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Found 16 results

  1. Since i read they are planning to rework melee combat (and add new weapons) i just wanted to give a suggestion. Instead of having 5-6? Keys to attack a mix of mount and blade and Skyrim melee would be great. For those who don't know in m&b you use mouse to decide your attack and block directions. Down - Stab/block Up - Down swing/block Left - Right swipe/block Right - Left swipe/block But the problem with m&b pvp is you can just hold the LMB forever and attack whenever you want or spam attack and block so I thought of adding the Skyrim heavy attacks when you hold the key. So if you hold down the key instead of canceling with block or dodge you start a heavy attack which you are committed and can't cancel. You become immobile giving enemy a chance to attack you, shield bash interruptions always stunning you. Heavy attacks have a increased damage at the cost of stamina and always staggering opponent. Dodge: Its still the same back/side step, i tought of adding rolling for hide armor but decided it might be better as a feat. You can't back step stabs and down swings and you can't side step side swings, you will take damage. Timed dodges will increase your next attack speed greatly but for a reduced damage for a very short duration Block and parry: It's the same expect you also have to block up and down now. You can block heavy attacks but you will be stunned and your weapon will lose more durability. Timed blocks(parry) will change your next attack to heavy attack with increased speed for a very short duration all blocks and parries will damage weapons durability Shieldbash: Stuns enemy if used while enemy charges up for a heavy attack. Staggers enemy if used before enemy basic attacks land (like parrying with a shield) Staggering: Its a short interruption also slightly pushing you back. You take slightly increased damage while staggered. Stagger duration is lower the higher tiered your armor is Cloth common = ... = myth < Hide < common < ... < Myth < plate common < myth Basic & heavy attacks: Mouse up - Down swing / heavy down swing Can't be dodged by backs stepping / Deals increased damage and greatly increased stagger time Mouse down - stab / heavy stab Can't be dodged by back stepping, greatly reduced damage but very quick / normal damage, still faster than other heavy attacks and slows the speed if used on staggered enemy Mouse left & right - side sweep / heavy side sweep Normal attack, increased speed if used in succession on opposite sides (L,R,L,R) / increased damage, applies bleeding (does not stack but resets duration) That's it then. I'd like to hear your thoughts and please tell me if I missed to explain something So anyway i just got overexcited created account get everything off of my system and didn't really give it much of a thought on how it would work on laggy servers or how it would work on pvp since i only play single player. Good evening everyone.
  2. ALL INFORMATION BELOW IS SPEAKING OF NPCS FROM A LEVEL 1.6 PIRATE CAMP AND A LOW QUALITY JOURNEYMAN MAP. TL;DR, The Lowest Level Stuff. Level 1.6 Pirate Camp As of 26/10/2020, npc pirates mounted on weapons are immune to all hand-weapon damage I can find. Pirate structures can't be damaged by anything inexpensive, and can't be damaged by anything in your hand (with the possible exception of grenades, which I haven't had the time to try). You can't even use picks or axes to break down walls. Frankly, this is bad enough in my opinion. You can be killed in seconds by basically any pirate, even when wearing good gear, if you're not confident with the combat in Ark sorry Atlas. However, the devs seemed to think that this was not bad enough, because it keeps going. Pirate camps are equidistant from each other on most islands, meaning that it's nearly impossible to settle anywhere that you will ever be safe if you go a hundred metres off to the left. Oh, and did I mention that level 1.x pirate bases can spawn pirates (just in my experience) up to level 78? (that's not the highest level I've seen btw, just the highest one I remember for certain) This all means that a troupe of people having just left a freeport, with no real possibility of having equipment blueprints or equipment past common level will land on a new island, be under constant threat, and be basically incapable of dealing with even the lowest level threat without essentially cheating. I did find one way that works. It's to go up in a mountain, with a rifle, a lot of ammunition, and, at ultra long range, start shooting the pirates. 5 shots per pirate is about reasonable, and they all run around when you shoot one, so you're going to be here for a long time. I assume that's the griefing you (devs) were worried about though. Oddly, that's the path we've been forced to go down. (I will address tames later) Journeyman Quality Soldiers of the Damned Likewise, as of 26/10/2020, Soldiers of the Damned do take damage from ranged weaponry, which is a far cry better than them being immune as they were some time ago. However, as of now, from a journeyman quality treasure map, they take so little damage and do so much damage that a man in plate armour is killed in a few hits, while we can shoot them dozens of times without any results whatsoever. In melee, because there are so many of them, that are not in any way tagged to the number of people in the area of the treasure map (at least so far as I can tell), and they are not significantly slower (if at all) than you are, a small group of people get overwhelmed, and die. Oh and if they don't swing at you for x amount of time they decide you must be griefing and they despawn, just in time to respawn when you try to get your equipment back from your body. Tames Okay. We got here. Yes!!!!! We can at any level defeat pirate camps, and soldiers of the damned. All we have to do, is use tames *happy noises*. And you know, I think that's totally fine. What isn't fine, is the fact that tames are not the only things in the game. In fact, there are many other forms of weaponry that have been implemented into the game, and, supposedly, these other forms are useful. One very important piece of game design that you (devs) seem to never have been taught is that nothing should be added into a game for the players to use that doesn't explicitly have a use. Essentially what I'm saying is this: I get you want people to use tames. Great! They will. Let us use the rest of the stuff you put into the game too. As of right now, it's incredibly difficult to use what you are given at the beginning of the game, to beat what you need to beat to get to the next stage of the game. And to the people who would say "well you said it yourself, it's possible, game design done"... I... just... go away. Possible is not the same as fun. If you give me a gun, I should be able to shoot things with it. If you don't want me to be able to, fine. Delete all the guns. They're clearly not meant to be part of the game. Why You (Devs) Did This I have read up on this as much as I can, so please correct me if I'm wrong about any of these things. In terms of Tames, I'm not going to say that this game is a copy paste of a game where tames were inherently more important, but... I'm also not going to lie. Pirate Bases were being effectively cheesed, and so were Soldiers of the Damned, and the way that both of these were being done was by staying at far away range with either a person or a ship (or sending in one person to kite) and then using time, or ships, to destroy all hints of resistance with no difficulty at all. Frankly, I understand why you thought that a fix needed to happen, and I agree. However, allow me to give a potential set of fixes. What Should Be done (give or take) I'm not trying to write your game for you. Please take these suggestions as genuine suggestions from someone who wants to love your game, but can't, and not as some stuck up prick trying to tell you what to do. Feel free to change numbers, dismiss ideas, etc., but please understand that these are suggestions that I have passed by many people, and that we all think would make the game better. 1. Here's the kicker. Outside of npc aggro or "chase" range or capabilities, you can't damage npcs. At all. I'm gonna try to clarify. NPCs in Atlas have a range where, if you shoot one of them, they will come after you, and at some point, after running far enough, they will return to base. It's possible I've misread this, and it's only based on time, in which case add it. Add a maximum radius around the npcs. Make it the same size as the range of the longest ranged npc, possibly excluding mounted weapons. So: If the longest ranged npc is an Archer of the Damned, then you can't hurt the Soldiers of the damned, unless the Archer can hit you. No matter what. They might not aggro until you get the first shot in, but once you do, they can hit you, if you can hit them. This is simplified even further because, done right, you can't just have 1 person kiting with no consequences to anyone else. If you can hurt the soldier, the soldier can at least try to come over to you and hit you. Make this obvious by having the reticle simply not register them as an enemy until you're in range. What does this fix? If worried about people hitting things from a ship, totally fair. Can the npc chase/shoot far enough to get onto a ship? If not, then people on a ship can't hurt npcs. Worried about people hiding in a mountain to shoot the pirate camp? Totally fair. Can the npc shoot high enough to hit the mountain? If not... see where I'm going? Perhaps artillery range has to be equalised, meaning that artillery can damage the base as long as the base can damage it (at least conceivably), and the range should probably stay the same even if all ranged units are picked off, but this should be a relatively simple fix that makes griefing and cheesing impossible, as well as making it very possible to play however you want. 2. Everything needs to be damaged by everything (Without violating the first rule). An enemy with armour can have resistance to arrows and bullets, but it should never be more than 50%. Frankly, 50% is, in this game, barely reasonable for a bow, and completely unreasonable for a gun. 3. Low level Pirate Bases have Low Level Pirates. Make a reasonable progression. If you want one boss pirate, then maybe make that one pirate level... I don't know, 10 levels above average? Every other pirate should be an equivalent level to the average level of random animals wandering around (10 or so), and then scaled for level of the pirate base. This would mean a level 1.6 pirate base would have most pirates of level 16 (Base level 10 * 1.6), a few above, and a few below. And not above as in level 78, above as in level 18, below as in level 14. The highest level pirate bases may need a buff after this, and that's okay. Maybe instead of it being a flat 10 * Level + ((level/10)*10). This would mean that a level 1.0 base would have level 10 pirates, a level 2 would have level 40 pirates, level 3 would have 60 etc. etc. I really don't care all that much how the scaling is done, I just care that it is done, and that the low level bases actually have consistently low levelled pirates. 4. Mounted Pirates have damage reduction from ranged weapons. Maybe 50%, maybe even more. Frankly, npcs on mounted weapons are the only reason I can ever see a damage reduction above 50%, so go wild. 80% damage reduction if you think there's any reason for it. I feel that fix #1 would fix most griefing with mounted weapons anyways though. 5. Npc Structures (namely pirate camps) should have high, high damage resistance, and maybe even immunity, to weapons like the bow, sword, and guns. They should have damage resistance (only resistance) to tools, and explosives. 6. Normalize Soldier of the Damned Spawn Numbers and Levels. Again, some kind of arithmetic with the levelling of SotD would be great. However, the biggest issue that is the easiest to fix is the number that spawn. Right now, as far as I can tell, it's a fixed number, or at least it's quite high. So, make it 1+ party number on common maps, 2+ on journeyman, etc. etc, along with the basic levelling that is being done. Make this number tagged to the same damage radius as in #1, meaning that if 1 player character is inside the radius of a common map, we get 2 soldiers. If another player gets into this radius, which they have to do in order to hurt the soldier, another soldier spawns, and does not despawn until all players exit the radius. And, because of how Soldiers of the Damned work right now, when all players exit the radius, all soldiers retreat into the ground. Obviously, there would need to be a counter to avoid having 1 player in the radius, 2 soldiers, 1 killed, another player joins, and two pop up, as that would be unfair (at least unless there was some kind of timer), and the number should perhaps not reset right away, but I'm sure that can be figured out by people smarter than me. 7. Soldiers of the Damned should not be able to respawn, or regain health if there is active combat going on. Just... this is violently frustrating when you've whittled down the numbers through skill and then suddenly, poof, everyone has full health and the four you killed are right back up shooting you in the back. Afterword I may edit this if I remember other things that should be added, or to clarify things that are unclear. However, this is a genuine plea from a casual player who wants to introduce people to your game, and wants to play your game, but simply doesn't feel comfortable doing so because of how badly balanced it is. I understand that these changes would be a major change to the balance. However, lets face it. The high level players looking for a challenge are not going to journeyman treasure maps, or level 1.6 pirate bases. They're going to the Hydra, the Kraken. They're going to level 10 pirate bases (assuming those exist and I haven't blanked). The higher level balance of this game might be amazing. It really might! The issue is I don't know, because I've never been able to muster the caring, or capability, to get to those higher levels. Frankly, I'd love feedback. If you, Devs, feel that some of these requests are unreasonable, please tell me why. Maybe I can offer another option. If you, other players, feel that you have something to add, please do. All I'm asking for is a some changes that would allow people just getting into the game, to get into the game. Without these changes, taking down one pirate camp, on the lowest level island we could find, with our basic equipment, would take (at rough calculation) over 6 minutes. And not 6 minutes of adventure, or fun fights, 6 minutes of potshotting from a mountain side, and waiting 10 seconds in between for the pirates to calm down so we can shoot them again (that's ignoring the mounted pirates). And without these changes, a party of three people, at level 25-30, are literally incapable of taking down a journeyman treasure map without use of the only mechanic that you've allowed to work on it (tames). This does not make for a welcoming environment for new players! It's viscerally frustrating. What makes it worse is that Atlas has so much potential. It's the Pirate game I've always wanted, and never got. But right now, it's still not here. I have gotten three people (and counting) into playing this game. And so far, we've stuck with it, because we like playing together. So if we need to randomly tame 10 boars in order to get our first treasure map, even though none of us wants to have boars, or wants to go into the taming tree, we do so, and make it fun because we're friends. We like playing the game, because we like playing games together. I guess what I'm saying is, I'd love to be able to play your game, not because I like who I'm playing it with, but because I like playing the game.
  3. The Allerian Seas have always been a place of mystery. Islands rise and fall like the tides, monsters are said to slumber deep in the trenches, and legends have it the waters gave birth to the gods. Of course, this is all myth, or is it? If you’re looking for an adventure like no other, come check out Allerian Seas! We’re a dedicated roleplay server created for roleplayers, by roleplayers. Pick a race, set your profession, and join a company or create your own as you begin your adventure. We welcome tradesmen, businessmen, pirates, scallywags, and all other walks of life! No matter your character, you can join the guilds and complete quests for gold, or dedicate yourself to one to rise through the ranks. Come play on a server with a set lore and a story driven purpose. To make gameplay easier, we have sped up taming, breeding, and turned off aging, among other small tweaks to the settings. The map is 2 grids, and as we gain more players, more grids will be added for further exploration. Don’t let that deter you! We have a system in place to keep the map changing and exciting for those who love exploration! Check out our website at http://www.allerianseas.com/ for more information, registration, and a link to our discord!
  4. Join our Atlas server and a Fresh N' wiped season !!(29/11) it is quite fast-paced PvP with 30x rates. We have focused on making it PvP Focused with some Quality of Life mods. All rules, features, detailed settings & more can be found in-game - Just press F11. Any feedback is appreciated in our discord. Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=1655807521 Server IP: steam://connect/foppasgaming.com:26004 Website: https://foppasgaming.com Explore Atlas: https://exploreatlas.co.uk/fgc-colonies Discord: https://discord.gg/WRdqz5R How to add as a favorite: https://foppasgaming.com/connect/ We have a decent population with 25-30 active players now but the more the merrier! So Invite your friends and join the battle! Regards FGC Team
  5. This might not be what the game needs the most right now, but I think there's not enough interesting feats to use with melee weapons. There are like 5 feats in the weaponry skill tree, 3 of them are just buffs to your attacks. So we end up with Circular Slice for swords, and Tremendous Force for Maces. Come on, we need something better than just spinning once with a sword or hitting the ground really hard with a mace! The Pike doesn't even have a usable feat. At least give us 1 more actual feat for each weapon. Maybe a lunge for the sword where you do a quick jump forward with a stab, inflicting bleed/stun. An impaling charge with the pike which you can change directions mid-charge, dealing big damage based in distance traveled, maybe even dragging players along like when they're grabbed by lions. (BTW why is the pike's main attack a horizontal slash? Make it a thrust with no forced movement and camera lock like in ARK! Maybe a bit slower for balance). The mace can have like an uppercut where the user jumps with the momentum of the upward swing, moving a little forward while knocking up/inflicting massive torpor to the target. Maybe more weapon types would be cool. A lot of icons in the two-handed skill tree represent a two-handed sword being used so I'd really like to see that implemented into a real weapon in-game. The blackjack and Throwing knives have special uses but maybe they should get some love too? I don't really know how tho. Those are my ideas. All of them have a bit of mobility to help with the rather static movements of most weapons. Hopefully I'm not suggesting something that's too hard to implement.. Sure, they're not historically accurate, but this game wasn't meant to represent historical pirates anyways. You know, with cyclops, magic, undeads and all of that. If you have anything you'd like to say, feel free to do so .
  6. Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  7. Remove target locking from the game!! If you try to use a melee weapon vs a player who is moving, your man basicallly stops in place to make a slow attack, locked on where they were to your client, while your enemy's server side character easily moves away from the spot you got stuck into attacking. Fists are slightly better but still would be a much better asset to the game without target locking I appreciate the effort it took to create target lock functionality, but it makes melee combat worse
  8. npc targeting is 100% as long as movement is either still or constant direction, but 0% if movement is circular? all you need to do is add a bit of random math to the targeting and (maybe some targeting delays or decrease accuracy based on target's speed) and npc's will act a little more like players, it would make them more fun and decrease their effectiveness vs players who aren't specifically paying attention to outsmarting the AI
  9. Melee weapons use too much energy for the damage they do, using a sickle is better dps, uses less energy, it doesn't target lock (which makes melee weapons clunky and nearly impossible to hit players with) and you can use it while jumping and sprinting the extreme energy cost makes it a death sentence to use in water (making it worthless for ship combat) and makes it a death sentence to use against predator creatures (unless you like sleeping). This is also true for hand to hand the mace slam feat that stuns: it doesn't do much damage, leaves you exhausted *far* longer than it takes for the enemy to get back up (and they sure aren't exhausted!) blocking with these weapons costs lots of energy, doesn't reduce incoming damage, (so it's only for parry maybe) and doesn't seem to do anything vs creatures fists are slow and there seems to be no reason for this, are all characters physically disabled with parkinson's or something? Reduce the damage and energy cost, increase attack speed, remove target lock make all melee weapons available at the opening skill (since the mace isn't any better... than anything) and make them just *different* from each other. Skill points can be used to improve other things about them, maybe effective range, attack speed, interesting feats etc
  10. Feats are just warm garbage right now, and it feels like many "skill" choices are just there to fill up space. Add more fun feats instead and reduce the base cool downs and negative effects intelligence: you can put 40 levels in it for 3x faster cooldowns... so you can use piercing arrow once every *minute* instead of 3 minutes? Cooooool (worthless) mace slam: I've killed myself from exhaustion by using this. It takes forever, does no damage, and is basically a suicide to use solo piercing arrow: does the same damage as a regular arrow shot vs a pig standing next to me? But can't move while doing it and 3 minute cool down?! fists hard hit: most of the time it literally does nothing, makes the sound and then puts it on cooldown sword whirlwind: little range, stuck in place, big cool down, if you are surrounded by creatures you are going to die, you will never be surrounded by players (they shoot you while moving around) tames healing and damage: these are worth using... big surprise, the only thing effective in the game is tames, and feats are no exception
  11. I've seen a few older posts containing parts of what, but they are a bit incomplete (imho). I know people usually get angry over posting relevant things in older threads for some weird reason, so I made a new thread instead. 1. Why does it need a rework? - Ships with ridiculous platforms with most guns on top deck facing fore or aft, all with large cannons. - Almost no-one in pvp is using gunports - Galleons with 6 masts look horrible and are totally unrealistic for the era that inspired the game's setting, even if it's not set on Earth. (17th or 18th century) - We can't create any proper rig due to lack of headsails, staysails and inablily to attach gaff sails to the back of square rigged masts - The large masts look too small on a galleon. - The gunports look a bit too large. For people who think a game full of 6 masted warships is not an issue: https://en.wikipedia.org/wiki/List_of_large_sailing_vessels As you can see: - Not a single warship ever had more than 5 masts. - Not a single pure sailing warship ever had more than 4 masts. - The largest and latest pure sailing warships, when pure sailing warfare technology was at its pinnacle, right before steam engines were introduced on warhsips, only had 3 masts. - Even the hybrid steamer warships from the 19th century in this list, that had more than 3 masts, had their rigging reduced to 3 masts at some point. I did not find examples of 15th through 18th century merchant vessels with more than 4 masts either. So do you now understand why any Age of Sail enthusiast will cringe at the sight of a 6 masted galleon? In my opinion, the ingame galleon with it's maximum of 52 gunports and about 54 meter long gundeck, looks alot more like a 3-masted 4th rate ship of the line, than the earlier 4-masted galleons. Either way it should absolutely not have more than 4 masts and preferably only 3. 2. Solutions: 2.1 Sails - Add a very large mast, with royal sails and if larger shipclasses are added, add huge masts aswell. This would both allow for having a 3 masted galleon aswell as have the masts look large enough for the galleon and potentially larger vessels. - Adding jibs and staysails It would allow to have a proper Bermuda rig for sloops, a proper Schooner-rig or just about any proper rig that needs headsails. - Separate mast and sail placement. This would for example allow for an actual brig rig with 2 square rigged masts, a gaff sail (spanker) attached to the mainmast and jibs between the bowspirit and foremast. It would also allow for a square rigged sail to be put on top of a gaff rigged masst for a proper brigantine rig. - No weight sails Because it just doens't make any sense, remove a weigth sails and suddenly a ship can carry less and starts sinking? Similar to weight reduction on tames. 2.2 Cannons and combat - Remove the large cannon or restrict placement to lowest deck and increase range of medium cannons to at least match the range of SotD. It would make people actually use gunports and give us less ridiculous looking designs. The largest guns were actually put on the lowest gundeck, closest to the water, where the ship was at it's widest, to prevent capsizing when firing them. Could also not restrict placement and make ships capsize when firing large cannon broadsides from top deck. - Add fore and aft gunports and possibly restrict cannon placement (not sure about the latter) No more 10 cannons platforms at fore and aft. - Make cannonballs protrude the hull and damage, or just make the bow and stern weaker: Turning your bow or stern into an opponents broadside becomes a bad idea and people would want to actually use their broadsides as much as possible and try to do "T-mavoeuvers" for max damage, while at the same time trying to avoid allowing their opponent to execute this manoeuver. - No weight difference for cannons between openend and closed gunports. Opened gunports in high seas would just mean ur ship is sinking very slowly because it takes on water. I mean the ships sink with one plank removed, but keep afloat with all those oversized gunports open? And why does it say submit a bug report, when i'm posting in suggestions?
  12. Why nerf pistols when the reload takes days. Make the game fun and reduce the reload at least, bring the fun back by just letting people shoot more, that simple, let some people tech into a gunslinger build. Fire arrow has been meta since launch and it's the only thing that can still kill anything. I put 20 shots of my carbine on a alpha snake and it didn't die. this game is hilarious for PVP and PVE is probably a joke too. Have fun reloading two pistols, they don't even realize they are reloaded sometimes too. Add a skill to shoot a couple more times it is so bad right now.
  13. Devs, You guys and gals are doing an amazing job and the game is getting better every patch. Bar the obvious ongoing lag fixes and server optimization changes (planned and in development) - I would like to suggest the following Would be interesting to get the communities feedback on the following: 1) Climbing onto raft - Press E near to a raft and have a climb animation to get onboard from the ocean 2) add some movement to the lower body in the axe / pick and scythe animations - the current animation looks really janky and Minecrafty compared to others in the game - given the amount of time gathering this would be a nice change for sore eyes and I believe encourage other players to try the game - this has been cited as generic etc.,.... by friends as I have tried to get them to join. 3) Melee combat - This feels too slow - the animations and control just feel like we are in molasses - It would be nice to be able to swing faster - providing more interactive and action based combat - if we can get close to the combat seen in Conan Exiles - this would add a huge advantage to the games long term success and enjoyment. 4) Jumping - the animation seems to have been tweaked but need work still to match the quality of ships etc, 5) Rolling - a roll would be good and add fluidity to combat and animations for falling and dodging. The dodge animation would be great if we turned the body as well as move to the side. 6) Grab - A grab to mantle rocks would be amazing - thinking PUBG style / vaulting. 7) Dagger weapon class would be great :) 8) Bow - the 3rd person view when using the bow looks weird - 1st person much better - would be good to polish look to make it a look more realistic.. I am sure not all at the top of your list but is there is a way to add would be great. Loving the game and its huge potential - Thank you. (Feedback on any plans from the devs around these types of things would also be great :) ) Jolly Rodger.
  14. I thought the pike would be great for underwater fishing. If I roll my middle mouse button on land I do a forward stab. However, this doesn't happen underwater. I'd like to be able to stab underwater. I think stabbing forward with a pike makes more sense than slashing so if need be make the forward stab the left mouse button click or whatever just as long as it works underwater too. Thanks
  15. I would like to see a Boxing Ring that could be put up and taken down at Captains leisure. It should allow melee combat between the Crew members and give some sort of experience related to Melee Combat. On long trips this would be valuable in keeping morale up in the crew. I do not have the knowledge to create a mod that would allow this but I have hope someone will see this and go with it ! Maybe the Ring could aso double as a respawn point that could be put up as Combat approaches...?
  16. A mysteries force started appearing around the world reports of undead warriors and powerful ships of the dammed flooded in. Overnight the pirate fleets that ran the seas where decimated. Five pirate nations came together to form one powerful alliance in hopes of fighting off this new evil. All was good for a short time but this magic slowly corrupted one of the 5 factions. People from the other 4 factions started hearing rumors of people vanishing in the night, buildings being taken over by dark forces, and ships docked safely in the harbor started to sink with no explanation. An investigative team was sent in by the other 4 nations and discovered a plot to overthrow and destroy the alliance from within. With this knowledge the 4 nations quickly came up with a war plan to purge the evil from our land. The world is now a chaotic mess and we will do what we must to protect our land even if it means purging our lands of a once ally. The time had come for war! These are a few screen shots of the following battle 17ish ships now rest on the bottom of our once peaceful harbor. Video of the battle coming soon so keep an eye out for it!! Safe sailing.
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