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  1. 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 ??
  2. 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.
  3. More ship styles two more types of single sailor style ships, not just a raft a speeder type ships low health low weight available but high speed with a rudder for travel between islands that dont have fast travel a "defense" type ships again solo ship has high weight limit but limited deck size to hinder stacking of items, allow for a cannon on swivel and ammo storage and storage chest many many more sloop and schooner level ships, following same as previous a travel/speeder ship and a defense ship. at schooner level add a barge cargo/trade style ship high durability high weight, sail-able by three players brig and galleon level needs to be from 10x to 30x harder to build. the galleon should be 100 to 300x harder to build, not just a resource count but maybe have to use items from Golden age or kraken or other boss type fights. again have multiple ship styles at these levels.\ Claims Claims need to have a timeout/maintenance mechanic if want to keep it storyline viable make it a sacrifice to the "GODS" for example 500 of each meat type (red meat, fish) needs to be placed at each flag every 5 days. but not a continuous deposit, instead every 5 days you have 24 hrs to place enough meat. once that threshold is met the 5 day claimed counter resets. This is outside the normal contested mechanic, but cleans up abandoned claims and adds a resource sink the "anyone" even those not in the defending claims alliance or company can reset a claim flag timer is not fun and makes no sense. dropping a claim in water making it 2x the size is such a cheese mechanic just keep them same size as land based claims. do not allow for contesting claims to over lap add blue color for allied claims add flashing claim circle or other visual UX indicators on the map for claims being challenged. can even tie this to a skill mechanic Resources very very very inconsistent. M9 for example is the best freeport to start, it has all mats easily accessible except salt make a decision either make resources biome locked or have a type of each resource class on each sector. sure tundra should be harder and not have fiber on land, but the seaweed spawns are super inconsistent, and the lack of sap and inconsistency of sap on the map in general makes little sense. more clearly label resources in flavor text. what is medical plants? what are herbs for cooking? this is not intuitive NPC add more to liven up the game, adding npc trade ships back is a start, but there should also be regular npc pirates not just ship of damned and ghost ships. like random traveling NPCs on rafts, sloops and schooners would add to the life of the game and give content to smaller ops and solo players. have NPCs be mission spawners, that create mini events randomly on the map, open ocean and lawless areas. MAP keep lawless areas these are good "med sec" land areas and the middel ground rule set is nice, it allows those who do not want to join mega corps the ability to play the game make map 3x to 5x bigger the game is not big enough, we are too compacted and the level of conflict is higher that should be this makes the resource/trade game very limited as the biome sphere for certain specialized items is so sporadic or limited to 2 islands. COMPANIES/ALLIANCE need better role/access choices need to be able to see allied lands dynamic map needs to show top level alliance not top guild need a mecanic that makes super corps and super alliances detrimental, allow them but make the upkeep harder (see claim mechanic, ships balance). That's what i have for now to try and make this more of a mmorpg and not a darkfall game. the game its self is fun. the daily or twice a day updates are great. you all have set yourselves a super high bar to keep at, if this is the level of commitment given during holiday, what will rest of year look like. Final questions, Devs, will there be wipes? should we expect them quaterly, yearly, only when offical launch happens? only when very major changes to game happen? Is there going to be a test server to have guided testing sprints to help development? what is your aim? mmorpg? ARK online? there is many POIs in game but they are empty.. what is road map plan? Thanks
  4. I'm just trowing my overall feeling about the game as a solo player before quiting for a while. Its my way to help an Early Acess game that I liked dispite anything. First of all I'm a solo player in a MMORPG and maybe I should have not bought the game in the first place. I loved the land experience in this game. I feel that it evolved alot from Ark and converted well from a Sci-FI dinossaur game to a Pirate/sailing game despite the "jousting" combat agains wild life and the slow atacks used to balance it that feels a bit cluncky. So far so good until I decided to play the "real" game here and build my first, my second and my third ship... While I respect and understand the need to add danger in the seas with NPC ghost ships they're too much and too strong for a solo first-time sailor. All my 3 sloops never passed lvl 4 or managed to return to the shores that they were built and here are the reasons that they sunk and made me quit for a while: - The not so random Movment from SoTD while they arent aggro yet. Its an old inherithed habit from ark where parassaurs always runs from danger in your direction(bringing predators to you) the bronto that keeps walking over the iron node so you can accidentaly hit it or the predators that always choose the prey that will bring it closer to where you are. SotD randomly gets closer and closer to you or in your way even when they're not aggro so those aggron range tunnings are not that effective. - The Transition traps is also pretty bad. When you change maps the wind usually change a bit wich normaly makes you slower. The process itself is a bit slow for obvious reason and adding to that is very common to find a good amount of SoTD waiting for you in the other side. With the issues said above reaction may be late. - Ok you can be faster on your sloop than a ghost ship but its a bit useless when they spawn surrounding your ship and just keeps the same speed with moderate turning radius against the wind. - Travelling to a cold area and tis high probability of death. So you're ok in your region vitamin buffed and using your hide armor and fully invested in fortitude and you transfer in your sloop to the side area and its cold area, for some odd reason your buff is gone you start to die freeezing and the time the game took transfering your ship to a new server granted the SoTD that was waiting for you a cannon ball hit that will break your bed. I keep seeing people saying that they can handle SoTD just well that they use some miraculous setup in their ships so they outruns and out manuever the SoTD in their sloops.Thats why I kept insisting on this. For me, nothing of that worked. I may be too bad at this game but also I had no chance to learn. Never had a chance to finish a voyage and come back home no relevant experience adquired. Even on 2,5x rates is a bit annoying to grind all mats to keep building ships and get it sunk in few minutes. The end result could be different if i was playing in a group even if it was small but thats not my case and i expected to have a chance to get started in solo mode. My suggestions: Keep those SoTD to some given harder map square only so players can avoid . Another option would be not making it random spawn in every map but some sort of event fleet that keeps traveling from square to square with a server announcment when it arrives and leaves a given square. Thats all, keep evolving as the game already gave large steps in just few days. Its clear the effor to make this game better and great. But right now the SoTD just killed it for me. See you again when those ships are handled.
  5. This game has a serious problem right now with the ease at which your ship can be destroyed, especially when offline. I have an idea for a solution. In Worlds adrift, you build a ship and your crewmates register to a spawner on the ship that is similar to a bed in Atlas / Ark. When everyone who is registered to the ship is logged out, the ship logs out as well. If a single player who is registered to the ship spawns into the game, the ship spawns in as well. There needs to be an object's to put on the ship that the crew has to register to, and ships should despawn when the crew logs out. This would fix a lot of the problems with ships basically having no point to be built. Right now, a ship is more of a liability because ghost ships Target them and players will try to claim them and they will despawn if you leave them in the safe Zone. This is a huge problem because all of these issues disincentivize shipbuilding and since rafts are cheap and safe, people just build rafts. In Eve online, your ship logs out when you do. Can you imagine how bad eve would be if you could just find people's ships while they were logged out and raid their inventory or destroy them? Players don't want that, and if this game is just going to be a grind Fest to build something that is always in danger and won't last a week, your player base will run away faster than you can say Dead game. Please devs, consider this, or at least make ships invincible when the crew is logged out or something.
  6. Hello. In NA pvp J11 and J12 there are far too many ghost ships. It's nearly impossible to move around. It's much more fun when there was none at all. Players are more than enough to worry about.
  7. I build my ship and come to freeport M7, gonna sleep, now its destroyed, Freeport isnt save???
  8. I'm intrigued to see the new metas layed out by the general public there are 100's of design ideas specific items such as weight sails determine the ability of the ship in both a pve and pvp fashion. Increased weight and you lose speed, faster ship less weight carry and so on and so forth. What are some ideal ships you guys have come up with????
  9. Hello readers and hopefully the Atlas devs, Me and my friends spent a whole day getting a schooner. We put alot of work in this boat and at the end of the day we were happy that we had a nice ship. We had to log out because i had been playing for almost 18hours non-stop. To our suprise when we logged out we had been offline raided. We had been killed, our stuff taken and unable to spawn on the boat. I spent a whole day trying to get back from a dumb hell-ish starter island to get to the ship. We finally arrive to discover that the boat was on the bottom of the ocean floor. We swam down to this ship and saw that it was fine, no holes except the hatch to get to the storage area. WHY IS THIS EVEN A THING. I know it's a pvp server but this is absolutely dumb. The resource amounts of the ship are either way too high or you need to make them safe while offline because that is absolutely stupid. It would be fine if the boat was just sitting there or something but looted but even sunk. I am seriously considering never touching this game again. If you want to use the argument that we should have gone to a safe or claimeable place. The starter zones were at that time bugging so hard and you can NOT find a clear place to claim. Most of the islands are claimed by large groups or are full of claims. Because I don't want to bash the game (because sometimes I do really enjoy the game) I want to give them some suggestions on fixing this problem: -Less crowded servers/ More servers -More space to claim -Lesser boat resource cost/less work -Make offline players not 100% vulnerable and there boats not easily destroyed I hope this makes it ways to the devs because this is unacceptable. sincerely, spookbrecht
  10. Is it possible to put the ship back on dry docks after its been launched. Someone in our company lauchned our incomplete ship.
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