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Found 119 results

  1. Although I am loathe to distract the developers from fixing critical gameplay issues with suggestions, I see so much low-hanging fruit to make shipboard life more enjoyable and realistic for us, as well as give even more depth to the skill trees and customization options. Shout out to the Reddit r/playatlas community who helped trim and tune this list. Boatswain or Bosun - An NPC assigned to the Ship's Resource Box, who will act as a standard repairman/sweeper (when anchored) until all the planks are fixed, and will then switch to repairing EVERYTHING ELSE. Unlocked via the Captaineering tree. Wheel Lanyard - A hotkey to lock/unlock the wheel/rudder at its current angle, even if the pilot leaves the wheel (for one-man shows, shifting sails, and large ship maneuvering). No skill requirement (this isn't rocket science from a RL perspective, we used a 3 foot rope with a loop on my boat). Chock or Bitts - A player-mountable fixture on a ship that would allow a thrown grapnel to apply force to the ship rather than the player when anchored to a solid object (like the shore or another ship). This could be used to assist dock maneuvering of larger ships, helping tow stuck ships, and boarding actions. Unlocked via the Seamanship or perhaps Piracy tree. Ship's Compass - A heavy, placeable fixture mounted on a ship that provides a permanent heading tape to the pilot (just like sextant buff, but without the minimap). Unlocked via an advanced Sextant skill. Wind Pennant - Placeable flag, counts as .1 sail for placement purposes (to avoid spam abuse, and overtaxing the animation system). Visual indicator of wind direction when stationary. Unlocked via the Seamanship tree. Thole - Snap point oar only mountable at bottom gunports (instead of a cannon) can assign an NPC to improve turn and reverse maneuvering at low speeds. Unlocked via Seamanship or Captaineering.
  2. Binalle

    NPC Slaves

    I don't know if anyone else has suggested, but I would like to be able to put an NPC to a machine to help it produce faster, higher level of goods, save resorces like firewood (auto switch off when task is complete), I know it is available in "Conan Exiles", I have that game and would like to see it in more than 1 game... (edit) also if an NPC is no longer needed/wanted we should be able to hang them
  3. As with any sailing ship, they had their colors flown either atop their masts and/or flown from the Stern. I am suggesting an Equippable Flag which may be flown atop the Masts of our ships and/or from the Stern of the ship. these flags will be plain canvas like the sails and can be painted with custom templates. this will add another layer of customization and allow Roleplaying companies and private servers another layer of realism. adding a hoisting the colors animation would also be an added bonus. this would add an inventory item slot for sails and/or the ship that can only be filled with the above mentioned flag. the flag would have to be customizable in the players inventory for this to have the intended effect. and would have to be removeable so flags can be swapped out (so a flag can be lowered to raise a pirate flag or a surrender flag and vice versa) allowing flags to be reusable.
  4. I am missing one key aspect of the pirate fantasy and that is stealing ships. Of course it would suck to come online and your ships are not only destroyed but even worse, they are stolen. So here is my idea: Every ship is claimable like it is now but with one change. If the ship is not anchored, the further away it is from any coastline the less time is required to claim a ship. So from the current default time of several hours down to 1 hour minimum if in open waters. If a claim occurs in open water the default of 1 hour is increased/decreased by +-10% for every crew member the defending group differs from the attacker. The moment a claim flag is placed on a ship it can't be scuttled and parts cannot be demolished. For example: If the defending ship has 5 crew member (npc, tame or player) and the attackers get on board with 5 members aswell it is evened out and the claim time will be 1 hour. If the attackers have 6 members on board. The claim time is reduced by 10%. (Of course the numbers are just an example more or less might be better/worse) So what does that mean? Finally we can board enemy ships and steal them. It would require a lot of skill and strategy. This would open up new strategies and possibilities for PvP and Roleplay. Your ships would still be safe in your harbor because of the insane amount of claim time. I have never seen a ship without crew in open waters. So it would bring a new aspect to PvP. Not only stealing a ship. But what about stealing it back? I would love to board enemy ships, fight on the deck, kill the crew to get an advantage over the other crew. If this is a viable strategy, it could change PvP fights. Would love to see rope shots for ballistas to actually attach your ship to the opponents (but that might be too much) So what do you guys think?
  5. Quinten_MC

    boat pulling

    so since i got a brig a little stuck twice i was thinking how can we fix this and then i knew it you could have like some sort of cords connecting 2 boats 1 stuck and 1 free the free would be able to pull out the stuck 1 this could also be used to make a fleet follow you when you are alone
  6. Sadie Blackhawk

    PVE Claim Flag idea

    So I know there is a possibility of doing away with the claim flag altogether. One thing I did like about it. Was the ability to find the green circle on the grid where my bases are at. Can we still have them as a "decorative" item to show house emblem etc and the green circle to find my way home?
  7. Hey guys, I) what do you think about changing the way to level up your character. My maxlevel is lvl 97(over 2,5m exp needed) right now, and the only way to level is doing rare treasurehunts. I think there is a overhaul needed to offer other ways to get more exp, since raretreasure consuming tons of time. (you need to sail very far and sail back to your harbour afterwards) For pvp server my suggestion would be to reward exp for killing enemy ships/players/sotd. II) Other suggestion would be to change rewards for discoveries or connect discoveries with quests. Like if u found a statue just bring up the quest to find 5 different statues of that type on the map to get a cosmetic/title/gold/special rare ressources (which u just can get via this quests i.e to craft mythic gear/new implemented contet) this way would make discovering more attractive for people. III) Bring in special titles or Outfits for PvP players or any other kind of statistic where u can find out how bloodthirsty your enemy is. (i.e. Title for sinking 100 ships, killing 1000 players and so on) "you have been killed by Title - Playername" @Jatheish
  8. If you are going to make big announcements like this in the future and tell us the game design is changing drastically. Then tell us to wait for the notes after the stream....... Please for the sake of everyone you have playing your game, have the notes ready to drop RIGHT AFTER your stream. You guys keep taking one step forward and two steps back @Jatheish. Swing and a miss here.
  9. Sadie Blackhawk

    New Claim Flag System for March

    I know there is talk about upkeep and possible limitations with the claim flags. Also people should need to visit the claim flag to keep it updated. Lawless territories should be the same way. 2 day timer on the stuff on lawless. This would help alleviate some of the foundation/pillar spam. Sorry lawless zones look like trailer trash right now due to the spam of garbage. My two cents on this. If upkeep isn't paid on a flag it needs to despawn so people can find land a bit easier/making territory grabbing a bit easier. Due to the plethora of changes we have several companies overlapping our territories where we can't even move the claim flags because we will lose our bases. We don't own a gazillion claims. We actually only have 7 between 15 people. Most of us are stuck living on top of each other due to the land claim system still jacked up. I'm guessing old flags are still grandfathered in with previous changes. Can still have the atlas dynamic map territory claim game for PVE but make it so that people are forced to either merge or have bigger companies in order to hold entire islands. The 20 day vacation timer was great for a single flag. But even the person with 100 flags the timer is at 11 days? That needs to be shortened. 1-5 flags 15 days. 5-10 flags 8 days 10-20 flags 6 days. 20+ flags 3 days. When the claim flag system does go into effect people should have 3 days to replace their flags or they despawn so the old flags can be cleared out. This will also fix the overlapping territory issues. The reality is. For the 40k people each server type is supposed to support. 30k of those people need to be able to find land/put a claim flag down. Numbers have dropped severely due to the limitations of land/bugged out claim flags/long timers/foundation spam on lawless.
  10. Hello Devs, It would be nice to add a processing station that would transform salt water into freshwater and fueled with coal or oil from fish. This station could be good at houses or on ships. That would be an interesting tool on PVE servers, don't you think ? Thank you.
  11. Just want to share my thoughts/idea about improving the Claim System. - Each Player can only hold 1 Claim Flag in his inverntory. - Claim Flags can not be stored in any containers. - Claim Flag, that have been placed, require an upkeep of 1 Gold per hour. (First 24hours free) - Claim Flags can be purchased at freeports at a cost of 50 Gold. (again only 1 can be in the players inventory) - Claim Flags wich run out of Gold decay within one hour. Implementing this change should be easy because it is retroactive. I think this way is very practical for both PVP and PVE. For new Players they would start with one Claim flag in their inventory, sail to an island, place tthe flag. Take care of the required upkeep. For existing players they would have to feed their existing Flags with Gold. From then on... for further expansion, they would travel to a freeport. purchase an additional flag... What do you think about this approach?
  12. phelysarrian

    CCTV

    I know there are tons of things to correct / fix / amend / debug / repair / add and all but it would be great to have a CCTV like - a 1 camera structure that could be placed anywhere and would stream the image to my apps on my phone/tablet/PC/ whatever. Just so I can monitor what is happening at my base without logging in. For example a freaking cobra that is nipping at my tames while I am on the other side of the map or anywhere else in the world. And also spy on my tames to check what there are after while I am not there
  13. In the recent patch, I noticed that siege weapon damage against stone structures was decreased by 45% and that siege weapon damage against wood structures was decreased by 30%. I am curious as to why this change was made, since the only two weapons I know of that count as siege weapons are the ballista and the catapult. The ballista is only ever used against creatures, so this change doesn’t affect how people normally use it. The catapult, however, was already considered useless by everyone. The reason being that a is very expensive to craft (crafting a single catapult requires enough resources to make 5 medium cannons, why does a catapult require 140 alloy?!), the skill needed to make siege weapons and their ammo costs 14 skill points to unlock, and that the amount of damage catapults dealt per shot pre-patch was already very low compared to cannons. I was extremely surprised to see that the recent patch nerfed catapult damage by 30% against wood and 45% against stone, since they were already underpowered and too expensive for them to be a viable weapon to use. If possible can we get an explaination as to why siege weapons (specifically catapults) were nerfed so much, and if there are any plans to rework catapults? My suggestion for a rework of the catapult is to increase the amount of damage they do against stone, and/or change the crafting recipe so that they are cheaper to craft (specifically make it so it costs less alloy to craft one than a medium cannon).
  14. WInslow

    Animal transport

    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)
  15. So first of all I'd like to say that I actually like the ageing mechanic, I like the fact that you actually have to do something to preserve your character, however I think it's clear that trying to get everyone to cram into one server grid to click an "altar-like" item behind an army of max level enemies is not working, so I'd like to suggest 2 alternative options: Option 1: Make it a Craft able item that has a spoil timer: This should be very resource intensive, needing equivalent resources to building and planking a Galleon for example, + other items like crystal / salts etc etc. This FOY item would also require 1 rare item, something like a new item along the lines of an "Army of the Damned Elixir" that is dropped by all levels of AOD ships (drop chance depends on their difficulty level) This item would have a spoil timer of about 1 hour which would prevent large companies stockpiling them, and would also be active for only about 5-10 minutes once activated in the new Crafting station / altar described below, this would mean that companies would need to co-ordinate with their members when they would be making the FOY so that they could all use it. Where would you craft this? - This would be craft able at a new FOY "Altar-style" workbench (re-using the existing in-game model from the current system if you like) that is unlocked at the very end of the Medicine skill tree for 10 skill points. You can also chose to make this altar use 1 of the Elixir items I've described above to craft (in a smithy) + an appropriate level of resources, crystal etc as a one-off cost This is very much my preferred option of the 2 I've listed here. Option 2: Make it purchasable with Gold: I prefer option one, but this is a viable alternative system, even if it does mean locking it behind a pay-wall: This would need a lot of gold, something along the lines of 1/2 the cost of buying a Dragon, it has to be an achievable purchase for a small group of players (say a company of 2-4 people) to afford within 50% of their lifetime assuming a reasonable level of activity / gameplay for a few hours 4 times a week. You can then deploy this on company land where like above it will on stay active for 5-10 minutes meaning that again companies will need to co-ordinate with their members when this will be activated. Either of these systems would prevent the madness of everyone trying to cram into one server at the same time and also means that using the FOY is a viable option for smaller groups of players who stand no chance of getting past the army of high level enemies. This also removes it from the same locations as people trying to get the power stones, further reducing the server bottleneck problems. As I say I prefer the crafting option1, because this means that companies cannot stockpile the FOY items, and I feel is more achievable for smaller player groups. Option 2 would mean that large companies could buy loads of them & stockpile for whenever they wanted to use them which is not great. If Option 1 doesn't get adopted officially, could someone PLEASE make it as a Mod I don't know how to make Mods.
  16. JackOfHearts

    A new idea: Mining!

    Just a quick thought I had, not even fully thought out yet. Create some areas inside cliffs or the ground where you can break into the surface and dig down, not too far but enough so that you can create a network of mine shafts (maybe limited to areas you have claimed to stop griefing and so its not game breaking). This way you could get more resources like gems, oil, metal nodes and maybe even make nodes in the ground have a higher mineable content so you can get a lot more out of them making it more worth it. You could also add into the game things like wooden supports for the shafts to stop cave ins, mine carts and rails to run them on and other things related to mining in the era. Like I said at the start, I haven't fully thought this out yet but I think it could add a new layer to the game and be a lot of fun. Thanks
  17. 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.
  18. Hey Devs! I've got a couple of hundred hours in game and have been having a really good time of it...thank you very much. I'm looking forward to seeing it's final release. Have you given any thought to implementing a "City Planner" skill line that players can spend points on? This line would contain templates/blueprints of different tiers of structures that would be found in any town. Opening the skill line would give the player the ability to place a city limits claim flag that would allow building of various pre-fab (or not) structures that would cost either materials or gold to place. Each island would have a max number of city claim flags allowed. There would be a no build zone between different city limits to mitigate walling off entire islands with cities. The owner of the city would be able to set taxes but the town would be accessible by everyone, even if the owner is offline. Each pre-fab building could also be represented by an npc/or booth that can be placed within a structure the player has made through the usual grinding of materials. For example, instead of placing a pre-fab tavern, you'd build your own structure and place a "pub/tavern" npc in it. Tier 1 would include... a modest/small land claim/buildable area first level crafting stations a low level quest npc a blueprint for an offline protected shipyard that would house/store a finite number of smaller boats for a fee a small pub or tavern that contains a couple of vendor npcs that would sell food and drink. The building itself would also provide some kind of low level staff buff (not sure what). The ability for players who have musical skills to set up and play for an added buff to anyone listening while in the building. a bank/merchant npc for people to post their goods to a small tame storage barn/shed/pen for tier 1 tames a small contingent of low level npc peacekeepers that would assist in defending against online raids offline raid protection for all town structures Tier 2 a larger city claim/buildable higher level crafting stations a higher level quest npc area a larger shipyard...bigger/more boats. a larger tavern with either a higher buff or more buffs higher level music/buffs a larger bank/merchant...greater gold storage or more space to post player goods a larger pen for larger animals (tier 2 tames) a contingent of higher level npc peacekeepers that would assist in defending against online raids offline raid protection for all town structures and so on and so forth... Maybe a skill line like this would offer some gameplay to folks who might want to engage in the occasional PvP but also want to be builders and contribute to a more roleplay atmosphere. If you've ever played Star Wars Galaxies many moons ago you may remember how bustling player made cities and towns were and how much friendly random player interaction occurred. Thanks!
  19. Not sure how open to actual content suggestions you guys are, but I think it would be a really cool idea especially for PVE players to have some sort of trade system. What I was thinking would be allowing a player to purchase "goods", they don't even have to be real resources or anything, and transporting them long distances for a profit if they successfully get them to the correct port and sell it. Maybe even add some type of NPC pirate spawns that try and attack you if you are carrying said "goods" for higher payout runs. I do think you should have to purchase them with your gold upfront, regardless, so there is some fear of being sunk or killed along the way. Just an idea. Thanks for taking the time to read this if you did!
  20. Hello, it was nice, when we can get a new Log System in Game for Tribe Admins and Players.. to get more information .. - Ships are sunken and on the log is only destroyed but why? More information why is the Ship sunken https://prnt.sc/miqmov - other details about the Game Peoples Buildings are nice - a sort functionn
  21. Auto-close option for all doors This was added to ARK as part of a very popular Mod, so we all know it can be done in the game. Please please please add this into Atlas as standard, it's so annoying having to turn around every time you go through a door to close it again, it would also help keeping people's boats more secure during PvP because I bet in a heated battle closing a door behind you is the last thing people think of when there's DPS to be dealt out . It'd would have been nice to see user-friendly changes like this made as part of the original, updated game release to be honest.
  22. 1.Green SODs are everywhere! They are too powerful for small ships and too weak for large ships. Destroyed a green SOD only can get some garbage. they just like a lot of green flies,so annoying. 2.Only few high level SODs in ocean region, but too many in golden age ruin. I can't find any SODs which level higher than 30. However, if I go to a golden age region there are more than five level 58 SODs waiting for me. it's good to hunt some high level SODs but not fight 5 of them together. 3.Some SODs will wait for some player transfer to another region and attach them when they can't move. if it takes a long time to transfor, some small ship will be destroyed. 4.If fight with a SOD or a ghost ship using a Brigantine is better than using a Galleon, why we need spent more time to creat a Galleon in pve?
  23. So, I spent about three weeks on PvP, and now about two on PvE. During my 535 hours spent playing, I've made some notes on systems/mechanics that just didn't make sense or were too punishing. Some of these might be more PvE side since that's what I've been playing lately. Honestly, I love the game and would love to see it take on more of an "MMO" aspect because I really think you have a shot at helping start the revolution that would kill Theme Park MMO's, and let's be honest, they need to die. The post title is because at the root of a lot of this, I see you are trying to make things take time, like any MMO would. But the route you have chosen isn't fun, it's punishing. I don't feel a sense of achievement upon completing my goal, I feel a sense of dred towards the next goal because I know it's going to be more of the same thing I just spent forever doing. The summary to most of this is that, "The juice needs to be worth the squeeze", and right now I'm squeezing with barely any results. - Food drain to stamina regen is ridiculous. - Requiring skills to use higher tier items is stupid, considering, - You have to find treasure maps - You have to then go complete the Treasure Maps - You then have to hope you got the right BP of the right quality, most likely you didn't - You then need to grind the materials - You then need to be able to craft the thing - You then need a skill to even use them? Like, bro, we already did a week's worth of work just to be able to make the item. - Too many "gates", this isn't a Korean MMO, keep people engaged with new content and reaching new goals, not stupid shit in the way to prevent them from reaching something "too quickly". - What the hell is with Thatch gathering? It's the only resource that doesn't have a tame equivalent, meaning we spend our stamina to gather it, meaning we have to eat CONSTANTLY to gather large amounts of it. (Like for a Galleon, for example) - Elephants suck, they drain stamina too quickly and their gather rate is butt. Why are Bears so OP and Elephants so UP? They both need better balancing. - Food mechanic is dumb, it's too punishing. When it's easier to avoid a mechanic completely rather than use it, what is the point? - Land claiming system is chaos, break each island down into small claimable grid squares or something. Trying to refresh them, when you can't even find them, is chaos. Hell, trying to even figure out "the line" between your Company and other Company claims is chaos. Completely remove water claims, they are pointless and just serve as an easy way to try to climb the claim leaderboard. - Trying to take claims from others is also chaos, making a central building where you can take over another Company's claims instantly would be far better when trying to take land from a large Company. It would limit the amount of defensive structures built all over the place and centralize the fighting on PvP / make removing dead companies easier on PvE. Make that building also offer additional perks / controls for land claims, such as being able to change settings for all land claims in a server from that building. (Based on the grid claim system I previously mentioned, that would work really well) Just make it take a super long time to claim so that the defending side has ample time to repel invaders. - Ship weights are garbo, I build my transport ships with nothing but a raised platform and a resource chest just because you have the weight set so low. On top of that, even then I have to keep them below half weight so that I can still travel full speed. If the ship has nothing on it, it can't defend itself, so all I can do is run from Ships of the Damned. Also, this makes the ship look dumb as hell. Ever seen a Galleon with nothing but a tall ass podium for a steering wheel? It's stupid looking, and a sad ass example of a Galleon. I want my ship to look like a Pirate Ship, not a Hull and a podium. - Get rid of Ships of the Damned, or at least their character model. They are so out of place in this setting and make zero sense. Kiilling other ships that look like ours and work on the same mechanics, not the ability to just go where ever they want without having to deal with the wind that we have to, would be better. Fighting other "pirate ships" and maybe even be able to claim Rare / Legendary ones that have a low spawn chance would make more sense. It would be super cool to be able to find, fight, and claim rare / legendary ships that have super low spawn rates but custom models. You can even balance them by not allowing building, they are what they are. It's also a pretty "MMO" type feature. - Some of the skills in your skill tree don't even have a function on PvE, such as the time shortening skills for claiming enemy ships. Why can't we claim enemy ships on PvE if we can claim their territory and their buildings? - (This is PvE side specific) Being unable to land on "enemy" ships is stupid, why didn't you just make it so that non-company players don't count toward weight/crew? Just make it so that they also can't access Cannons and what are they going to do, shoot pistols at SotD? It's not like they would have much of a use, and then they couldn't destroy ships by adding too many crew. Most people ignore your food mechanic, and even climate mechanics, they just use beds to keep respawning. So at worst, we'd be able to ferry people around, and at best we'd be able to not lose all our stuff because we accidentally ended up on an enemy ship / we'd be able to explore other people's ships. Showing off our ships is half the fun of building them. - Don't require points into being able to use items, require finding and using skill books to learn the ability to craft higher tier items. Give crafters more depth and provide another means of trade. - Break the skill tree down into divisions based on playstyle, not by category. Have fighters go down a skill tree for fighter related things, sailors/captains for the same, and so on. Try a "web" skill tree, not a "multiple tabs" skill tree. It would feel more "MMO" and be easier to plan out builds. Right now you have to use an external site for looking up where certain skills are and such, it's annoying. - Add a way to "stow" or "tie down" tames on ships, making them static structures on a ship like a wood ceiling would be. Travelling through servers with them causes desync that makes it impossible to get by them on even a Brig. When I'm taking fire and need to repair but can't because my Elephant is bugging out it really isn't a fun time. - Region lock China / give them their own server. I stopped playing PvP because they drove the ping up so high I couldn't even reload a pistol let alone fight back, and what is worse is that they do it on purpose. PvE is barely any better, there are certain servers I have to avoid completely because they drive the ping up so high by just living there that I can't even safely travel through the zone. Yes, they are paying customers and you want money, I get it. No, as a paying customer I don't want to have a game I can't fully access because of that fact. They need their own server and we need our American server region locked. Yeah, yeah, VPNs and all that. Great, the lag will be on their end and not the servers.
  24. My clan just informed me that my house was lost and the territory claimed from under me. I understand not letting sleeping bodies block claims but I was on Wednesday. I tried to steal territory. I LOGGED OFF inside my home. TWO DAYS AGO. Now, all my hardwork is gone. Some other clan took it from my sleeping body. I THOUGHT flags were supposed to renew when you entered their radius. I THOUGHT it was supposed to take THREE DAYS for someone to be able to steal your land after they renew. Maybe, you should just make EACH FLAG HAVE A COUNT DOWN TO WHEN IT CAN BE STOLEN. Or maybe you should be more clear about how flag renewal works. This is such utter ridiculousness. Also, did I read the patchnotes correctly? You can have NPCs guard your claims? This entire claim system has been bugged one way or another from day one and I'm really trying hard to find the will to want to play. OH WAIT, I CAN'T UNLESS I KILL MYSELF BECAUSE I'M LOCKED IN MY OWN HOME.
  25. 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.
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