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  1. Network: PVE EU Grid: K5 Hi, I sailed with the boat from J5 to K5: Resulting in a Freeze I have new connected. Could sail a few yards. 3 Min kicked by Battle Eye "Reason not responding". Rejoin ... Resulting in a freeze in the loading screen Join new Atlas PVP > Exit to Main Menu Join new Atlas PVE > Standing near my bed on the Ship Can't use doors or cupboards. When you press "i", the character screen closes in 0.5 seconds, but I see my armor. The ship is not anchored. Ask for quick help, otherwise we'll lose several hours of progress, stuff and high bears. Network Failure Message "You have been kicked by BettlEye. Reason "Client not responding". Does anyone have a solution? Best regards
  2. Does anyone else feel that the changes to ship levels feels kinda bad? Pre wipe we had standard shipyards producing ships with 52 levels and now it seems that we can only get level 50 with a mythic shipyard. The cost to produce a high level shipyard does not seem to justify the outcome since adding 10 levels does not greatly change as much as most people would have hoped. The growth rate of ship stats is small enough that 10 levels does not impact your ship's performance to the degree that a mythical shipyard should. Part of the reason why I think this feels bad is because ship starting stats, or one stat in particular, is kinda low. The starting stat for ship crew size seems off. For example, if you wanted to make a schooner with all of the standard positions filled, 10 gun ports total, 2 sails and the driver, you would need 13 crew slots. The starting crew size of a schooner is only 12 though so to produce a stock standard schooner you already have to commit two levels into crew and it's even worse for Brigantines who need 16 crew slots to minimally have all of the base stations manned and only have starting crew size of 14. I understand the argument for not wanting too many levels on a ship since the ship with the highest growth stat just becomes an unstoppable moving fortress, but right now post wipe ships are overall weaker than they were pre wipe and the very small boost that putting up a high level shipyard rewards feels like a bad system of progression. Suggestions: Buff ship starting crew size to be able to man all of the base starting positions of the ship. Other starting stats should remain the same. Make the base level cap of the standard shipyard 50. Each tier of shipyard quality should add between 2 and 5 extra levels depending on the individual quality of each BP. So a low quality fine ship yard could have the same boost as a high quality common shipyard. Mythic ship yards should add an additional 2-5 levels. So a common BP ship would have a level range of 52-55, fine would be 54-60, journeyman 56-65, Masterwork 58-70, legendary 60-75, and mythic 64-85. It takes long enough to level ships that seeing a max level mythic ship would be incredibly rare since it would be dependent on the drop chance of high quality mythic shipyard and the length of time it would take to get all 85 levels on a ship. Most ships on the water would probably be mid quality journeyman and have a max level close to 60. Reduce the growth stat % of bonus damage by half OR reduce the overall damage of cannons to land based structures OR increase the base damage of cannons anchored to land based structures relative to the quality of structure they are attached too. Other growth stats should remain unchanged. Right now we spend a lot of time farming high quality BPs and materials for a relatively small payout. The difference between Mythic ships and standard ships is small enough that I find it hard to justify spending the time and resources to make one.
  3. Hey! I build a brigantine alone and on my own today with a lot of farming and stuff. Afterwards i went to the Freeport at A6 and picked up 3 NPC sailors to make sailing more comfortable. On my way to the next Server (B6) I had the glorious idea to create a company. Here the problems began. My ship was now company owned but the crew was still only player owned, so i was not able to control them while in this company. I directly left the company to fix this issue BUT now my ship is still in the company and because it's in a freeport region i cant even reclaim it or something. I put so much effort into it for nothing. it really bugs me. I really love this game but this is really annoying. i don't think i can play this game anymore if i don't get any help or something. It's just disappointing that something like this happens
  4. So I sailed though a border yesterday to be greeted by a galleon SotD one schooner length away (this REALLY needs to not happen, its not fun - somehow can we see 10% into the next server perhaps) and it turns and manages to fire on me while im perhaps half a galleon length away and all our tames and a spare crew member immediately go overboard to attack it. The hits happened in the left rear 20% of the boat and could only have "splashed" far enough forward to hit one of the bears. Two clear bugs happened. 1) The crew member was on passive and below decks 2) Three monkeys were below decks attack behavior unknown. There were two bears and a tiger above decks that also went overboard that I personally don't think should ever actually agro by or to a SotD but they didn't have to go through a wall to get off the boat.
  5. There are a bunch of bugs in placing structures on ships, the most annoying is "needs nearby foundation support" for something that's going to land on a deck....... but works for an adjacent square. PLEASE fix these by just removing this check on boats - I'd love it to be accurate and go by some reasonable build rules but if the choice is the current buggy system that is wrong a large percentage of the time or free build and we accept the consequences lets pick the no rules option. I have even tried building from the bottom deck up but to no avail it still gives silly errors. Also I can't help but think much of the problem is caused by what is shown in the screen shot below, a wall placed on a wall that is somehow offset. This should never ever be a thing and shows a fatal flaw in how structures connect. Every structure (wall / ceiling / roof etc) needs to have exactly one, and only one, connection line on each edge. This needs to be separate from whatever is displayed / rendered for that structure so there is no temptation to make exceptions for what it is that results in things like left and right sloped walls.
  6. We need a way to clear the group member from ship groups. When the system auto assigns a weapon to a group and the weapon is then picked up or otherwise destroyed the count does not go down so you end up with unusable groups to control. Please just give us a key combination that clears a given group back to zero so we can then re-assign the correct weapons to the groups we want them to be in.
  7. 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?
  8. When I ride an animal or put items on a ship, the stats don't visibly change. When I am sprinting for a long time on an animal, the stamina bar doesn't deplete, but the animal does get tired. When an animal gets damaged too much, the hp bar hasn't dropped, but my animal is bloody and my screen is red. An example screenshot shows the weight, but its to all stats. In this picture, my horse could still not move. I am on unofficial, and there are no mods or cheats active that would be changing it. It is also happening to everyone on our server. Relogging/reloading the client and restarting the server do not change it.
  9. I think increasing the sailing speed of sloops would make them a viable ship for solo players. I do a lot of solo sailing by myself and with the current meta everyone uses schooners. Right now using a sloop is a complete joke given they are not good for travelling, cargo, or combat in any way. Here are some reasons I think Sloops should be SLIGHTLY slower than schooners. 1. Sloops are for the solo player, not much room to build on them or base crew so they should accomodate smaller groups of 3-5 people. 2. Sloops are easier to manage. less resources when a plank is destroyed or to repair them means solo players who DONT have access to tames and other high efficiency resourse gathering can still keep their ship repaired with less effort. 3. Sloops have little cannon ability. The size of the crew and size of the deck on a sloop doesnt allow for gunports and barely room for a few cannons on the main deck. So they still wont compete with other ships when it comes to combat. 4. Swivel cannons might matter. Right now canister shots are pretty much never used as they have terrible range and damage compared to medium cannons. It would be nice to have sloops be agile enough to take a few shots with their swivels at larger ships with more canons and hopefully deter them from just outrunning and outgunning them. 5. Sloops are friendly. If I pulled up to an island on a sloop to do a treasure map, no one would care, they probably wouldnt even sink my ship because its not worth the cannon balls. If you pull up in a schooner or brig, chances are it will be attacked while you're busy dealing with the Army of the Damned on the island. This can happen with a sloop too but usually i find its less threatening to island owners so they ignore it. 6. Light weight. Sloops already have the smallest cargo capacity and the least capacity increase per level. This means that they end up being even slower than schooners due to the fact they simply cannot carry as many resources. This is obviously intended given the size of the ship, but seeing as weight effects speed, it is much easier to load a sloop up to 70% capacity than a schooner. Yet a schooner at 70% is arguably still faster than a 10% weight sloop! 7. Personalized ships. Sloops should be the type of ship that you decide to go do a treasure map on or possibly a scouting or exploration mission. They cap out the crew and plank health in a way that makes them the perfect personal or small group ship. They dont need to be stocked as much as any other ship so theyre great to just jump on board and sail to your destination. However, given the distance between islands and speed difference from sloop to schooner, I believe the idea of having a personal sloop for exploring further than your home tile has been lost due to this lack of speed. 8. Incentivising Sailing. Right now it is a rather large chore to take a ship out. Most people assume it is a responsibility that if they do take their schooner out they need it properly stocked and to make sure it doesnt sink. More people may take ships out onto the seas more often if sloops provide an inexpensive and casual way to travel between the islands. It would allow them to move with out as much of a fear of sinking from other pirates. This helps those who want to be pirates as well because they have more targets available on the waters. I hope everyone can keep an open mind about this, sloops at the moment are considered as worthless as rafts when it comes to seafaring and I would love to see them used more often so there is more variation than the current Schooner only meta most people use.
  10. New Mechanic Suggestion: Sail Ships away if All Crew/Deck Hand Killed [15 Minutes] Why: Piracy revolved around stealing ship's w cargo Stolen ship's Should increase LVL cap of ship by a % of LVL cap this is due to LVL cap being determined by ship dock type Mythic dock would offer +15 LVL cap increase, Masterwork +12 LVL cap, and so on Diminishing returns of this too should be implemented, stealing a ship a second time would off less of a LVL cap increases & stolen ships should be harder (longer timer) to steal Stealing a ship BACK (from prior owned company) should have a shorter timer (both on Sailing AND Stealing back, This incentivizes Company’s doing raid missions to steal a boat back, Invulnerability should be turned off on doors and walls and any “deckhand” (IE killable) for a stolen boat from a Previously owned company) THIS IS A HUGE INCENTIVE to steal ship's (ship inventory should have Mechanic/Button to see stolen history (another reason to have company names binding)) Deckhand Status: If anyone in range of deck (fighting in water wont negate Deck hand), Deck hand status to boat. (Multiple boat deck hands can be applied as clustering boats in and of itself is a HUGE disadvantage to the boats being clustered) Who has been on deck in last 15 minutes (only in zone, cant bed-spawn, then bed-spawn to somewhere else will reset it) Making Landfall will also negate being a Deck hand -A deckhand who was killed in range of ship will not RESET deckhand timer unless alive past bed/PvP timer (IE Re-spawn timer is 3 minutes due to multiple PvP deaths, he will have to stay alive 3 minutes PAST re-spawn to Reset Deckhand Timer, Which would be at 12 minutes as he was dead for 3 minutes waiting on re-spawn) This forces people to GUT ship's and destroy beds. (so fighting will be extended, and should be rewarding) This will allow/force players to design better ship interior's as they will take consideration, (seen a lot of galley hallow, this mechanic will require them to build better) If Deck-hand Status alive to ship, Ship cannot be sailed away or NPC's snapped to sail Sailing: Sailing a ship away allows a Chase mechanic/Game Play, adds the option to request companies to help save ships (cross company support/help would be more wanted/requested) Ship cannot be anchored in Island invulnerability range, Sailing in a Free-port would be DETRIMENTAL to someone trying to steal. It would cancel the steal status/flag. It would allow the crew to come back to the ship and they couldn’t be killed, and those in range would reset the sailing ability of the boat. Ship owner can TRACK BOAT (still visible on map) until the boat is Claim flag’ed stolen. (allows them to chase it and have great time fighting to get it back) You will HAVE to have NPC's snap to each sail (2 per sail) during sailing/stolen process; Unfamiliar Sail/Knot/Rigging System of unfamiliar ship is a DISADVANTAGE and require more constant attention to work Allow/Require 2 players To operate a sail (2 players having to communicate (open to -65 degree 100% sail) and both having to get it correct, if either put different option sail has random negative effect, Random Rotate/Open Close) NPC's cannot man anything OUTSIDE OF SAILS; Players cannot man anything outside of SAILS and Helm (piracy skill for helm control? Disadvantage to DRIFT without this piracy skill, meaning any one can sail it away but a pirate would be BETTER at it and constant readjusting course) Reason, it will require players to DISADVANTAGE another ship to make this play (they weaken a boat by either having extra crew/NPC on it (less player/crew slots) or they have to remove gun NPC’s, Or 2 actual players NPC LVL must be above 20 (more experienced sailor right?) Mechanic / Game play I’m still concerned about: Parking ships in SUPER harbor’s (this takes all the fun out of rescue missions) maybe have a mechanic that the ship cannot be parked at/in range of Islands w a high/med value? And within a LARGE range of a foundation/building structure Of course people would just build SUPER LARGE structure/harbor in the middle of the ocean… but if they went through that much trouble to build it in the middle of the ocean and are that big of a target to be attacked and have a bounty placed on it… so IDK Suggestion and feedback are APPRECIATED A company Can only steal a CAPPED amount of ships from another company (avoids company stealing each other’s boats to get super fleets) (say 3 ships Company A can only steal 3 ships from Company B But can steal another 3 from company C ect ect ) I think this mechanic added to game play would: Incentivize people into NOT sinking Ship’s instead try and STEAL ships (reward system to not offline ) I think the GAME-PLAY would offer a Great Reason to use The Bounty systems and offer company's a reward to get boats back.
  11. The title above says it all. If we can make all kinds of doors and gates admin-only, then it makes sense to be able to limit a ship's helm to Company-admin only, if desired.
  12. Leveled a Galleon from level 1 to 51 all in the 'Accommodations' attribute to see the effect per level on crew payment time. Past level 40 in Accommodations there was no more change in crew payment time. Not tested it for any other ship typ or attribute yet, but it seems that you raised the overall level of ships but not included the additional 10 levels possible for the ship attributes.
  13. I have seen several problems with this sail, but I would also like to highlight this separately.
  14. So, I was trying to fill in the open spots of my upper bow deck on the Galleon, but on all these spots i get the message: "Requires Nearby Foundation Support"
  15. SPEED SAILS DONT WORK, WE TRYED WHIT 2 SHIPS, 1 WHIT 115% SPEED SAILS, 1 WHIT 100% SPEED SAILS. SAME WEIGHT SAME LEVEL. IDENTICAL! SAME SPEED, NO DIFFERENCE. THIS IS A BIG PROBLEM, WHY USE OR CRAFT A MASTERWORK SAIL IF DONT WORK. RIGHT NOW THE ONLY BONUS THAT WORK IS DURABILITY AND DAMEGE, OTHERS HAVE NO EFFECTS. BEST REGARDS, Libbbio
  16. started the day fine...built and placed 10-12 wood walls with no issue refilled on mats...suddenly unable to build more walls...print is lit and can right click for options...ie build one build all or build amount but regardless of choice when clicked nothing is built.relogged twice once with steam restart...no joy.logged out,validated files relogged still no wood walls...spent a skill reset with fingers crossed but still no luck...did notice that even with no skillpoints invested and empty inventory i still had the blueprint for wood walls apparently ready to go lol but sadly still no love for wood walls even when skillpoints fully replaced...can make other wood parts also thatch and stone walls...just not wood walls......
  17. After the Server we were playing on crashed while we were on sea, nearly all of our crew members that were manned at the cannons vanished. The cannons are still manned, but cannot be used or demolished. Now our entire galleon is useless and we cant do anything. Pls fix this gamebreaking bug asap.
  18. Our Galleon ship named USS. Kirov in EU PvP server stuck and cannot move. Company named Siammanukulkit.
  19. {Larger Sail for Galleon} as you can see from the picture those sail looks different depend on class of ship (Left is 1st rate Galleon in a middle and right is brigantine ) or just make the galleon smaller whit a lot of gun ports to make them looks different from the brigantine.(Galleon right now looks totally 2rd-rate) {More Sail} i think you should have added gaff sail and jib sail that will affect the ship turn rate
  20. I feel one thing is really missing out in the game... Fishing nets ! We have ships for fighting and transportation but we have no way to craft a net to go out on a ship to fish ? This would really add a nice way to get that vitamin D easier and in bigger quantities. We would need to craft the net of course, we have looms that would be the perfect crafting station to do that ! Then I suggest the net would have to be bound to the ship hull, on a side for example just like we have diving and dinghy attachements. Upon using the net it would slowly loose durability and eventually break, and it would have to be repaired or replaced. That way we'd have those little fishing sloops for example, I feel this would add a bit to the experience of the game.
  21. Anyone figure out how to override ship levels so they can be leveled up beyond 41 on unofficial servers?
  22. Used the radial menu to put a bear on a ship, however, the bear teleported on top of an NPC that was operating the sails and got stuck. We tried using the radial menu to move the bear to a different ship, but nothing worked. Eventually had to move the ship, and the NPC floated off into the air and disappeared. The bear is still stuck.
  23. Yesterday I was working on a Brigantine in EU PvE. The skeleton, panels, deck and sails were built as well as various chests and roof pieces. The ship wasn't launched as I was still adding some parts. When I logged back in this morning. I discovered panels were "missing" and the skeleton was visible. On closer inspection, it looks like the panels have moved and misaligned from the skeleton leaving gaps. As seen in the screenshot. The floor panels have stayed, however the decks themselves also seem to have disappeared. When on where the decks should be, I end up in a constant falling animation. I've tried to launch the ship, however it doesn't seem to have an interface to do this. Does anyone have any ideas?
  24. i hate it!!!!!! it is very difficult for me to tame/get an elephant!!! i put the elephant on my brig and he stucks between the decks..... i lost a ship because i want to get my elephant. pls.....fix this ♥♥♥♥n BUG!!!!!!!!!!! he cant follow me....nothing....i wouldnt destroy my brig!!!!
  25. Player Shops NPC Crewmates Cosmetics New Players Meet/Hire Player Crewmates Resources All of the above are reasons why the Accelerated Ship Decay should be delayed in Freeport Regions. From the moment you enter a Freeport Region, your ship begins to take a percent amount of damage every 10 or so minutes. My Brig was at full HP on all planks before entering the Freeport Region. By the time I made it to the Freeport island and anchored, my Brig had taken 400 points of damage on ALL hull planks. If players are going to be going to Freeport regions more often to buy and sell items and Player Shops, buy cosmetics for their ships, hire crew members and meet new players... they should not be forced to leave the Freeport region ASAP. The accelerated ship decay should START roughly an hour or two after entering a Freeport Region. That being said... I understand why there is Accelerated Ship Decay in Freeport Regions. This is to reduce lag and reduce clutter in these Freeport Regions. Players should not be clogging the place up with ships and campfires and bodies lying around everywhere, like we saw on Day 1. But if we are to be visiting Freeport towns more often because of the new content coming, like player shops... we should not be immediately penalized for entering these regions. Alternatively... @Argh! Pay mooring fees to anchor in a Freeport... an hourly (gold) rate allows for (an amount of time) in the Freeport. If you need to stay overnight due to unforeseen circumstance you will not return to a scuttled ship as long as you either prepay the "Dock Purser" or have the funds in a resource box on your ship -- Also limit this to any ship above the Ramshackle Sloop...
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