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Found 28 results

  1. So many bugs in the game that never ever get fixed. They always bug me they drive me mad. PLEASE FIX THIS STUFF! I hate the new graphics they added to the game. Makes the game so so ugly now. There so many bugs I wish was fixed on this game that been around for ever. - Fix or add Xbox Series X or S version of the game with return of the old graphics.. (NOTE: New graphics are horrible. Its for Xbox One people, But everyone now is getting new consoles) -Walking while swinging "SICKLE" bugging out the screen. (NOTE: Happens when walking around the plants it glitches screen so bad makes it shake) -Water Clipping threw the boats and the de-sink bouncing of the boat. - Return of the old better graphics. - Tames falling off the boat while crossing borders. - Fixing name plates on some boats to show full name of boat. - Fix glitchyness of rubbing against wild animals and getting stuck on them every 5 seconds. - UPDATING the outdated TUTORIAL for the game with each season. PLEASE! - A tool guild to help know how to do everything in the game to some extent. SAD I HAVE TO QUESTION PEOPLE ABOUT NEW STUFF.
  2. Hello Devs, Hello Players. I am back, installed the game again due to christmas holidays to test the new patch. My target: Testing the new modular ships not using any of the old once. So I started on the official PVE Server in the Rookie Lawless. After maybe 8 or 9 hours I am done so far and just can't stand it... what a shame you did there Devs... time to bug fix the ships!! So the start was quite easy with 2500 hours expirience in the game. The Cog is a really nice starting ship... very cheap now and fast to build, you just need some level ups to get the skills. 9000 weight you can go every where not needing the sloop anymore. It's size is good, speed is decent - i couldn't find gem, so i couldn't check with sextant buff. Only stupid is the small single sail... why not make a medium at least? Hitbox of the ship is quite to large. Turning speed is very low... but ok, it's a starter merchant ship. If you place double cannon module the front cannons touch the stairs blocking the front deck or sometimes even get bugged and can't be used to fire.... fighting power is very bad with 2 cannons abviously. Not worse to farm resources for cannon balls. You can't place railings on that one, so you don't have a diving attachment. My monkey just died on my shoulder while i was on the cog - food fine... he may was under water and couldn't breath? Don't care about such little bugs. So, time for somthing bigger. Next one is the Carrack. Well you need 1k gold for the advanced shipyard(thank you for reducing the ship costs). I did this with the cog and some sunken treasures and a hand full of 0,5 treasures. Unfortunately you need about level 35 to skill ship building as well as taming 2 to make higher level Treasure maps(with a Bear, Bull etc.). Got Level 35 with killing and harvest elephants about 1 hour. So got 300 cannon balls, a carrack with 3 large handling sails ready to go and started my journey. As written by @George Catcher after every encounter you should drive to an island and let the crew repair the ship... because as I also written in my Majestic Kraken feedback one year ago the repair of modular ships is absolut garbage! Repair kit costs are insane as well... just make the modular repair like the old ships... or balance the kits.... don't let the players have to look 5 seconds on the modul for 1k HP refilled. There is still no leakage symbol like the old ships had... so still very complicated to search the destroyed module to repair it... again the old system works well -> every hit(player action) repairs an amount of HP, it only takes 1x resources, it repairs to full over time... why try to design a new wheel when the old one was already round? A Square may rolls better? First basics -> level up the ship for some crew and resistance. Now with some green and yellow Shooners and Brigs sunk we should go for some bigger fish... NPCs on 10 cannons one sided sounds like a good plan... what about encountering a lvl 29 SotD Brig? Well the Carrack is long and very bad to maneuver. so you go broadside, make two salves and escape, turn about 1 minute(fun is gone already) to make the next try. Unfortuntately the Brig always aims on the same 7,5k HP gun port in the center of the ship... so this one is quite fast destroyed. With this ship it's nearly impossible to shot the SotD without receiving some hits yourself. So you wonder how the story ends? The mentioned gun port got down to 0 HP while all other had still 5-6k HP. When reaching 0 HP unfortunately the Carrack gets completely destroyed with 90% total Hit points... greetings to the fishes... Here is already the end of my feedback to the actual patch. Modular ships do not work Devs... same issues like one year ago with the first one.... nothing changed, nothing fixed, all broken. I don't care about damned land structures for rotten meat or wonders... I want (working)ships as a Pirate.... I even did not make a grid change with the carrack... it already sunk before... PS to the Crrack some little issues: Did you even know if you put tames on the ship with wheel menu it always lands in the cabine below the steering wheel... but those doors are too small even for a pig... can't get it anywhere else on the ship. Besides using those modular ships as cheap transport ships they are useless in the current state. PVE Players lought at me when i tlaked about my test setting... they just said: Don't do it.... build a Shooner, or straight away a Brig. You can place railings but only in the shipyard... well i guess to avoid repair material abuses from the old ships with diving attachment? But you can't place cannon railings... well you don't need with those two decks of up to 24 cannons to one side. YOu only need to skill 20 levels into crew to use those... the feeling of this ship is very bad. Cog weight: 9000 -> Carrack weight -> 9000 ?????? the Carrack is twice as long with 6 module places instead of 1 and two decks... who of you does have this ideas - please think about some realistic balance between the ship classes?(not to mention the Cog has 1,0 sail points, the Carrack 8,0 = 3x large sail of 2,7 -> 2,666667 i don't get the math but it works). Also the third large sail can only be placed in front of the steering wheel into the stair case... so you barely can glitch around it to move around on the ship.... Btw. I found a blue print for a Broadsider in blue quality and wanted to test this one.... but my Carrack sunk because of one destroyed module.... what a shame. Feedback to portals: Did not reach any Portal so far... pictures of sunken Carrack: Only one module destroyed to 0 HP .... no other one leacking ... still under water instant... thank you for reducing the sink rate of the modulars... but this bug makes it still garbage. https://steamcommunity.com/sharedfiles/filedetails/?id=2696483646 https://steamcommunity.com/sharedfiles/filedetails/?id=2696483708
  3. Just a heads up D7 grid is currently unplayable. Lag spikes constantly happening making it impossible to do anything without fear of dying from a rattlesnake or crashing a ship into the Damned. Please look into this.
  4. 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.
  5. Okay, I'm done. I've been playing this game for a while. Not a huge amount of time, but a year or so. I've introduced friends to this game, because we enjoyed playing it. When I started playing, a small company, or a solo player, or a large company, could all build a ship. Now only the large company can in any reasonable amount of time. When I started playing, PvE combat was bad. It's now just as bad. When I started playing, I enjoyed the game. Now I can't get to the point where I do without using admin commands Remove the F*****G GOLD COST FROM SHIPS You are Hemmoraging players, because you keep making the new player experience WORSE. I get it, pandering to veterans is good to keep your playerbase around. BUT IT WILL NEVER GROW IF PEOPLE CAN'T START THE GAME I'm done. I'm not coming back until you actually listen to your players. Neither are the people I introduced We're done And if you keep this up so are you.
  6. Are devs actually planning to make Atlas a dead game? 5000 for schooner? schooner is the simplest useful ship to start enjoying and experiencing the game. its not even that easy to build! you need to still put time for it. if it was 5000 to buying a schooner all made, it was good. but paying 5k and then building it by ourselves? How does that even make sense? we should farm 5k with sloop? one person even cant manage to carry that much of gold. Who even we are paying that gold to? its really ridiculous idea. its a pirate game. C'mon devs do something about it! you guys cant see the game is already losing players...
  7. Here me out: I have been playing Atlas from day 1. I have never had an issue finding a nice island with nice island owners who want a taco loving pirate to settle on their on land. Since the 1 PVE map and farmhouse/warehouses, it seems settlers who play daily are not wanted on any owned island. I dont mind lawless, but claimed land always has a better QOL of life if the owners demo bed spams. I have been from island to island and sometimes I get lucky and build a small hut but no shipyards. And every time I try and settle, I get the age old "it's not you, it's me." I have even sailed far and wide when island names say "looking for settlers", only to have it change when I get there Now I am an easy going gal, I dont build ugly, I have some good jokes, I have a bear obsession, I have a loyal brother who rolls with me and I am a pretty great person in general. But I am trying to figure out why after however long Atlas as been out, I seem to be looking for love in all the wrong places. What has changed that has caused me to be rejected daily. Am I too blonde, am I not piratey enough? Do I have a lisp? Bad jokes? Is there anyone out there that needs to the love of a loyal taco loving pirate and her first mate/co captain brother and has a nice spot on some pretty land with room for 2 shipyards, a house and animal pen, maybe a smol a garden and some pretty flowers? Looking for our forever home or forever until next wipe home. Will anyone out there give this scallywag a home? I am looking for someone to invest me, could you be the one? Side Note to the Devs: Can we look at what you guys have changed that has caused this shift in many (I know its know being unloved when trying to settle? Can we get some more claimable islands? Can we give something to island owners to make it worth it, since the warehouses and farms seems to mean they dont need taxes? (I dont actually know this is the reason but it seems this may be a reason.) Can you give island owners a better reason to have more than 2 settlers who take the entire island for their builds? Can we at least just examine this as a whole? Sincerely, Belle the Janitor PVE Taco Loving Pirate +1
  8. I logged in today and the folders I created with stat info has disappeared. Yes, I double checked folder view. Yes, I re-logged. I sadly have added points to a few so stat info for breeding is gonna be fubar is this isn't fixable, but there are worse problems to have. I know they were there yesterday. Anyone have any ideas or have the same issue today?
  9. Listen, I like looting as much as the next pirate. But since both NA and EU now share a server, the body looting is ALL THE TIME. I have played on NA, been through 4 wipes and I have never had my body looted, not even once. Why now all of the sudden? Legit no matter where I am and what I have, there is some naked savage window licker on standby. Devs, is there anyway we can get say, a 2 or 5 minute timer before your body can be looted/inventory accessed by non company members? If people want to steal they should be on a pvp server but instead they are just enjoying making players miserable. More over, if you reading this are one of the body looters, a little nice and respect goes a long way. It takes less time to be a nice guy/gal than it does to be a chode. One day you may need help or something and if you were running around acting like you weren't raised right, you will find others hard pressed to help.
  10. @Jatheish and @Dollie I have a serious question for you and the devs. When you scroll to the bottom of developer posts you have a twitch link which says, "Watch us scallywags on Twitch". Why aren't you guys live streaming YOU playing the game and testing different things? This should be something that people could watch daily and see different employees playing different modes PVP and PVE on official (no cheat codes) , and a few times a week see maybe game developing. And see everyone playing each of the modes on all the servers NA and EU I would really like to watch you guys play your own game and I think a lot of other players out there would too. See what you guys think of the game in real time not just when you are hyping it up in a mega patch Twitch hype webcast.
  11. https://gyazo.com/7b437f28a7f4c4abdfe00390a6965db8 Why is this a thing. Day 2 now and my crab is still stuck in this ship. I pulled my ship up to it thinking hey i'll just use the board my boat feature. Never shows up. Tried neutral, passive attack your target. Tried hitting it. It will not pop out of there.
  12. After reading through the updated notes I want to first say to @Jatheish @Dollie , and everyone else working on this, thank you for listening and trying to fix the issues we are talking about. That being said some of these are better than others, and some are just a swing and a miss in my view. I'm going to break this down into multiple posts on multiple topics cause I see a lot of potential problems. ALSO this is longer, but I feel it's really important. CLAIMS-General The boat decay system will be enabled. This means that there will be a tagging system attached to boats which will cause them to self destruct after multiple weeks of inactivity on PvE, Golden Age Ruin, and Freeport servers. To tag a boat, the owner of that boat (single player or company) will just need to enter its stasis/render distance. This is great idea as a start, but misses the mark. I appreciate that some areas will clear out tons of ramshacled sloops, but it doesn't stop the greifing locally. PVP can demolish any boat that is parked in their bay , but PVE is left defensless and your team hasn't made a workable fix cause it's just sandbox to you guys and all we care about and need access to is building. One aspect of the design we intend to stick to is the fact we want players to always have an option to build, otherwise, the game cannot be truly experienced in its current state. FYI guys: I do love building, but it's not the only reason I started playing. I was really looking forward to the co-op and you keep taking more and more away from PVE This is what will still happen as players use boats to continue to grief each other. I will make boats, anchor these boats with beds for fast travel and blocking off your harbor or coast, then once every 10 days fast travel over and render them in. Give me your island and I'll unblock the harbor. Some islands are harder but the point is someone will do this. So good idea, but it doesn't fix the problem, it just creates a new way to have the same effect. Claim owners will be able to demolish structures (via the pinwheel) on their settlements temporarily as long as the structure has been placed within the last 12 hours. After the 12 hour period has passed, they will not be able to demolish the structures using the pinwheel, and must manually destroy it. Claim owners can do this outside of raid hours or warlike. This exists as an anti-griefing mechanism. On PvE servers, we may extend the time beyond 12 hours as players will not have the option to destroy via PVP. This just says to me that all you guys want is a system where you can say we gave you guys an out but you didn't use it. Should have logged in after someone pillar spamed your island . It's your problem if you didn't catch it cause we (Grapeshot) gave you a fix. So this by my reading will actually reward spamming as someone can place foundations or pillars down, and if I'm not on for a day or two due to RL something, I'm stuck with them and can't get rid of them at all....... and hope you don't miss any they hid in bushes etc. Everyone get used to surprise "To close to enemy structure" messages. There will be a notice sent to the Settlement Owner’s Company and also via a cross-server notification pop-up when new players/companies are building on their territory. Players will have the option to subscribe to this Company Log via email or Discord, similarly to other Company Log messages. THIS IS AWESOME!! GREAT IDEA AND IMPLEMENTATION. I really hope it works well but everything can't ride on me getting a message due to phone signal, etc. Again it is a cop out on an actual fix by saying you have given us a warning system. CLAIMS - PVE Summary of Grapeshot's oppening paragraph, "We hear you, we get that you're worried, we want to make sure it's all going to be okay. We're working on fixes for your concerns, till then, PVE will have the same system as PVP (whole island claim), but no raid hours, hard caps on claims, implimenting player shops, tax bank is there for people renting to help with cost. Wait....why and I still renting in the new system? This means that players will be able to claim islands, and anyone can build on those settlements If ANYONE can build on your settlement. 1) How do you stop them from blocking resources, walling off sections, etc (read back above in CLAIMS -general). 2) Why do I have to run ALL over the island to delete stuff cause someone had a bad day at work and wanted to be an ass and feel powerful for 10 minutes leaving me with hours of BS? Pass 3) Weren't we the player base asking for a system that allowed EVERYONE to claim a section of land? Idea being you would start at the freeport, work your way up to lawless, then go stake out a claim somewhere? We DID NOT want renting and we DID NOT want every island to be lawless. -ROUGH MATH FOLLOWS- 15x15 grid so 225 servers, but we loose almost 80 to power stones, lawless, and freeports. So that leaves 145 Servers now each with an additional island. For eash math we will say each of them now has 4 islands giving you 580 islands to claim and sure some companies will claim 2-3, but even if we took out 1/2 to these companies claiming multiple islands there's still 290 left so we're good right? NOPE, that alone is 435 small companies which is nearly the full amount of available. So then it becomes rent, lawless, or quit. No one wants to rent, so So then lawless becomes a big pillar spawn issue again cause at least we have our space (hopefully your comment on fixes for that down the road are true, but for now it's what we know will happen till then). So all the perks of owning the island and renting to others is potentially lost cause WE DO NOT WANT TO RENT!!! Maybe if we could have PVE alliances and have the alliances build trade network bases spread out on different islands or shared alliance taming bases...... oh wait... CLAIMS - PVP Give claim owners the option to enable allied companies to build cannons on their lands Give company owners the option to allow allies to use their cannon (governance setting) Enable an activation timer on cannon structures placed by non-allied companies during wartime and raidable hours to prevent instant FoBs. Similarly to battery-powered heavy turret activation timer on ARK. Delay on joining a new company or alliance after leaving one (24 hours) Company owners and admins can now set other companies as neutral. This is done via the in-game pinwheel, similarly to alliances when targeting another company’s structure or player. Companies which are marked as neutral will have a different colour display HUD, as a way for players to indicate they are non-hostile, however, they will not have other benefits which the alliance system would provide. In summary, there will now be three states in which other companies can appear: ally/neutral/enemy. Looks like you listened and achieved pretty well a lot the major concerns in PVP. Well done there. The big issue left is alliance limitations, but what I don't understand here is you say that you quote understand that there are some concerns regarding how that (that being alliances) could potentially be exploited in a PvE environment, and we’ll be working on designs and systems to ensure that isn’t the case from a technical point of view, as well as through GM involvement. How are you not worried about people working around alliance caps in PVP? If any place I can see greater exploiting of alliances and groups would be in large scale attacks of other players in PVP. The alliance limits are flawed, and people are already figuring out multiple ways to work around it. Discord anyone? SUGGESTION You created a whole new system to replace something that was already in place and could still be tweaked. A large portion of the players have said (Not claiming these as my ideas.) 1) Get rid of sea claims. They are horrible and a blight. Good idea but they don't work. I can overlap so much land, and then from there can prevent others from claiming land cause your claim is over a portion.... to many bad tricks. 2) Limit claims per person or per company. As a reference, our company of around 15 has since launch worked from an offshore claim to a corner of an island which is still more space than we need. If this claim change happens and we were to claim the same island, you just gave us around five times the land and took away claims from 6 other good companies that share the space with us. 3) Resource upkeep building should just be a claim upkeep and not worry about your buildings falling appart all the time. There should be a repair building added in for if/you're attacked and you can have crew staffed to it to help repair your base during the seige. There can even be new ship of the damned that will land and offload undead to attack your base. If your base in under attack by players the undead attack the first players they see so it could help repell the attack. 4) Drop the time down on claims. There should be a healthy turn over to an extent. in PVE or PVP this is a colonial, survival, mmo. I know a lot of PVE players don't want to think about loosing everything but that's why solo play is harder. If you are the only one resetting claims by running around a whole island have fun, not what I want to do. If you do, congrats, it's a lot of commitment to have a large base/island. 5) Going back to alliances and how companies tie into them with claim flags etc, set up some factions for the game that we choose to join, and unlike other MMORPG games where you are Alliance or Horde forever, you can switch groups in this cause pirates!!! maybe 3 pirate factions and a colonial military. You can even add quests to infiltrate and steal later in production. 6) Last and probably most important..... Fast travel is bad. Being able to set up beds in claims or islands all over the grid is not good. If an alliance wants to raid a base 5 squares away, someone might see the fleet passing. They can possibly fast travel to other islands in the same square, but at best they know the direction this fleet of ships was going unless they follow. Imagine people in glider suits trying to do recon and pass messages on to other allies. BUT WHERE THIS IS DIFFERENT is I can't teleport 5 squares ahead of that fleet and ambush them. I can build speed ships to try to pass them, skirt around them, etc. But if they sneak through and get to one of our lesser defended islands, 50+ people shouldn't magically appear from 13 squares away. This again allows CLAIM TURNOVER. There are more things but really these are the big ones I've heard a lot of times, that my company and I talk about, and we worry that none of these things will end up in the game and that it won't live up the the praise we've been trying to give it. We're still here and will be post wipe and will try Atlas 2.0, but the biggest thing our group and those around us talk about is how quickly things swing from one extreme to another. Maybe this month is taming. We're going to try raising levels available to tame, well now the higher level animals are killing more players. Maybe that's not a good idea or maybe we can lower the spawn rate. Whole point being we are here to help test the game..... give us direction (kinda like your post asking about tames and what we'd like to see), let us test what you want that day, week, month, and submit feedback. We can help if you let us. Lost Boys edit: changed title to fit better after the post went long
  13. I guess pictures say more than words, but here is just a clear line showing how much these "devs" are pissing people off over time.
  14. Hi, My elephant seems to be stuck either in the ground or invisible.. ive tried to whisle to make it follow. Giving command to move away from the spot and nothing is helping me out. When i walk on the area where i left the elephant i keep glitching like something was in the way. The elephant keeps eating food and taking shits like it was standing there.. Does any1 have/had a similar problem that can give any tips on how to unstuck it? Also i seem to have trouble feeding elephants when i try taming even without a cage. Been using Wheat (grow in plots) and Turnips from the wild. Any tips? Clearly taking dmg but seems to be underground. Defecates like it was standing on the ground! FIXED! Problem fixed by placing bed near it and fast travel to it. (recomend to go faar away and die to let the texture reload when u respawn) As soon as texture start loading u may see elephant underground then u need to be fast and whisle to follow.
  15. I started playing close to the beginning, not during the first couple of days, but I heard about that mess. Instead I came in with a buddy of mine and we struck out with some friends. We did the typical ark/Minecraft/smackatreeforwood game stuff, gathered our butts off, build ships and then went to bed. Ships got sunk and we log in to gathering again building another ship that we got to sail for a little before it also got sunk. We gather again while thinking about striking out on our own and we do. Tried to team up with another group that we thought would bring in more people, but no one logged on and we farmed up ships and we took them out and had a lot of fun, but then when it became just us who were getting on we decided to leave, so they offered for me to take the ship that we gathered and built. I went to take the ship and they kicked me before I could get it to a safe place to claim and killed me, in return we took ram-shackle sloops and sailed them into the harbor to slam into that ship till it sunk. That was probably the most fun I’ve had in this game. Moving on, we farm more stuff, we make more ships, but no matter where we go, our ships get sunk while we are offline, we come back to nothing. Starting over again and again had always been the Ark way, until they implimented the offline lock, if someone was offline for however many hours, then you could strike, but right now there is nothing to aid people or groups that are smaller from being able to survive a night. My buddy and I have pulled a month of all nighters trying to keep land and ships and tames from being killed, I’ll speak for myself, I’m burnt out. I love sailing, I love being a pirate, but if these larger companies that have so much more manpower than me and the 4-5 other people I play with just wait till we are offline to raid. Then that’s no fun for anyone, there is no PvP, there is no challenge, there is just opportunists who further make it impossible for any feeling of hope or adventure or anything. If I had one request, please watch this. Understand that the mechanics and how ‘punishing’ your game is to its player is what drives the negative ratings. https://youtu.be/hmEa-YAcFk8 I’m going to be stepping away from this game for a little and hope that at somepoint down the line it becomes less about large companies, which reminds me of EVE, and more about pirates.
  16. 1. Stone structure Please revert you made them easier to break through no reason for added materials. 2. Animal Collision/ Effecting taming Why are my tames falling through the earth, stone floors, wood roofs, every thing in the game? This seems to have been issue even in ark how is this not fixed? Because of animals colliding into structure and the ground itself they're very difficult if not impossible to tame (elephants). 3. PVE ships getting sunk by players Why is this still not resolved? Players are holding a ridiculous amount of items hanging on ladders and sinking ships. Why are players allowed to whistle down my ladders? Why are they able to grapple on to PVE boats with all this weight? Players are dragging ship of the damned into ports and sinking ships. Why is there not a invisible bubble around islands that instantly makes the SotD unaggro? 4. Permanent sleepers who haven't logged in for a month On my island alone probably 1/4 of it cannot be claimed because of permanent sleepers. Can there please be a timer I don't even care if its a month but these people need to decay somehow. The pve ship sinking thing scares me the most. Being a two man company I don't want to risk sailing from island to island and explore the atlas. Just to have someone come over and sink my boat for fun, its why i'm playing pve. If I wanted another player other then me to sink my ship I would play pvp. I would think that would be game breaking enough to do something. Anyways enough rambling if I missed anything else please add it below.
  17. @Jatheish I respect how much you are doing to keep the community updates and informed, I know you respond to tweets and forum post, but let's be honest you are one man, and there is basically aside from you NO ONE handling community post, comments, etc. You guys really need to hire a group of people to read the threads, comply a list and have conversations with them about what the community is saying. One person can not do that all. There is a thread with almost 700 replies on the outrage of stone changes, and yet there's not even a single acknowledgement of "we hear you" or "we're looking into it". It's complete silence. Some people will leave completely even if it gets changed back to the original. There has to be some sort of line of communication. Also, why don't you guys once and for all make a TEST server, and get some people to actually test out changes you guys are thinking of implementing. It is not a hard concept to do, a LOT of companies do it. It helps find bugs, or tester can say "hey this isn't going to work" or "this is way to far scaled this way". Instead of just pushing it out and hoping it's going to be okay. You guys are in EA and of course there will be bugs/issues, no matter what, but you can curb those if you take the time to get community managers to look at the threads and say "hey this is coming up a lot" or "here's some issues people are bringing up", "hey were getting a lot of suggestions for this". Listen to your community and for the love of god get a TEST server, and get some people who would LOVE to hop on and test out changes you are working on.
  18. Right now several Chinese companies are attacking... Not too worried about it until they walked to the middle of the island and built in my territory with mortars.... so uh.... can i get som ehelp?
  19. Game keeps crashing at: PrimalGameData_BP and then the Timeout message pops up. Any fix?
  20. A. age mechanic tip : remove it ( was a sarcam ; put it away and rethink about it.) special tip about age mechanic : every time you die give 1 game-year to player. (fix game year btw. i have 600 days in game but i am 95 years old !?!!) B. claim system suggetion : first remove inactives more than 10days (sleepers) 1) one flag per player ; plus more flags need gold coins for upkeep. (company pay even more gold upkeep) 2) limit player flags to 2 per region. 3) limit player flags 1 per island 1 per ocean C. weight system tip: overweighted ships(anchored) should not move (better than sink) like players, they should not move either if they reach max. weight limit. old but gold tip : listen your costumers !
  21. Will there be like Ark and have 3 or 6 person max companies with increased gather, exp and taming rates?
  22. So company claim counts are stillllll bugged.... for weeks.... People are at negative claims and can lose their crap in 15 minutes... how is this not a priority patch?
  23. First, let's understand that the Devs have a vision of this game involving heavy trade and mercantilism. That sounds awesome for a game involving ships, and pirates. However, this can NEVER exist in a game that promotes mindless PvP and destruction. If you want the first part, you have to put throttles on the second. So how to do that? I believe that several things can be done. First, we do want PvP. We do want raiding, and we do want to sink ships. But how can we do this in a manner that doesn't inhibit fun gameplay? The basis would be a Reputation System that mimicked a justice system. This does not have to be hard or complicated. It simply has to recognize that all PvP and all Destruction are not equal. First, you have a system of lawful and unlawful points awarded, and and then have a few different player standings related to that system. At a minimum, they would be: Lawful Outlaw Most Wanted Outlaw (option) Dread Pirate With Lawful, you are unrestricted, you go anywhere and enter any port, freely. With Outlaw, you are free game for other players to shoot at, and you can't enter lawful ports. AI would shoot at you and your ship if you enter. With Most Wanted Outlaw, Lawful players are given a buff when combating you on land and at sea, and an AI Royal Navy hunts you. But people also want to sink ships, a lot. So, you put in smugglers, and pirates in all ship classes, with their difficulty ranging by the class of ship they are in, and the rewards for sinking them equal to their class. Sloops easiest, and Galleons hardest. Sinking them also gives you lawful points. Lawful points don't build up, they just remove Outlaw points. Conducting trade with lawful sailors and merchants in other companies, gives lawful points. Raiding adds Outlaw points, but so long as the destruction is not mindless, this won't add a huge amount of points. This is determined by what you destroy. Doors, hatches, and containers won't add a lot of points. Damaging ship hulls, masts, sails, etc...adds a lot of points. Sinking them adds a whole lot of points. Same goes for bases. Containers would also have an option to just destroy the lock. This allows for less Outlaw points as you do not destroy the container. This allows you to take what you want, and the owner comes back to find what you did not take, still in the container. This will allow for more mercantilism and trade because you don't lose everything and start from scratch. You have something to trade to get gold to purchase important things you lost. Presently, the container gets destroyed, the raider may not even take anything, but everything in the container is lost. The above will actually, also encourage real Pirate game play. You have somebody outgunned, and no way to run...you offer them the out of letting you board, and take what you want, then leave without a lot of destruction. Time will also be a modifier on your Outlaw score. Time lowers your outlaw score by a set rate, if no outlaw activities have been committed within a set number of hours. This would need to be subject to testing, balancing and tweaking to get it right. Companies and individuals could accept player placed missions for escort duty. A player merchant asks for an escort for their merchant ships, and other players accept the mission. Only upon acceptance do you learn where the origination and destination are. The original request only tells you within a 3x3 grid where both are. Once you accept, you are duty bound to do the job. This will affect your Outlaw score. If your company or allied company attacks this merchant, you get HUGE Outlaw points awarded. If a rival company sinks it, you get some, but not a lot. Getting the merchant to safety removes a good number of points. This also, would need tweaking to achieve the desired effect. Doing trade/business with lawful players and companies will add a small amount of lawful points. Declaring war on another company, would reduce the penalty for attacking ships and bases that are not ORP protected. You still want to encourage PvP, not PvE disguised as PvP. Also, a modifier based on your company's Outlaw status, and that of the Company you attack, could come into play. For instance, if you have no outlaw status, or a very low outlaw status, but you declare war on a company with a much higher outlaw status, you won't suffer gaining outlaw points as much. Individuals and Companies that reach Most Wanted Outlaw status, cause others to receive an offensive and defensive buff when battling them. Your status would not be a secret to you or others, and so the leaders would need to manage the activities of themselves and their members, and remove members who don't follow orders regarding this. Removing a rogue would not immediately remove their affect on your company's outlaw status. Time would remove it as per normal function. This prevents exploiting this system by kicking out those with high outlaw status, and bringing them back in when it is low, as a means of managing the company outlaw status. In short, once balanced and tweaked, this would not punish raiding, and PvP, that is not mindless destruction, and create an environment for a thriving economy. This system, along with some form of ORP, would prevent one person sinking a Brigantine, or Galleon, from shore or a raft, with some fire arrows. That is not the kind of game play most people are looking for. You cannot have mindless destruction and PvP in a game where you want to promote trade and mercantilism. However, a good system would also not eliminate PvP. It would instead promote it in a manner that made the game more enjoyable. Gamers, and especially Meta Gamers, will do what the game allows and rewards. They will not do, or do less, what the game punishes.
  24. Northeast island on D10 my company took some land and it seems the claim flags have stopped the respawn. Going on 12+ hours with no resources on this section of the map.
  25. NERF THE FCKING STUPID CROCS AND STUPID ANIMAL SPAWNS. CROCS ARE FCKING ATTACKING PEOPLE THROUGH THE FCKING BOAT FFS!!!!!! ARE U BLIND!??!!?!?!? HOW IS THE SERVER WHICH IS WORKING FINE A BIGGER PRIORITY THAN THIS!?????!?!!????????????????????????????????
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