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  1. The followup to my new ship types post, but with a different take on the entire ship system in the world of Atlas. Version A post here: So, a constant debate throughout these forums, is the "inaccuracy" of ships in this game. A lack of essential sails, ship classification based on mast count, etc. A ton of good commentary on this, and some that feels a bit aggressive for unnecessary reasons. That being said, I think a possible solution would be to push away from having ship types classified. To apply this idea, it would be changing the names of the current in game ships, and renaming them more appropriately to their size. For example: Sloop = Small Ship Schooner = Medium Ship Brigantine = Large Ship Galleon = XL Ship The advantage of this approach, is that you have a bit more control in the type of ship you have, depending on how you equip it. Another example, In the real world, Brigantines and smaller schooners had a very similar hull size and shape, the difference was the sail configuration. By building ships by size, rather than by name, you can decide while building if you want a 2 mast schooner, or a brigantine. Now there are more than 4 universal ship hulls that were used throughout history (obviously), So a way to incorporate that into this style of ship building, would be to incorporate different versions of the ship sizes, for example: Small Ship, Small Long Ship, Small wide ship, etc. This could accommodate different ship types through history, and also encourage some cool ship builds, with distinct advantages. A large long ship for speed, a medium wide ship for hauling, etc. Hopefully this actually seems coherent and not just some idiot rambling.
  2. Good morning everybody, I have done a bit of research and would like to contribute some ideas on new ship types. I have two different approaches in mind, and therefore will have two separate posts about it, so that voting and responses may reflect appropriately in the suggestions list. For play style clarification, I mainly play PvE, and have focused my 400+ current hours in the game on ship building. I have tried to find options for all size category's, and all company sizes that seem to make sense to have. I will focus simply on ship types, and not on sail configurations/sizes, as I will talk about that in my 2nd post a bit more. NEW SHIP TYPES: The East Indiaman. Already in game via a mod by @Dakar. This would be a great addition, as it sits in that space between the current Brigantine and the Galleon. The Junk. Coming in all different sizes, the one shown here reflects a small to medium one. I think it's a good alternative to the schooner, and could be focused as a lower cost hauler. The Corvette. While this could be added in as it's own thing, I feel that renaming the Brigantine to Corvette would make more sense, as the current in game Brig is closer to this, than to an actual brigantine. More on that debate in the second post. The Frigate. This is the one that I wish for the most. Sitting between the current Brigantine and the Galleon, a dedicated fighter. 14-18 guns per side, possibly even top deck mounted gunports, 4 decks, pure joy. This post contains a lot less info than I had planned to provide, but ship research is finicky, and depending on the region you originate from, similar ships and their feats can be categorized as the same. More on this in the Version B post. Photo credits to http://brethrencoast.com
  3. first off, sorry english is not my native language. One of the biggest problems with offline ship-sinking is about the *one damaged plank = sinking* Suggestion: If you anchor your ship for the night, it gets a buff, after X straight hour/s, which makes it impossible to sink with just one damaged/missing plank. You actively need to destroy 1/4 of all planks to make it sink and be able to salvage it. Pros: - it is a lot harder to sink anchored ships - not possible straight after battle - you can still steal the resources inside the ship Cons: - i don't know, but there are always cons.
  4. I would like to suggest a structure that can be added to boats, unique per vessel, that can vary based on the size of the ship. The structure can be an animal pen that has limited space, each tame will still be counted toward total ship crew but each tame type would count toward a specific amount of space in the secure structure. The structure would need to be on the top deck of the ship. Example, the structure on a brigantine would have 10 effective animal slots. An elephant, giraffe or rhino would cost 5 slots. You could safely store 2 large creatures. A bear would cost 3, so 3 bears. Horse, cat, cow, bull and sheep would cost 2, so 5. Shoulder pets and chickens would be 1, so 10. This would be a way to store creatures for either long voyages or for safety. Each creature gets a unique ID associated with it. The stored creature would drop inventory (except saddle) and would have food storage slots for animals. Their effective weight would still count toward total ship weight, and the structure couldn't be destroyed by the radial menu while it has animals in it. It could still be damaged from PVP and ships of the damned, upon destruction it would release the animals and they'd be relatively injured and/or panicked. We are losing tames while crossing over zone borders. Tames start to glitch, go through ceilings, fly off vessels or sink to the ocean floor and die. This would prevent a lot of vanishing tames, tames lost at borders or those that end up dying when you are trying to get them on board. Sure, you can build a platform and walk them on board now but if you are out harvesting or adventuring you risk losing them when sending to a ship, or whistling them on to a ship. It's just unreliable and glitchy. There could also be a variety of stables, barns or other structures for bases where we could store tames. Same damage rules would apply, similar limits. Other games have structures like this where you can store pets, tames, livestock etc, in a somewhat safe place. (Life is Feudal comes to mind)
  5. I have taming and Piracy. As a pirate, I can make cages, nooses, handcuffs, etc. But the last ability in the Piracy Tree... is USELESS in PVE. How can I claim a ship that I can't even get on? Instead we get the floating "bug" and you can't do anything except die or hope someone grapples you out. Also, having to knock someone out to handcuff them... sure... that's cool. But they can still run away when they wake up. Grappling Hook isn't exactly great looking (or efficient) when dragging someone to a cage or something. Maybe enable the Bludgeon to be able to knock out anyone in PVE (does no damage, just increases Torpor). It would help when trying to arrest and punish bad visitors. But... basically almost the entire Piracy Tree is useless. I have abandoned boats in my Harbor that have been there for weeks and I can't even claim them as a pirate! This needs to be fixed. Especially for PVE. Pirates and Captaineering people should be the only ones that can board/claim ships... While they are anchored. Consider each ship has a flag and there should be an appropriate flag timer. Of course Pirates with the last Skill can declaim faster. This will help fix the abandoned boats issues in PVE without having to wait for 3 weeks of inactivity when it only takes 1 spawn to "reset" it for another 3 weeks. Treat each ship as flags, just like land claims. Pirates can claim ships faster. Cannot be claimed until the flag timer runs down due to inactivity. The more ships the company has, the lower the timer is... just like with land claims as they are now.
  6. The island I live on once had a player count of over 85 every day. Then Chinese companies repeatedly rolled in and sunk ships while we got at most 5 hours of sleep. Most of them left for this reason. Today once again, a company rolls in and sinks EVERY ship on our island while we slept. Some companies are small, some have 20+ people in them. None of it matters when youre offline. We had two towers with 15 NPCS each in them. All with varying distances on range, the ships had cannons also manned, costing me almost 1k gold a day for defenses. None of it mattered. If you're going to allow people to offline raid your ships, then cut the cost on them by 60% so it doesnt take 4 hours smacking trees and fiber to gather the resources to replace them. This is why people are fed up. The common answer, "Join a LARGE company". Well from the many people within large companies, that spend hours smacking trees, only to have the box they drop the wood in Pin coded to admin, or any other number circumstances, no thank you. This game is labeled as an MMO but with now tiles that take 30 minutes to get across, featuring a population of 20 PEAK hours, its not so massive anymore. The mechanic for offline raiding NEEDS to be fixed through either balancing, or some other way. Ive got 500 hours into this game at this point, and am just about ready to hang the towel.
  7. Any more types of ships coming? If I could please suggest a type of ship? A husbandry type of ship, mainly for animals. Very little spots for cannons and such. Maybe easily accommodates a lot of stone, thatch, and wood, enough to even trade with real pirates. Maybe a special ship that keeps animals where they belong in stable slots so they don't bounce around and get lost.
  8. Hey Guys, we have some Problems on a unofficial 3x3 Server we have lost a Ship (Hindenburg I) on C1, when we open the MAP with "i" and go to ATLAS i have this Screen https://prnt.sc/mfogff But when i go to a other MAP from this Cluster on C3 or other .. i have this Screen https://prnt.sc/mfogvb We have Lost the Ship.. why will this have a Entry on the Map? can we delete this? will this not delete correct when the Ship is destroyed? Age on the Server is not synched .. iam on C1 73 Years .. on C3 99 Years and something .. what must i do to fix this? We have some Ships they are build on C1 on this Server is all fine but when i go with the Ship on a other Server A1 or A3 or something .. than i can not spawn on this. but this is not for all ships. is this a Problem from the DataBase? Thx for Help and Fixing
  9. Several of our company ships have had beds vanish. When you try to spawn on the beds for that ship the list will show all the beds you placed, however if you select one of the beds that have vanished you will get a green map and not spawn to it. Makes it very difficult to spawn on ship beds, specially if you can't tell what bed is still working.
  10. Ok now i set up an idea for the sinking and repair mechanic of ships that could turn out pretty cool Basic assumptions: (you can skip this and go directly to the suggestion below if not interested in the details) The game is too easy both building a ship and especially sinking a ship but you cant have one without the other, so to bring the building and survival part more to the initial release version we need ships to be harder to sink. Not just by misuse of mechanics as weight but also in direct combat. While it is realistic that a tiny hole will sink a ship if no one repairs it because offline etc. it does kill any gameplay big time. It should be comparably difficult to building a ship to sink said ship. For example in real battles even after hundreds of cannon balls ships wrecks often keep floating thou everything above the waterline was destroyed. Since you need to put a lot on ships like many planks and stuff but you only need to damage or destroy one plank there is no gameplay balance and no way to save ships by running from the enemy until they give up from wasting too much time for no reason. Also you can store several copies of your ship inside the ship by having hundreds of spare planks to instant repair during combat which often results in enemy ships simply not able to carry enough cannon balls to counter it in active battle, its also a mechanic that the following suggestion will replace with a more rewarding system. Suggestion: (All ideas need to be applied together to work correctly, given numbers are not set in stone and need to be tested and balanced) Planks Planks need to take more damage they are destroyed far too easy by any means. Planks should be able to take a lot more shots including all sources be it from player weapons or SoD. Considering a wooden wall taking 80 wood having 8.000 hp it wouldnt be wrong if a large plank taking 1500 wood would have 150.000 hp. So atleast bit more hp on planks would make a lot of sense. Ship Health / Resistance The ship health will no longer resemble the amount of water the ship has taken in but the ships condition (The sum of all planks HP). The ships condition grants a resistance buff to planks and reduces when damage to planks is taken. Resistance Buff / Sturdiness Planks have a damage resistance with the following formula: Ship HP% - Plank HP% + Sturdiness Bonus - Example: Ships Condition at 100%, Plank at 100%, Sturdiness 0% = Resistance 0% - Example: Ships Condition at 90%, Plank at 10%, Sturdiness 0% = Resistance 80% - Example: Ships Condition at 10%, Plank at 100%, Sturdiness 10% = Resistance -80% - Example: Ships Condition at 80%, Plank at 40%, Sturdiness 10% = Resistance 50% Ship Weight / Water Weight If a ship takes in water the water will be added to the weight. Also the weight will have more influence how fast a ship can turn, accelerate and move. Draught / Load Draft The weight of the ship no matter if it is from resources, cannons or water will make the ship go deeper and raise the water line. Obviously the ship will sink when the waterline raises above the bulwark. Water Leaks The ship can only take in water from leaks below the water line. If a plank is partially below the water line the inflow of water will be slower. Bulkhead You should be able to build bulkheads that divide the ship into sections and prevent water inflow from the front section to reach the mid or aft sections. Also a fully closed deck will prevent water from reaching the upper deck. To have water inflow on the mid deck the waterline need to be high enough to reach said deck and leaks need to be present on the planks. Repairing Planks Planks can no longer be destroyed. If a plank reaches 0 HP it will be turned into a burst plank. A burst plank will take 3 successful hits with the repair hammer to start repairing again and will take a reasonable amount of resources with every try. Only fully repaired planks can be replaced with a new plank or demolished. Burst planks will make a damaged ship look a lot better and act like a missing plank in case of shots going through them and water leaking in but dont allow a new plank to be placed for easy repair. Visible Damage If bulkheads and decks stopping water inflow planks can have more conditions to make combat look better and easily tell the their condition: <50% light visible damage and tiny water leak <25% visible damage and small water leak <10% heavy visible damage and medium water leak 0% visible burst plank with large water leak Ship Sails Besides that you should be able to add different sails to the same mast, like a handling sail and a speed sail on one mast. Once a mast gets destroyed it gets replaced with a broken mast that has like a 10 minute cooldown before it can be repaired. Same if a sail gets completely ripped it will have a 5 minute cooldown before it can be repaired again to allow boarding actions. The same applies as to planks and it takes 3 successful repair hammer hits to start repairing once the cooldown is over and you cannot demolish or replace a sail/mast until it is fully repaired. Wind Sails do take damage from strong winds, starting at 50% of the max wind strength they will have a tiny wear effect and at 100% it will be quit noticeable. Cyclones of course deal a lot damage to sails but less to planks so you can lower sails if you cannot avoid them. Cannon Balls Since battles last longer now they should be a bit cheaper and reasonably lighter to carry enough. Avoiding abuse of the weight mechanic On anchored ships the weight that a player can add to a ship is limited to two times his carry weight. Should the ship lift the anchor the full weight is applied. On PVE you can remove sleeping players if you own the ship, they will be moved to the end of the emergency ladder if selecting to remove some overweight sleeper that tries to stall your ship indefinitely. The result: Battles now take much longer, removing instant destruction of planks as well as instant repairing of planks. You can concentrate more on the fighting than the repairing of ships now. At the same time repairing is limited by needing resources that add to the ship weight and dont allow hundreds of premade planks to be used. Planks will not break so easily and the overall ship condition influences how sturdy the planks are. Also the burst planks will make damaged ships look a lot better and the inflow of water not feel so awkward. That a ship cannot take in water above the waterline, means that it not always has to sink, it can literally be shot to pieces and more often plundered or taken over than just sunk, unless of course the last defenders decide to let it sink Ships having a weight that influences the water line makes the inflow of water and the outfitting of the ship more challenging and manageable at the same time. A heavily loaded ship is now easier to sink than a lightweight ship that can take in more water and has a lower water line. Also heavily loaded or outfittet ships will be slower from having more draught. A lightweight trading ship can now more easily run from heavy battleships or legion of the damned, sinking a fleeing foe that wants to avoid battle is now a task rather than a one shot click. Also a trader might want to throw their wares into the sea to flee some bloodthirsty pirate and stuff like this to give more option beside sinking and loosing ships.
  11. I was thinking about how ships in the real world work and was wondering if IRL you could really park a large ship like a Brig or a Gally so close to land. As I understand it IRL most of these large ships had to visit designated ports or deep water harbours; otherwise their crew would launch a dinghy to get to shore. I rarely see these being used on big ships and I guess the reason is they are pointless. Is the draft of the ships too shallow or is the near-shore too deep? I have yet to see a Galleon abandoned because the crew beached it ^.^
  12. Please create an item to use when sailing so that you can gauge speed. For example, a knotted rope that you can throw into the water to see how fast you are going. ;
  13. V9.2 introduced: - Increased the base carry Weight of all ships by +40% All weight sails need to recieve this 40% buff as well, if you want to keep them as usefull as was intended. In other words, after the patch 9.2, each weight sail makes your ship 40% less good than it did before patch 9.2.
  14. So my idea is fairly simple... Make a "Small Mast" "Medium Mast" "Large Mast" which can be placed on the ship as they currently are. Then take the sail portion and call it "Small X rigging" Medium X rigging" and "Large X Rigging". Allow us to then apply the rigging to a sail. If the wind is with us on a trip we can run with speed sails south and get to our destination. The wind has yet to change so we removed the speed rigging from the masts and switch it out for maneuvering so we can sail into the wind better. Obviously the rigging has weight so we lose some free weight on the ship for carrying cargo but it allows us to modify our ships on the go. You could essentially add a timer of some sort for the removal of the rigging by a minute or something and then have a timer for applying the new rigging. This leaves you slightly vulnerable for a moment but keeps your from removing and throwing on sails in the middle of combat or something like that. I realize this might be some effort in the way you apply paint and images to a sail. Not sure if you can have that applied to the actual object of the sail or how that works on the back end but I assume it couldn't be too much effort to have that info save to the actual rigging itself and if you remove/replace it this will change the coloration/image base on whatever the rigging was set to. This also plays into the idea of being able to change your colors/sails. You are out looking like a lonely merchant by day but when night comes you swap out your rigging and fly the black sails.
  15. It would be cool if you could add new types of ships for a change. For example Egyptian or Viking ships. To keep it fair, the different types should have only minimal differences in values, but different buffs. For example, the Egyptian ship should provide better protection from heat, or have more speed in shallow waters. The Viking ship, on the other hand, would be better protected from cold. It would also be interesting if the Viking ships could only be built in the North Pole or in the tundra. just for fun: adds chinese ships. More crew = cheaper
  16. Love the game, really do. It's been a roller coaster of a ride so far with a few memorable moments. The combat is very fun and having ship attack a shore base while you are on the shore is a thrilling experience, that's for sure. But enough of that, I need to get this off my chest.... (pun intended) Firstly, White and Red meat... Not animal and fish meat. Guys, there's such a thing. Chickens are white meat, as are fish. Humans, pigs... WHITE MEAT. The rest, red meat. This is a change that needs to be in the game and I cannot believe there's such a thing as 'animal meat' when it's pretty obvious that having white and red would be both more realistic and offer far more variety. Birds would also give white meat. This is a real life thing, it really is! Pork is white meat... I can't stress enough how much this actually bugs me. The crocostimpy cannot be hit by a tame head-on. It simply has no hit box on it's nose, so extending that sarco bounding box a little would be nice Refertilizer: PLEASE make it a thing in this game. Having a new tribe member run out and cut all my trees down around my base was heartbreaking, it really was. I'd love to be able to regrow them and turn my base into the beautiful paradise it once was because it's now this ugly grey box on a hill and I hate looking at it. So much so that I don't even want to log in any more. It's really that ugly and offers me no natural cover at all. The barrels are nice, so is the way they get water and I really love the piping system. I'd really enjoy seeing a Distillery in the game, so as to make a more potent grog and give the game a little more realism when it comes to crafting some items, rather than have a mortar and pestle. In all it's been a fantastic game so far and I really can't say enough about how much I've enjoyed it... RED and WHITE meat guys. Pigs are white meat, so are humans... Chickens are the same as fish in terms of meat.. (snakes too) so this would be a welcome addition and I'm really shocked this isn't in the game, I really am. I don't like the 'steering wheel' either because we all know it's a helm. We don't go calling a joystick a steering wheel for the sake of a few simple minded types, do we? I'd prefer to craft a helm and put that on the bridge... Alas matey, we can't all have it the way we like it but seriously, it needs to be called what it is for the sake of all the pirates out there who call for a bit of immersion. All in all, it's great despite the many masses saying otherwise. Having to go into the water for 'white meat' while chickens cluck around me is the only annoyance I have really.
  17. The system sucks. It's currently impossible to capture a ship unless it's abandoned. Selling captured ships was the main source of income for pirates. The piracy tree end tier skill sucks too. One minute off the capture timer with a ninety second cool down. The whole system needs to be replaced. Alternate system one: Each deck of a ship has a capture zone that must be held for X time. You can capture them in any order, but must hold all of them at once for Y time to claim the ship. The zones can be re-captured by the ship owners. Alternate system two: All enemy NPC's and players must be off the ship. Claim flag like the current system, but much shorter timer (30 minutes or less). You must remain on the ship to capture. Enemies stop countdown, but do not revert it until all claimants are off the ship. Anchored ships have an additional separate claim requirement that ends in a minigame to break the anchor before the main claiming process can begin.
  18. I woke up this morning and find all my ships sunk, including a galleon. I have a clue that was the company with a name impossible to read, because they put a lot of barrel full of water near my ships one day before the accident. I feel so sad because I don't know who did this and why did, me and my company spent many hours to build this ships and lost all in fell hours. My neighbor lost their ships too, the only company that didn't lose on my island was companies with names impossible to read.
  19. Our entire company is running into an error where we cannot build ANY ships. We've tried different grids, new and old shipyards, doubling the resources required, using old resource requirements for ships, and scuttling useless ships. When we insert the materials into the shipyard we get the following error, "Not Enough Resources!" We suspect it may be an issue with the limit of ships not properly counting per grid, but rather the entirety of all ships on all servers. Has anyone encountered this and have a potential fix?
  20. 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.
  21. I'll throw this up here to see if anyone else has experienced this or perhaps a dev can resolve. The problem I'm experiencing is the message "Can't Place Wood Wall Hook: There are too many structures on this platform!" Here's the problem, I CAN place another wall hook, just not where I want. I am on a Brigantine and in the middle of the boat I get the above error. In the front of the ship, I do NOT get the error and can place a wall hook. I can also place a wood wall hood in the rear of the ship. In the area it tells me I can NOT place a wall hook, the game WILL allow me to place walls, ceilings, boxes, etc. I thought perhaps I had placed too many wall hooks in that area, but after looking, there are 0 in the middle of the ship on any of the 3 decks. The only thing I can think of is that somehow the cannon ports are blocking placement of the wall hooks within an area of effect as it seems the wall hook "dead zone" is between the cannon ports and goes through all 3 decks. Any help on how I can get some light in the middle of the ship would be very helpful.
  22. Just wanted to share a document that I created to help people with calculating total costs for building ships. All cells are locked except the "Count to Build" column which will update the totals on the right with the total costs for what it will take to build the ship using the indicated parts. https://docs.google.com/spreadsheets/d/1nmCBYY6d_3amQRXquoyRsyilHAYgbhEMThGy4xDE5Z4/edit?usp=sharing
  23. Do ships sink after a certain time period? I lost 3 ships by them just randomly sinking. No one was on them so I know it wasn't from being over weight . I'm on a private PVE server so I know someone didn't sink them on purpose. All the ships were anchored at my base with full health when they sank . Is this bug or do all ships sink after a certain time ??
  24. Problem: An existing zipline that sees a lot of use develops a case of "zipline blocked" if a brigantine is brought near to any point of the zipline. Relative positions seem to not matter, but it seems like the brigantine has a large area of effect (about three brigantine ship lengths' radius) that disrupts existing ziplines. How to verify: Position a zipline near or across sufficiently deep water. Test zipline to ensure it operates correctly. Bring brigantine alongside (but NOT under) zipline but within two ships' lengths of the zipline's path. Zipline will report being blocked even though the ship is well away from it. I have not yet verified this with other ship types.
  25. Got few ideas, not all of them will be exacly about on sea life but most of them. Will start with ships, right now the patch says that after monday ships gonna be up to 50% cheaper and also we got that 2x resource bonus (which was not necessary outside of fiber realy as everything needs insane amounts of fiber). What want to suggest is reverse to making ships cheaper, make them much more expensive but make them last longer than 1-2 salvos. Right now all ships are just glass cannons, like 1 minute and one side is over. Medium planks right now have 2x less health than a frickin raft. Wish the ships actualy had a meaning other than suicide spamming them, don't want to build 5 schooners that die in 1 minute, want to build a schooner that survived even up to 10 minutes of bombardment, that's not like ships were sinking from few cannon balls irl, unless they hit the near bottom part of the ship. Basicaly what asking for is make planks have like 5x more health than now if not better. The battle that is won by steamroll in 1 minute is not fun, a battle that exhausted both sides and both struggled evenly matched that included many activities on the ship as reloading, transporting ammo, healing crew, extinguishing fires, boarding, constantly operating sails and the wheel and checking the captains skill of navigation, that would be much more interesting. What's next that want to suggest to the above, different kinds of planks, a light wood plank that would make the ship lighter and faster but at the cost of plank health and negative armor (they would take more damage per hit), the other type of planks would be armored ones, very heavy, more health than normal planks and most importantly would have a positive armor (they would take less damage per hit), such ship with heavy planks also would move very slowly so for the price of being tanky, it would have o take any engagment thrown at it as a tradeoff and could be swarmed by tiny fast ships. Ships could be customized also to have multiple different planks, if someone plans to only fight from one side, they could have those armored planks on that side and normal/light ones on ever other side. The other thing that would like to suggest that is now about on sea living is construction of platform, something like a mega raft, the platforms would have infinite weight capacity but they would not be able to build infinitely, a set cap size so no floating towers or islands. The construction would start in the middle of the sea. They by themselves would claim area arround themselves, however the claim would be barely going outside of the platform to prevent overlapping. The platforms would have alot of helth and maybe possibly even allow different kinds of platforms like with ship suggestion above? The platforms would not be able to build stone, that's too heavy to just make a town out of stone floating on the sea, walls and platforms could either be normal wooden, reinforced with iron or something. The platforms could maybe, just maybe be allowed to have sails?, so such mega rafts could after few real life days travel to another grid with good winds, imagine even having such thing crawling slowly on the horrizon as it gets nearer and nearer to the shore to bombard! There would be no "front" of the platform, the sails would push the platform in the direction they are rotated and the platform won't propably leave the shore for many many days, maybe weeks, considering shallow water slows ships down significantly. The platform would be allowed to build a special kind of small shipyard that allows building sloops insteed of rafts. Addition of this would enhance life on the sea, would create a new "land" to claim for newcomers, would add a new type of playstyle for players. The only problem that can see with this outside of struggles with surviving against whales/SoDs is technical problems as crossing the grids, how would it work?, would server be able to handle a fully developed platform pasing by without crashing? Now something that is not about ships, venom arrows could be nice, killing poisonous creatures and coering arrows with the poison, crafting of them would be somewhere deeper in the archery tree, they would deal extra DoT damage, maybe some other debuffs as slowing target for the duration?, and also add the stun meter or torpor, whatever that is called like when snakes bite. Please add tiny islands all arround with territory for up to like 3 flags max, they could work as an outposts or a territory for small companies or merchants, they would also add to the endless sea between those big clumps of rock and dirt. Please make that traveling is more beneficial, right now islands almost have all resources on them and traveling only for like 1-2 different resources. Before the came went live, imagined self as a merchant of some rare resource aviaible on our island but right now, everyone can do just whatever on their main island without interacting with anyone else in trade. EDIT: Also would like to suggest to devs a possible solution to ppl griefing by putting to much weight on ships or hoping on with too many ppl and sinking them, that's especialy for the PVE part as there is literaly no prevention to that as of right now. Remove the crew limit, make ppl actualy have weight, 60-70 kg per person maybe. And then make so weight doesn't sink ships anymore but just makes them stop in place. With this no one will ever be able to sink ships anymore, especialy that the sinking with metal tools was already patched.
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