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Found 7 results

  1. 1. Ship-Rear Cosmetics/Skins So we have figureheads, steering wheel skins and soon, sail skins. This might be a large suggestion, but the Brig and Galleons have cosmetic "cabin" styling on the backs of them. I propose new skins be made for the Ship itself that adds cosmetic changes to the back of ships. Maybe dragon heads from the back, working up the side? A skull? Hydra head? Cyclops hands? 2. PvE Servers, Allow Ship Claiming After Inactivity Currently, there is no ship claiming on the PvE servers. I feel like ships should be claimable if the player and/or company has not been online or entered the area within maybe 2 weeks? 1 week? Or simply cause the ship to be "Unclaimed" after 1 or 2 weeks of inactivity. 3. Repair All Structures It would be a tremendous Q.O.L. improvement to allow NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. when the ship is anchored and the NPCs are unseated. Optionally, create a new structure to be placed on a ship in which you assign an npc crewmate to be in charge of repairing all other misc. structures on the ship. 4. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 5. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 6. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 7. Captain's Deck Currently, the Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 8. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 9. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 10. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 11. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 12. Collidable Figureheads @Grodgen Collidable Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual figureheads. 13. Rotatable Weight & Handling Sails @Kaitlynn Allen Add an option to rotate Weight Sails and Handling Sails 180 degrees when placed, depending on your desired placement at the front or back of the ship. 14. Rigging That Connects The Front Sail To The Figurehead @Kaitlynn Allen Add an option to connect sails via rigging placed at the front of the to the bow sprite/figurehead. 15. Catch Net @RebelMarmoset Add a structure for the front or sides of ships that catches flotsam and/or fish. Consequently, the longer the net is lowered, or the more items it catches, the more it slows the ship down. If you like any of these options, please reply to this thread with your comments and feel free to suggest some more ideas pertaining to ships! And a special thank you to @Jatheish for taking the time to read this! Loving the game.
  2. Ark's speed-influenced Battle Royale, but Hurricanes for Atlas.
  3. I believe to help maintain a larger number of players all interacting with each other at different levels of the game, the cluster layout should combine both PVP and PVE from all regions of the world all on one cluster. The layout could have specified PVE grids and PVP grids so those that primarily want PVE could venture out into PVP from time to time, all areas could have access to common and fine blueprint mats, maybe even journeyman as well. The higher level mats for Masterwork and above be populated in the PVP regions (more difficult to obtain). You could set it up where power stones and essences were either split between PVP and PVE or have one tier in PVE and a more difficult tier in PVP. Along with these suggestions I'm sure there are many more possibilities with a similar setup but something has to be done to increase the number of players on the same map. With 4 official servers all under 1000 or even under 600 players the experience is really falling apart.
  4. The names of plants and mineral resources are mostly mixed up. As if names are pulled randomly from a database for any given resource node regardless of visuals. E.g. A grey metal node that visually looks like a genuine piece of granite is named "Stone (Pure Copper)" and yields Cobalt(metal). Expected behavior would be: Node looks like granite, displayed name is "Stone (Granite)", yields granite(stone) Another metal node looks like an piece of iron ore (grey with red streaks) but only yields stone, flint and cobalt. expected: node that already looks like iron ore, is respectively named "Metal(Iron Ore or Pure Iron)", yields Iron(metal) Another stone node is bright white and looks like calcite but is labeled as "pure radiolarite" yields only that but no calcite. Same with wood types: Trees that very much look like oaks and acorns yield softwood or lightwood, while a palm sapling returns strongwood. resource bark looks like rushes. an obvious cotton plant yields rushes while visually recognizable rushes or fronds yield cotton. fronds yield hemp, bamboo yields jute and so on... Very few truly obvious nodes are named right, like strawberries or coconuts. You got all the pieces available already (graphics, text, resource source code) you only have to put them together in the right order, connect the text strings with the right objects. I know this is quite a minor issue since it doesn't break anything but immersion, BUT it would enrich the game somewhat if what you see is what you get. PS: I tried to attach a screenshot but it wouldn't let me.
  5. I'll leave this visual explanation here... basically fix your handling and weight sails so it doesn't look like they're pushing the boat backwards. The square sails are fine. (Alternatively re-work the handling and weight sails to work how they would in real life - that'd actually add to the gameplay with how these sails perform differently... and you wouldn't have to cheese it with increased sail angles or 'faster' turning and hoisting)
  6. Am I the only one who is close to have had enough of the sea claim barrels and all the flag notifications where either the owner or some random person wants to tell us something completely irrelevant? The entire map is close to being red if not already. it´s bad enough on land, but at least there is something valid about it. On sea however it´s barrel after barrel, usually with 3-5 barrels in sight always. I get it, sea claim and specially for the feb update is going to pay back in the bank. We are landlords(And sealords) ourselves, never harvest. Just let all the others do the work because we just got lucky. Born with a silver spoon (thank god for the unlimited resource box). However it is just getting stupid. All the 5000 flags per server with all it´s random player made flags that the client has to load each time it passes can´t be good either. Shoot a SOD? We take a cut, harvest from the seabed? We take a cut, found some floatsam? We take a cut. That part I like, but let´s be honest. At a time a patch note said it would remove sea claims and there was much rejoicing. Only to see the patch notes being changed again so they stayed. Feb patch will add teal colour to allies. But for the rest of the map your X is forever gone. So despite how I hate it in my bank account. Can we please once and for all get rid of the sea claims and every single flag notification. Not that either the claim system or lawless system even work to begin with...
  7. I would love to see them make the game world more dynamic and in general feel more alive. The game world feels static and Ark is the same way for me. I love Ark, but as we all know it has some of the worst ai out of any game you'll ever play. It however is completely functional, it just isn't what I would call immersive or fun. I think adding more unique interactions between animals, players, and npcs will go a long ways. They could have nests and baby versions of creatures which was very popular in the Ark modding community. At this very moment in the game the creatures really are not that unique at all. Making them behave differently than other creatures would be a good start. Most creatures in real life are not hyper aggressive or hyper passive. My main complaint at the moment is the lack of immersive npcs. The human npcs could really set this game apart from Ark. I would love to see settlements, camps, pirate hideouts, etc. You could then raid, trade, or recruit them to your crew. This not only makes the world feel like a living thriving pirate simulator, it gives people fun distractions other than just killing "noobs". Having npcs that could wander or potentially even raid your base would be so engaging to me. The original bush people mod for Ark had a feature that allowed them to raid you and it was epic when it happened. As it currently stands npcs are very limited in their capabilities and it's a shame as I think it was supposed to be a highlight of the game. I think they have a pretty solid foundation, but I really hope they plan to expand and improve this. The freeports especially were disappointing. I expected something much larger than what we were given.
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