10 which will drop anchor on Monday Noon EST (or around then at least, we’ll keep you posted on social media!) All th' stuff 'n thin's If you wanna skip the meal and just check out the changelog, you can do so here: As highlighted in previous Captain’s Log, our number one priority was making sure that the game was stable from a client and server perspective, that there would be minimum connection issues, and we’d be handling data issues with a broadside of fixes! Since the launch itself, the game has tremendously improved in all 3 of these areas. Our crashes have statistically reduced by 97%+, players can get in and fully experience the ATLAS, and as of v9.3, we have solved many critical cases where Company and Alliance data would have been lost. There are still many more things we want to do in this area in the coming days and weeks ahead -- you can expect us not to rest until server baseline performance and hitches are much further improved. Released notes up to v9.3: - Resolved massive server-side stalls related to perf large companies - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed some server crashes - Slightly improved server performance and generally reduced server stalls Upcoming changes in v10: - General note regarding server performance improvements, stalls, connection issues, etc (We’re going to work on improving this constantly!) However, that’s not all that we wanted to address! Since the launch, we have received so much support and feedback from our Community Hub, Steam Forums, Reddit, Discord, and social media. The team have been working hard on development, whilst watching with our prying eyes to see which to determine what needs addressing. Patches up to v9.3 and the incoming v10 have been planned to improve ATLAS’ as a game from its core based on most impactful, important, and how immediately we could see results. We won’t go into the thought-process details for each specific note, but we’ll try to give you guys a general idea around our decision making. Please note: these changes are not the only thing we’re going to do. There will be a boatload of updates following v10 too, every few days another major drop. ATLAS launched as an Early Access title, and we are a highly iterative development team. We’ll continue to pump out patches to improve the game and get it where it needs to be! So if there’s something in here you feel like we’ve missed, let us know on our Community Hub, Reddit, Discord, Twitter, etc. We’re watching like hawks and consuming like hogs; we will make adjustments; whether that’s introducing new things, tweaking, or taking a step back and redesigning. That’s what this development process is all about, shaping and growing the game rapidly with your input. It’s gonna get chaotic and messy at times, but we appreciate you weathering the storm as we sail into calmer waters! Lemme be a pirate, Grapes!@# Games! So two things. One of the coolest aspects, without a doubt, is that you can be a fully fledged pirate. You can captain a crew, sail one of many boats, have a fleet, hunt for treasure, explore and discover islands, pillage, plunder, salvage -- the list goes on! However, at launch, we perhaps made this a bit more difficult and tedious than it needed to be. We love being a bit hardcore but it was clear to us that adjustments were necessary. In no particular order... Released notes up to v9.3: - Default resource and taming speeds have been increased to 2x as the baseline. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Increased the base carry Weight of all ships by +40% Upcoming changes in v10: - 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. - 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. - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% We believe that these first steps will help us get players to experience the epic piracy side of the game much sooner, whilst overall not having too much of a heavy impact on our balance and design. Captain Grapeshot, why do you hurt us with these hardcore mechanics? Well, you know what they say… pain is love and love makes the world go ‘round. ( ͡° ͜ʖ ͡°) But in all seriousness, we can be a bit overzealous at times, what can we say? We like it a little rough but we understand when things go too far, sometimes it just takes the fun out and that’s when we need to consider, is this piece of the puzzle really worth it? Sometimes aye, but also, sometimes nay! At times we should consider not punching people in the face when all they want to do is sail their raft and build a thatched home. What are some of the nays? Cooking, land ownership, survivalism, progression, and creature balance. Here are some of the adjustments we’re going to make to deal with the nay; Released notes up to v9.3: - 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. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Buffed Tamed creatures HP and Damage globally by 25% Upcoming changes in v10: - Claim Flags now allow a "Neutral Zone" setting which allows any other tribes to build within them, with the specified tax rate applied to them. You are also able to specify an inclusion or exclusion list to these, to only allow or exclude specific company ID's / player ID's. All claim flags will have this enabled as a default setting when placed, and this will also be a retroactive change. However, it will not function until Wednesday the 9th of January at NOON EST, where we will release another server update to make Neutral Zones active. This means you will have two days, from Monday to Wednesday, to decide and adjust the settings on your claim flag before the change is live. - 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. - 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% - Sea Monsters' damage has been reduced by 66% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Fixed up some temperature scalings and adjusted Fortitude stat effect Alrighty, fair enough Grapeshot... but what else? Betcha didn't know that <thing> is <state>! Yes, there are still a number of things we plan to address and change going forward. This isn’t the be-all end-all of our updates. There are more fixes, balance changes, new game features and content just beyond the horizon (basically daily) so if there’s something which you feel is important and we haven’t addressed, let us know. It might have been something we’ve overlooked, it might be something we’re tackling in an upcoming patch, it might be something we’re still sitting on to see how things fair, guess you could call us seafarers XD! You can be reassured that as each night passes, we’re fully dedicated to ensuring that ATLAS gets one step closer to becoming one of the most ambitious online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure! And on that note, here are some additional patch notes that we’ve made up to v9.3 or will be making in v10 such as addressing fire-from-the-depths-of-hell arrows and gatling mortars. These notes are pretty miscellaneous and tackle many things at once. Released notes up to v9.3: - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium - Default resource and taming speeds have been increased to 2x as the baseline. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. Upcoming notes in v10:  - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - Lawless servers can no longer be specified as Homeservers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn.  - "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  - Weather events are now indicated on the HUD - Armour effectiveness will be adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) Show 'n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! Entries can be posted in the Creative Section, the Steam Workshop, or shared via social media. We’ve created a dedicated thread for submissions, don’t hesitate to show us what you’ve got cause we’ve seen some pretty cool stuff so far! Alrighty, that ’s it for this post. We will have a general Captain’s Log on Monday, most likely late night as that’ll be patch day. Next week we’re also looking forward to getting the ATLAS Dev Kit into your content creator hands and seeing what amazing new gameplay mechanics and environments the community can come up with! 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
  16. Ahoy Pathfinders! Hang on... Captain’s Log on a Friday? Yes, it’s a little earlier than we had planned (first for everything, amirite?) but earlier this week we released a significant update based on Community feedback we had received as the game has now been available for two weeks. We’re going to do a quick rundown of the updates leading to v9.3, as well as discuss our huge incoming patch, v10 which will drop anchor on Monday Noon EST (or around then at least, we’ll keep you posted on social media!) All th' stuff 'n thin's If you wanna skip the meal and just check out the changelog, you can do so here: As highlighted in previous Captain’s Log, our number one priority was making sure that the game was stable from a client and server perspective, that there would be minimum connection issues, and we’d be handling data issues with a broadside of fixes! Since the launch itself, the game has tremendously improved in all 3 of these areas. Our crashes have statistically reduced by 97%+, players can get in and fully experience the ATLAS, and as of v9.3, we have solved many critical cases where Company and Alliance data would have been lost. There are still many more things we want to do in this area in the coming days and weeks ahead -- you can expect us not to rest until server baseline performance and hitches are much further improved. Released notes up to v9.3: - Resolved massive server-side stalls related to perf large companies - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved. - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term. - Fixed some server crashes - Slightly improved server performance and generally reduced server stalls Upcoming changes in v10: - General note regarding server performance improvements, stalls, connection issues, etc (We’re going to work on improving this constantly!) However, that’s not all that we wanted to address! Since the launch, we have received so much support and feedback from our Community Hub, Steam Forums, Reddit, Discord, and social media. The team have been working hard on development, whilst watching with our prying eyes to see which to determine what needs addressing. Patches up to v9.3 and the incoming v10 have been planned to improve ATLAS’ as a game from its core based on most impactful, important, and how immediately we could see results. We won’t go into the thought-process details for each specific note, but we’ll try to give you guys a general idea around our decision making. Please note: these changes are not the only thing we’re going to do. There will be a boatload of updates following v10 too, every few days another major drop. ATLAS launched as an Early Access title, and we are a highly iterative development team. We’ll continue to pump out patches to improve the game and get it where it needs to be! So if there’s something in here you feel like we’ve missed, let us know on our Community Hub, Reddit, Discord, Twitter, etc. We’re watching like hawks and consuming like hogs; we will make adjustments; whether that’s introducing new things, tweaking, or taking a step back and redesigning. That’s what this development process is all about, shaping and growing the game rapidly with your input. It’s gonna get chaotic and messy at times, but we appreciate you weathering the storm as we sail into calmer waters! Lemme be a pirate, Grapes!@# Games! So two things. One of the coolest aspects, without a doubt, is that you can be a fully fledged pirate. You can captain a crew, sail one of many boats, have a fleet, hunt for treasure, explore and discover islands, pillage, plunder, salvage -- the list goes on! However, at launch, we perhaps made this a bit more difficult and tedious than it needed to be. We love being a bit hardcore but it was clear to us that adjustments were necessary. In no particular order... Released notes up to v9.3: - Default resource and taming speeds have been increased to 2x as the baseline. - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%. - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%. - Increased the base carry Weight of all ships by +40% Upcoming changes in v10: - 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. - 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. - Some ship costs have been adjusted, and in some cases reduced by approximately about 50% We believe that these first steps will help us get players to experience the epic piracy side of the game much sooner, whilst overall not having too much of a heavy impact on our balance and design. Captain Grapeshot, why do you hurt us with these hardcore mechanics? Well, you know what they say… pain is love and love makes the world go ‘round. ( ͡° ͜ʖ ͡°) But in all seriousness, we can be a bit overzealous at times, what can we say? We like it a little rough but we understand when things go too far, sometimes it just takes the fun out and that’s when we need to consider, is this piece of the puzzle really worth it? Sometimes aye, but also, sometimes nay! At times we should consider not punching people in the face when all they want to do is sail their raft and build a thatched home. What are some of the nays? Cooking, land ownership, survivalism, progression, and creature balance. Here are some of the adjustments we’re going to make to deal with the nay; Released notes up to v9.3: - 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. - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks. - Buffed Tamed creatures HP and Damage globally by 25% Upcoming changes in v10: - Claim Flags now allow a "Neutral Zone" setting which allows any other tribes to build within them, with the specified tax rate applied to them. You are also able to specify an inclusion or exclusion list to these, to only allow or exclude specific company ID's / player ID's. All claim flags will have this enabled as a default setting when placed, and this will also be a retroactive change. However, it will not function until Wednesday the 9th of January at NOON EST, where we will release another server update to make Neutral Zones active. This means you will have two days, from Monday to Wednesday, to decide and adjust the settings on your claim flag before the change is live. - 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. - 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% - Sea Monsters' damage has been reduced by 66% - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat! - Fixed up some temperature scalings and adjusted Fortitude stat effect Alrighty, fair enough Grapeshot... but what else? Betcha didn't know that <thing> is <state>! Yes, there are still a number of things we plan to address and change going forward. This isn’t the be-all end-all of our updates. There are more fixes, balance changes, new game features and content just beyond the horizon (basically daily) so if there’s something which you feel is important and we haven’t addressed, let us know. It might have been something we’ve overlooked, it might be something we’re tackling in an upcoming patch, it might be something we’re still sitting on to see how things fair, guess you could call us seafarers XD! You can be reassured that as each night passes, we’re fully dedicated to ensuring that ATLAS gets one step closer to becoming one of the most ambitious online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure! And on that note, here are some additional patch notes that we’ve made up to v9.3 or will be making in v10 such as addressing fire-from-the-depths-of-hell arrows and gatling mortars. These notes are pretty miscellaneous and tackle many things at once. Released notes up to v9.3: - Reduced min damage and min percentage on flame arrow buff by 33%. - Reduced max damage done on flame arrow projectile hit to 50. - Increased gravity on flame arrows 20% to make it less ranged. - Increased firegel cost of flame arrows by 100%. - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair). - Change bow durability from 50 to 40. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed alliance chat sometimes duplicating messages - Fixed a bug where clients could end up invisible when demolishing a podium - Default resource and taming speeds have been increased to 2x as the baseline. - Fixed a bug which allowed Mortars to have rapid fire. - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn. - Prevent ship collision damage from occurring when caused by other player ships on PVE servers. - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged. Upcoming notes in v10:  - All Cannons/Turrets can now be pin code protected for lever activation/deactivation - Lawless servers can no longer be specified as Homeservers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn.  - "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  - Weather events are now indicated on the HUD - Armour effectiveness will be adjusted so that firearms are more useful in PVP - Fixed some bugs related to Sea Claims - Eating poop is now instant-death - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations) Show 'n Tell! Hear ye, hear ye! We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize! Entries can be posted in the Creative Section, the Steam Workshop, or shared via social media. We’ve created a dedicated thread for submissions, don’t hesitate to show us what you’ve got cause we’ve seen some pretty cool stuff so far! Alrighty, that ’s it for this post. We will have a general Captain’s Log on Monday, most likely late night as that’ll be patch day. Next week we’re also looking forward to getting the ATLAS Dev Kit into your content creator hands and seeing what amazing new gameplay mechanics and environments the community can come up with! 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
  17. So I have seen a lot of false information lately on the forums about how taming works and how the systems are broken and just a lot of complaints about how it works as a whole. While I don't like all the aspects of it I have tamed a few animals without too many problems and will explain how I did so to help you. So for the first thing about taming you have to unlock the beastmastery tree and then the taming skill in order to tame. There is three levels to the skill and certain creatures require certain levels. For instance a bunny or chicken is Taming 1 and a wolf is Taming 2. Alright so now you've got the skill and are ready to tame something but how do you go about doing it? Well there is two different kinds of Taming that work different and require different things from the user. These two methods are passive taming, and Bola taming. Passive taming just like in Ark is pretty damn easy. You place the item required for taming in the last inventory slot of your hotbar and walk up to the animal with the required taming skill and just press e. It'll now display a taming complete bar under the ui for the creature as well as some other stats. It'll also trigger a cool down in which you must wait before feeding the animal the item again. Do this however many times is required and you will tame the creature. Examples of passive tames I can think of are : Bunnies, Chickens, Female Cows, and the little monkeys. Bola taming is the other type of taming and this one has the most complaints/misinformation about it. Many people don't understand how this system works and I see people post on the forums saying it's broken etc etc. That's not true so please stop saying it. Now Bola taming itself is hard. Much harder than any taming I did in Ark and requires a lot of patience and typically a lot of death. My recommendation is to create a taming pen in which you lure the animal into and close a gate behind so it cannot escape. The walls should have window holes which can be built by going to place a wall and pressing t to change type of wall. Once you have got the animal in the pen to tame it you must lower it's health to the point where it is "entrapable" via the Bola. Typically it's when the animal is in the orange health of it's health bar. You can double check by selecting the Bola from your hotbar and aiming at the creature. It'll display text in green that says "Entrapable" if you can Bola the creature. Once you are able to you hold down left click to spin the Bola and let go when you want to throw it at said animal. (If you built a taming pen you can throw it through the window at the animal) Alright so now you have got the Bola on the animal and it's on the ground and a timer that says "Bola escape in: xxx" this indicates when the animal will break out of it's Bola and recover roughly half of it's health. While the animal is bola'd you must walk up to it and with the item required to tame in your last hotbar press e just like passive taming. Things to note on this however is that unlike passive taming the animal will fight back. He will bite at you and knock you back if you get too close to the head. The easiest way to avoid this is to go behind its head where it can't attack you. Now once you feed it once it'll trigger the same stuff as passive tame with the ui and the cool down. Continue to feed it and eventually it'll escape the Bola. Once it escapes you must damage it to "Entrapable" range again and Bola it once more and rinse and repeat. Some examples of animals that require this method are: Wolves, Bears, Lions and Bulls. For the current list of animals I know how to tame or have tamed it is as follows. If you guys discover more animals and how to tame them or want me to explain further please ask. I will attempt to keep this list updated. Current tameable animals we know of: Rabbit - passive tame with carrots Cow - passive tame with rushes Bull - Bola tame with rushes Wolf - Bola tame with Bone Lion - Bola tame with Prime meat Tiny monkey - Passive tame with berries Chicken - Passive tame with Berries Pig - Passive tame with Maize Horse - Bola tame with Sugar Cane Bear - Bola tame with Honey
  18. Like an example last night, i shot an elephant in the ass with an arrow did 55 damage and it booked it. Just kept on running. Now from what I understand it does run but comes back....But nope it just left. So I punched it in the ass and now it will attack me. It almost feels like my arrow did to much damage and scared it. That elephant should destroy me. The wolf did get the nerf so maybe it does need looked at cause it just seems silly that a person in this chat said he beat one to death with a spy glass. Seems off. And now the bear, does nothing....should be like Ark where if you get to close it will attack. Got picked up by a lion, it just held me.....didn't even bite me lol something is off. Trust me I'm not asking to get one shot by an animal or logging in to 20 wolf's and snakes looking at me. I just feel the animals are no longer a threat.
  19. I agree completely, although weight on a wolf is not important. I liked riding a wolf before the nerf, not anymore.
  20. What are you doing that you are getting killed by a wolf at level 50? I honestly havent been killed by a wolf days.. probably 4 or 5 days.
  21. I would say - game DO NOT REWARD players for anything. I mean... I'm 1lvl, in my underwear, I go ashore and being killed by a lvl2 wolf right? After a month I lvl50 with yellow plate armor I go ashore a-a-a-a-and... being killed by a lvl2 wolf. So what's the point of lvl growing? Yes I can open more structures I can do more "SIMS 2" stuff but... what about adventures? I can spend hours and hours of gathering resources and after that I UPGRADE MY SPEAR and INCREASE IT DAMAGE FROM 26 TO 27!!!!!!!! So much effort and such a great reward right? --- Or like we go this adventures. We spend couple hours to prepare it. We craft some heavy firearms, grenades. Then after couple hours sailing we face army of damned. We throw grenades, shoot all fire arrows, shootgun and all that stuff. And then when we done - we try to dig a treasure and game sais "there are couple of solders left". Ok we search them. Unable to find. Then whole army respawn. AND WE DEAL WITH THIS ARMY WITHOUT ANY GRENADES, FLAME ARROWS ETC! Just whit spears. So what's the point of preparing? Why we wasted few hours? We could just set sails and go... --- And yet... you can easily loose everything. All stuff you have been creating for a week or even months. None of your equipment, leveling, diligence, not a single hour you spent in a game! Nothing will help you to keep your stuff safe. Just a single alpha animal spawns at you, or suddenly 15-20 vultures came while you fighting army of damned (this happened yesterday), SoD camping border... I mean there are hundreds ways to loose it (I say nothing about glitches and internet issues but yet I lost everything to that couple of times) and I see not a single way to safe it. So... I mean. I can spend next couple of weeks to create all I lost. And after I'll loose it again... well maybe I wont feel I ready to spend few weeks more to do what I've done twice... --- At start... I couldn't connect freeport due to 155 players there. Right now I see like 5-7 players connected there. There are more players now I my base's region in tundra then somewhere south.
  22. The thing is this isn't really end game content its vital content for a lot of people to keep animals killing them and destroying their stuff to a minimum, even with stone it still happens as animals spawn inside the base and wood/thatch can be torn through in a few minutes by an angry animal who seem delighted to chew on base structures much less ones with tasty people/animals inside. I've literally had a wolf ignore me as I shoot it to death from behind while focused on gnawing through my water barrel. There was no one and nothing inside my base to draw its attention and nothing to keep it in place but it ignored me KILLING it to destroy a water barrel. In addition to which these tree's are so interrelated you need to buy your way well up one tree to unlock another it makes it rather hard to class anything as end game content. Is it stone buildings, glider suits, canons (those are 2 skill tree's worth of purchases in), tarot? There's plenty of people who'd be happier with higher STONE costs as opposed to sap because they can get stone as opposed to spending an hour or more playing dodge the SotD. As I've said in other posts I can get sap/organic paste as I play on a private server. Its a simple hop to the next grid in a server where people aren't going to be stockpilling/killing me. Even so this one change has completely derailed my plans for the weekend. I intended to go get honey, try taming my first bear and rebuild my barn to try and keep the animals inside from being killed through the walls as happened to my one wolf. Instead I spent the morning sailing off to the freeport dodging ships of the damned and harvesting sap to make organic paste then I had real life concerns. Its now 5 pm, I'm doing things this even so maybe tommorow I can try getting honey if other plans don't prevent that. This again is on a friendly server with sap only 1 grid away from my tundra home which itself is practically on the border. Yet because I need the paste today's plans in the trash. Now people on public servers are in an even worse situation lower gathering rates, longer distance to sap resources, people walling them off with unbreechable walls in PVE or just outright blowing what you use them for to pieces in PVP. In addition to which its not solely about the issues I raise above there's also the fact for PVP people if you do go to all this time and effort to make stone its 2 shots harder than wood to destroy meaning its practically useless as a defense material because the time and effort to build in it is grossly disproportinate to the time and effort to destroy it.
  23. lol I don't do bigger pictures I play solo, I was fortunate I managed to build my Stone base the day before this patch hit, I have now specced out of stone as I don't need it but it free'd up something like 16 points or something because you have to take crafting speed 1,2 and 3 before you can actually take Stone. The point is Grapshot atm are just giving half hearted fixes to massive game breaking problems. Too Many Building affecting server performance (week 3 of the game, what are they expecting week 187) No spend money increase server performance and ironically their fix could actually increase buildings. Too many Wolf spawns, kill wolf spawn almost completely, now snake run rampant and no wolves to tame. instead of actually spending 5 minutes changing spawn rates to the point of balance. Weight Griefing The easiest fix and probably the most hard hitting to the griefers is the minute the ships sinks instant death, they would die and lose all resource and pets they had, instead no you float above deck and cannot really move so some people innocently get stuck. Land Claim Cheese, instead of removing it until a proper fix they make it so Land Owners (cheesers) can "ALLOW" others to build on it, at which point he cheesers can revoked the rights and take everything you build or in most cased "NOT ALLOW" others to build. These are just 4 of the many many many half hearted and pathetic fixes they have made. But hey don't worry the dev kit is out modders will save the day right?
  24. Your kidding right? A pack of glitchy murder mutts getting nerfed to reality are pvp's fault... Not that a fully armored high level human with like 6 guns and swords should be unable to fight a lone wolf let alone 9 of them... I was so tired of it... I'm fighting alpha mobs grinding xp like it's nothing until a single wolf aggros from 39 miles away and kills me...it being level 2... While I'm easily killing without fire a higher tier tiger that's alpha and level 222!
  25. Dumb. Really dumb. On an island we were playing on, you have a lot of mountains and valleys. A large island. You had to travel a fair distance to get to fiber, for instance, and many other resources. The fiber was in the junction where 4 valleys met. Even if you scouted ahead, before taking your bear there, the Alphas and other predators would show up very quickly. Wolves, lions, and Snakes, both Alpha, and not, would show up, and do so quickly. They are fast, and cover a lot of territory, fast, cover a lot of ground, and they ignore other creatures once they spot you. We had a claim on this area, so we built a trap with small gates, spread apart enough for a person to slip between the gates. We could hide a bear in there if an Alpha came into sight. But you didn't always have warnings, as the terrain is not flat. To be safe, you needed a lookout higher up to spot the alpha, or group of predators, giving you time to get into the trap with the bear. Fine for us. But what about others, who did not own this land? What if they are just passing through, from another island, trying to get different resources for the blueprints? You can scout ahead, but Alphas can be on you very quickly. They don't sit in one spot waiting for you to happen upon you. They move from one kill to the next, and kill quickly, and thus cover a lot of territory. We would often see something like a level 50 or 60 wolf in an area, then go get what we needed to tame it, and when we got back to that area, the wolf is nowhere to be seen. So you look for it, and find it a very long way from that area. This simply shows that this game cannot be a one size fits all type of game. Sure, if we were a company of 500 people, we could send 50 people on the fiber run, with 50 bears. We would be done fast, and in a position to deal with any Alphas that came along, and do so very easily. A Company of 25 people, with ten online at the time...they are going to find it very frustrating. Most of those people aren't going to be forced into large companies. They will find a game that they and their friends can play together, and find success in. Simple as that. If they don't find a way to offer a challenge to big companies, while also allowing small companies to succeed, this game will end up with a niche following of a dozen Mega Companies. What you will also find is that the majority of gamers are not hardcore games, and so they are NOT looking for every single aspect of the game to be a hardcore experience. Make everything hardcore, and you will again, cause the game to be a niche game. Most people have an hour or two to game each night, and they want to feel like they made some progress on most nights. Luckily, I play on an unofficial, and the owner toned down the predators, and Alphas. Before this was done, I can assure you that I was about to leave the game. I actually recognized the unhealthy stress I was experiencing at that fiber site. I was literally feeling something similar to PTSD from so many trips to that location, because the predators were constant, and many of them were Alphas. I spent more time trying to recover my tools, armor and weapons, than I spent actually gathering the fiber. I have watched what happens in many "survival" games...such as 7 Days to Die, ARK, Atlas, DayZ, Rust, The Forest...and what you find is that most players don't actually like the survival aspect of the game. Why do I say that? because eventually, the unofficial servers dwarf the official servers, and the first things people do is make modifications to tone down the survival aspect. What you find is that people are OK with things being a struggle at first, but they want to be able to work past those. Take cold for instance. People want to eventually be able to create fur armor that keeps them warm, to the point that the cold is no longer an issue to them. Food...water...etc... Yeah, in the beginning they want it to be a struggle, but they want to be able to work up to a point that they can relax on that stuff. What I find is that they expect to struggle, be able to work past that...advance, and then move on to something adventurous. They don't want to be fighting hunger and thirst 24/7/365 for the life of the game. If that's all the game offers...an endless string of chores that have to be constantly done to keep your character alive, so that it can do more chores...the game loses appeal to them.
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