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Found 138 results

  1. I have yet to meet a fellow sailor that eats and maintains their vitamins to survive. The vitamins are a great idea and keep the game in it's "realistic" standpoint but right now it is really really broken. Most players don't see the benefit of keeping their vitamins full and just run till death. Why bother eating when you can just respawn with full stats? We all know that the vitamin system could be great and here is how. Vitamin A :"Vitamin A has multiple functions: it is important for growth and development, for the maintenance of the immune system and good vision." Therefore, I suggest that Vitamin A will affect the Melee Stat. Vitamin B : "B vitamins are a class of water-soluble vitamins that play important roles in cell metabolism." Therefore, Vitamin B should affect the Stamina Stat. Vitamin C : "Vitamin C is an essential nutrient involved in the repair of tissue and the enzymatic production of certain neurotransmitters." Therefore, Vitamin C should affect the Health Stat. Vitamin D : "Vitamin D has a significant role in calcium homeostasis and metabolism." Aka, bone strength. Therefore, Vitamin D should affect the Weight Stat. The level of the vitamin should affect your stats either positive, negative, or neutral. Each stat above should be affected individually by the vitamins that they correspond to. I also believe you should not die from vitamin deficiency and no adverse effects should come from a vitamin being at 100%. Greater or Equal to 75% = 10% Buff 25% to 75% = No Buff Less then or equal to 25% = -10% De-buff This will cause players to use certain foods for certain tasks and make the cooking skill, farming, and gathering consumables essential. Do you want to gather resources to build a galleon? Might want to stock up on Vitamin D and B based foods! Do you want to go explore the Golden age ruins or find the fountain of youth? Might want to get those Vitamin A and C heavy foods. Overall I think this simple solution would fix the problem most people are having in this game surrounding the survival part of it. This will drive the player base to strive to stay alive and not get the de-buffs, work towards the buffs, and benefit the unused skills in the game. Let me know what you guys think! This is the best I can come up with and if anyone has any suggestions please post them so the devs can stop the chaos of constant death runs.
  2. Please add BPs for metal hatchet tool for gathering resources ! Thx
  3. As the topic states, this if about farming, cooking, and food preservation. Starting with Farming: First: Crop plot placement requirements are way to far apart. It’s like a 6 inch gap on all sides as the closest they can be to each other. While wanting to have more space it also doesn’t look pretty (for those of us who like it to look nice and tight). Second: Harvesting. Don’t get me wrong the yield is nice, however it’s the same weather I do it (fully speced), the bonus mini-game, a company member does it (non-spec), making the points I put into the bonus useless, as well as not needing to do the mini-game (which I personally do enjoy). Third: Tundra Rock doesn’t work. When I place a crop plot on wood or thatch I get the “tundra thatch or wood”, on stone it says “tundra rock”, but when I click to plant seed it says “no seeds available”. If it’s not meant to be on stone foundations fine but make it where you can’t place them on stone floors. Fourth: Water Tanks. Where we live it rains enough that we don’t need water tanks, however I made a bunch to be able to fill skins and water jugs, however the water barrels hold I think (500-600 water), where as the tanks only hold 200. Thats not a lot of water for a water tank when I could just make barrels that take up 1/4 of the space and hold 3x the amount. I like the reservoirs because you can pipe them unlike the barrels but it’s not worth the space with such a tiny amount of water it holds. Lastly: Fertlizer. I love that I can just craft it but there are 4 types of poop, human, small, medium, and large. I’d like to be able to take a large poop with like 150 thatch to make a bigger bag of fertilizer than have all the sizes make one size. I don’t mind if it cost more thatch for bigger bags but it makes picking up bigger poops more useful. I have PIGs but still when you feed your tames and they poop might as well use grab it and craft a bag of fertilizer. i think that’s about it on farming. I like the idea of it and that you can’t grow everything in one zone or on one surface but there are a few things that need to be adjusted. Cooking: I know there are plans to work on this and change it. A few things to make sure they aren’t forgotten. First: Meat. Animal meat is used in some recipes however in the grill it autocrafts making you have to put double in the grill so you can make your food while the other half turns into cooked meat. Also, can you make cooked prime fish meat look different in the UI then the raw prime fish meat because currently they look exactly the same, even if it’s just making the cooked a different color on the UI would be nice. Secondly: Water. Unless you live on an island with fresh water, getting water requires tanks and barrels. Not a huge deal because there’s decent rain fall in our area (I can’t speak for all zones), however, the waterskin and the water jug (even though one holds more) gets 1 use per recipe. If I can use the water jug 3 times to drink from why can’t it get 3 uses in cooking? That’s about all I’m going to say right now as it has been said the plans to rework it just a couple of things I hope you consider as well. Finally Food Preservation: Preserving Bags are cute and I love them, however they are small and don’t hold much, you can upgrade to the food lodder that holds more however I can’t put salt in it, and while it does have a decent life span it’s not comparable to the preserving bag, especially on custom foods like hot cocoa, which only stacks to 5 and has a 6 hour life span in the bag. I’d love to be able to put preserving salt in the food lodder to add to the life span or given a bigger preserve bag. Feeding troughs do not have a long enough life span on meat. Berries stack to 100 so it’s not as noticeable how fast they expire, but the meat spoils so fast. If either the time is longer OR we can put preserving salt in there to increase it that would be fine as well. Spoiled Meat has zero purpose in the game, can we make when meat spoils it’s like berries and just vanishes. You spend 5-10 mins a day while playing just chucking rotten meat out of bags, troughs, in your inventory etc. it’s space consuming with no purpose. i think that’s all I have to say as these are important aspects in the game that I enjoy, farming and cooking, plus caring for our animals and ship crew. So I hope you consider some of my ideas. Thanks ChickFabulous! P.s. please make bolas stack! And a bigger storage beside large storage boxes. Even in Pirates of the Caribbean they had vaults lol.
  4. Hi, I would like to be able to use the elevator to defend our base by putting cannons on it or simply to put cabinets to transfer resources between our boats and our base. Thanks for the game, it's good for an early
  5. NEW SHIP OPTION SETTINGS SUGGESTION Ship Option Settings: A lot of new pathfinders or pathfinders with experience will get a ride on a ship as passenger to move to other grid from Freeport or something else. Now is it not possible to get on the ship, because of the ship weight/crew limit. My suggestion as follow to make it possible: - Passenger Invite: Company need invite the passenger on ship; and is the passenger not invited, it will not allowed to jump in. - Passenger Max Weight: 100 (number change possible); Above the max will be kicked outside the ship. - Passenger Reserve Slots: 1 (number change possible); Same as the weight it, will be kicked on the max (count of slots will taken from the original ship crew). This was it for now, more suggestions are welcome. Hope you like my suggestion, feedback's and/or reactions are welcome. Thank you for your time, that you wanted to read this. @Jatheish
  6. Dear developers, So these patch notes contain gold gain nerf. I think this got your attention as bigger companies were stashing loads of it! Which is because every company member around the treasure chest was getting the reward and it seemed to be too high as it would just multiply based on the amount of people around (not sure if there's a limit). For solo player it was just enough to farm a bit and to be able to save up to pay the crew while doing other stuff. I would suggest to either lower the company members' treasure multiplier ((to give surrounding company members a percentage of the map holder's reward(and revert the general gold amount back ofc)) OR lower crew payment amount as well as disable crew payment while offline, whilst adding more ways to get gold for groups as well as solos. As doing treasure maps is time consuming and I think it should be a part of having FUN and not turn into some kind of CHORE where it will be the only thing we can do to be able to pay our crew and have our ships functional. Now the gold earned vs time spent earning it - will make us not being able to do anything except treasure maps if we want to sustain paying the crew. Especially for solo players as it's not getting multiplied between company members hence the solo players are the ones who need the crew the most! Thank you devs for your hard work, been enjoying the game thus far!
  7. XingerKat

    Sailing Mini-Games

    Hello, please excuse me dear devs. We had a thought while we were sailing today. LOL!! We were thinking it might be fun to have some mini-games for the players that have nothing to do while sailing. XD Dice to give us a loot buff. Card games. Haha! Swabbing the deck to give the ship a sturdiness buff. Maybe like, a sewing game or something to give a speed boost to the sails! Arm wrestling. Maybe some chess or something. Just a bunch of little things. LOL Something to throw into the ideas pot! XD Thank you so much for all of your time and hard work!!! Loving it!!!
  8. I recommend that Grapeshot go over all of the skill trees and tweak them as many do not even produce anything useful and end up just being wasted skill points. I know that the Strong Arm tiers and Stealth do absolutely nothing no matter how many points are invested in them. Ships that are unmanned and anchored off coasts, should be flagged with immunity as there is NO PVP value only value to caustic griefers. this game forces players to travel to distant islands for experience and resource and does not have enough resources for traveling players to build ship barns just to keep vessels safe and players also need to sleep sometime. Skill trees need more depth with more rewarding and worthwhile abilities. Right now, every player seems the same. I know this is not necessarily true but the perception goes like this: Every player I have come across is naked, has a bow with flame arrows, grappling hook or climbing tool, and some gathering tools. The meta encounter is always the same...kite the other player with flame arrows while dodging theirs. I feel that skills should cost a lot more so that you are not able to go down so many skill trees. Force us to be unique and dedicated to a particular one or two tree-build. Also, there need to be more choices for armor, maybe different appearances of some items like Conquistadorial, English, German, Roman, native-tribal, and etc variants of the same kind of armor just to produce some uniqueness among players. There does not seem to be any worthwhile adventuring content short of treasure hunting or boss fights. How about adding more minions other than animals to the various islands that may spawn naturally without being triggered such as skeletons, drowned zombies, liches, giant spiders, gorgons, bandit pirates, blah blah...But as it stands right now, all of the treasure hunting triggered mobs are all the same boring encounters and the only danger on islands are the usual and borning spawns of wolves, yetis, lions, scorpions, and tigers. There needs to be a stone tier for the elevators as wooden ones are extremely frail and prone to perpetual griefing by other players. Spawning of wild-life within bases needs to be addressed as this is devastating to players and their precious time spent raising their tames only to lose them while offline. The explosive barrels need to produce an increased to their damage as it would take so much to destroy a single stone wall. This makes base raiding inland, away from ships very difficult and almost non-existent. Sure you can bring a cannon by horse or bear but again, cannon range is limited and some base designs are ingeniously honeycombed in layers effectively rendering cannons annoying to raid with. The claim system is broken and needs to be rebuilt from the ground up. I suggest Grapeshot that you actually play your game and you will quickly discern what the issues are, as the issues are many. Players should be limited to only a few claims, they should NOT be able to claim entire islands and players logged off in their bases for more than a certain period of time should not prevent territory claiming. As it stands now, there is no available land left in the game to build on except worthless and foreboding lands and this is because players and large companies have the ability to spam a million claim flags effectively covering every inch of an island and often times numerous islands. Animal tames need to be stronger with increased abilities to improved barding and armor and stat values awarded per point being spent needs to be significantly increased. As it stands right now, pets are too frail to be viable. Grapeshot, there is a real problem with griefers being able to build stone pillars off ocean floor up to the water surface all over the shores and as unsuspecting ships run into them their ships are devastated. You really should look into this exploit. All islands, besides freeports, should be considered Lawless lands. The land is extremely limited already in the game and we need the real estate. Lawless lands the way they are currently makes absolutely no sense. How about you consider, removing the claim system and rapid decay system that Lawless lands experience now and just allow players to build anywhere within reason and let us place beds in our bases to respawn from?
  9. After some thought and ideas after hearing word of offline protection in the Dev Stream, I came up with something along the lines of this: Offline Raid Protection (ORP): All company members log off and trigger a 30 minute timer to trigger Offline Raid Protection. Offline Raid Protection makes all Assets/ships/buildings/animals only take 1/5 of the regular damage, making offline raiding 5x longer and difficult. Making the raiders either commit or leave if they cannot breach the base in the 30 minute timer before ORP starts. Once ONE member logs in, ORP will deactivate and cannot be activated again for 16hrs (a cooldown), thus leaving the company open for fair game to an attack/raid. When triggering Offline Raid Rrotection, Asset/Building Degredation starts and has a 7-day timer for when said Assets/Buildings can be demolished, an incentive for company members to log in and stop the timer and resetting the ORP. Be sure to discuss your ideas below or whether you think ORP should not be in Atlas.
  10. Why do we not have people actually log out, like if someone is offline, they need to be completely offline, this would fix issues with so many things, like never ending territory claims, people dying in their sleep, weight glitching, trolling, griefing, ect. Please make this a thing. Have an actual "LOG OUT" and get rid of "sleeping". God knows this snoring is awful! Top that off, people can have peace of mind that their stuff is safe, and there wont be another body lagging the zone/server/grid blah blah blah. (Did I mention the snoring? Ew!)
  11. Vincinter

    bug Creatures Bugged

    Me and my company are set up on D5. I joined them about a week and a half ago. They have been set up there pretty much since launch. The animals on the island have become progressively more and more buggy. At first we thought this may have been how they are programmed but after travelling to a few other islands no other wolves/lions/bears act in this manner. We have only seen it happen across D5 in an increasingly high frequency it started with just one bugged creature that we had to kill and then we were good for a while. Now they are glitched out and non-aggressive at start running away from the player then return within a few minutes fully aggressive. This would not be an issue if it was one at a time but the wolves spawn so quickly that there are generally 15 or so running around in a small area and with them all running away just travelling from the beach you run through at least 3 of the creatures aggro range if not more and then within minutes you have an entire pack coming at you. Same happens when you attack almost any creature on this island. It makes taming even more difficult and clearing an area for any amount of time impossible. It has gotten to the point where by the time we kill 1-2 wolves 3 more have spawned and you have to run around and chase these down to kill them only to have more than you can kill spawn right back. Me and 2 other clan mates spent an hour or more last night killing wolves at our small farm with carbines so generally 1 head shot takes them down. But every time we killed a few and checked if it was safe as many as we had killed we coming out of the woods. The aggro needs to be corrected so we can reliably even just go get wood or thatch from the surrounding areas. And the spawn rate should probably be looked at we understand that its a survival game but at this point it feels more like a hunting simulator. A few things that would be handy if you could look into the small and large gates. The small stone gates will not allow a tamed Rhino through even though there is visibly space on both sides. Also any kind of foundation seems to cause creatures a problem with crossing over them even with 2-3 spaces on either side of them. The large gates seem to resolve this issue if you only have foundations under the 2 posts but this leaves a huge gap that can be crossed under by players and smaller creatures. So if you could check into the clipping issues for gates that would be extremely helpful. There are only 2 gate sizes in the game currently the small gate is not quite large enough and the large gate is far to large compared to the larger creatures. Maybe add in a medium sized gate so we can out a gate in that is somewhere between that allows the creatures currently in game to cross through them. I currently have a Rhino that we sorely needed parked on one of our ships because we cant get him into our keep and if we leave him outside he will be dead within minutes from the massive amount of wolves on the island.
  12. I have been thinking about possible solutions to the problem that exists on the PvE servers of no places to claim land to build a base. I think the best solution would be implementing a land claim limit on PvE servers to prevent massive map claims that exist in the game now according to my personal experience and the dynamic map available on this website. This would require breaking the land claim system into 2 pieces, a personal/individual land claim, and a company land claim. A potential limit would be a single land claim for an individual's claim. Individual land claims would be for the players who want to play the single player experience that was available in ARK: SE but not available in ATLAS. Moving your base from one location to another on the map as you complete your personal goals would abandon your old base automatically to free up territory for new players as you venture further and further from the freeports and allow PvE to actually be non-competitive. The major downside for these types of claims is that you would not be eligible for taxation and other company exclusive features. Personal land claims should be very small. Large enough that if you claim on the coastline you have enough space to build a medium sized building and a shipyard. For company land claims I think you would have to use a formula to determine what the cap should be. The formula I came up with would be a company gets 5 company land claims as a base number and then they can gain an additional land claim for every 5 members of the company who are active (more of my thoughts on active players later). Company land claims should be larger than personal claims and have access to all features of the land claim mechanic including taxation and welcome messages as well as upcoming features that are yet to be added. This would allow groups of players to build ports, shipyards, personal and public buildings, and otherwise facilitate whatever emergent gameplay that is associated with large groups of players working together. Contesting land claims would work similar to how it does now with some tweaks to be more conducive to the more laid-back nature of PvE players. When you log out as the owner of a personal land claim it would start an inactive counter to track if you are an active player or not. I would suggest a 24-48 hour timer and if the player does not log back in before the timer counts down that land claim becomes available for someone to contest it which starts another timer so that if the player does not log in within the contested time frame the land claim is handed over to the squatter. The next time you log in you would wake up on your boat or at a free port with a popup message that explains that your land claim was taken while you were offline. Company land claims would not have the inactive timer but would have a longer contested timer. This would encourage smaller groups that are in the same time zone to play out of personal land claims for the offline protection while missing out on the company features and encourage joining a larger company. The inactive timer that I described above could be included on every player when they log off and cause companies to have 2 population numbers, the active population and total population of their company. The active population would determine the maximum land claims. Depending on how the devs want to take it they could have the land claims ranked by which one was visited most recently by a company member and remove the land claims from the bottom of the list (which would indicate least used). The other option could be leaving it up to company leaders to determine the rankings of land claims so that home ports and the like can be artificially elevated in the rankings and have new claims added to the bottom of the list. Obviously, these are my personal suggestions and refinement would be appreciated by other members of the PvE ATLAS community. ATLAS is a very promising game and a solid start for an early access title. With refinement and rebalance the game could easily become one of the greats. PS. I am fairly new to ATLAS with only about 5 hours played so far but am clocking over 800 hours in ARK: SE so I feel like I can make suggestions from an informed standpoint. I have so far enjoyed my time with the game with more than half of my time spent outside the free port zone floating along in my raft. I have visited 4 zones so far and I am fairly certain one of them was a zone where claims could not be made and included insanely high-level animals which caused me to turn back and keep sailing. All other zones have had islands that are completely claimed by various companies but are mostly undisturbed with high tax rates on them all. After having this experience I surfed Reddit and the Steam discussion forums and have found that many have given up on the game until the land claim system is better refined and fair for new players starting off in the PvE servers. Overall I am very happy with the changes that have been made to the fundamental gameplay from ARK: SE and will be looking forward to seeing more advances as this game matures.
  13. Scrubtimus

    Farming Skill Extension

    As far as I am aware, at the moment there is a set list of plants to farm and cultivate. I would like to suggest that herbs be given the same. My thought is that it is not in the game so as to facilitate trade and limit healing. I am currently enjoying the need for specialization in the skill tree, and suggest that be the limiting factor on herb cultivation. The way I envision it is by separating the ability to plant and harvest herbs and medicinal herbs into several skills. One grants an herb pot for growing herbs such as mint, another allows for the cultivation of seeds from the herbs themselves. The next allows a larger pot, or more refined pot to permit medicinal herb to be farmed, then an additional skill allowing seeds to be obtained from medicinal herbs, or a recipe to turn the herbs collected into the seeds. These skills could be locked behind the Farming tree, or split between the Medicine tree and the Farming tree so as to further limit specialization and create Medicinal farmers. The ability to harvest the medicinal herbs can also be locked to a final tier, giving a set of gardening gloves which grant the user--who also has the relevant skill--the ability to cultivate their herb crop. Stay healthy, ye scallywags Scrubtimus
  14. Scrubtimus

    Piano

    The pianoforte was an Italian invention around the year 1700, just in time for the later portion of the Golden Age of Piracy. Before that the harpsichord was an established instrument existing for hundreds of years, on which the pianoforte was based. I understand it would be a tall task, but the notion of playing a piano--or form of stringed keyboard instrument--either after a long sea voyage or on a ship is captivating. I hope down the line that it could be a mod that becomes official. May your travels be filled with joy and song Scrubtimus
  15. Scrubtimus

    Custom Music Sheets

    I have been fiddling around with the accordion free play. I couldn't help but learn some songs and make the long sea voyages with my friends more vibrant and nostalgic with He's A Pirate. I think the free play and sheet music of the accordion could be added onto with role playing content in allowing individuals to turn their sheet music blank and have a customization feature. This would simply be a guide for someone to play a specific set of keys, and would destroy the buff of the previous sheet music which it was written over. I think if the sheet music buff carried over this would be an issue in that it nullifies the mini game and allows individuals to simplify their songs should they choose to, hence why I purpose the blank sheet be void of buff as well. The customization of sheet music could be locked behind a skill tree or could be accessible to all and used as a RP feature since it gives no benefit to the player. The blank sheet could then be used in a free play fashion to make the sheet music key presses by taking note of the relevant key presses as they are played. It could even have 2 options, one to make the song and the second to set up the key presses for the sheet music mini game so as to make varying difficulties. Separating the mini-game keys from the actual song played would permit more advanced users to simplify their pieces for others to enjoy, for example the piece can contain octave changes but the mini-game could simplify to remove the octave changes for a steadier flow--there is currently a minor delay in free play on octave changes with the accordion. A key limit on each sheet should be in place as a safeguard in case issues might arise with the feature. TLDR, Custom sheet music. This would simply be a guide for someone to play a specific set of keys created by another player. It would destroy the buff of the previous sheet music which it was written over. Thank you for reading, May your travels be filled with shanties and tall tales, Scrubtimus
  16. Oak

    Gates

    Could we get one more option on gates for a "medium" version please? As it is now the small gate is fine, but elephants and rhinos cannot fit through it. So this means you have to use the large gate, which can fit at least four elephants through it side by side at the same time, and it's extremely taller than needs to be. A medium sized gate that is something like four foundations wide and as tall or slightly taller than the small gate would be great.
  17. After placing a elevator part I miss the 30sec pickung after placing time. Please change!
  18. SomiR

    Taxes, and Piracy

    As it stands taxes are basically low-effort, no upkeep, and essentially a free way to screw other players without trying at all. Rather than cry for them to be removed or something stupid like that, how about more avenues to combat such lazy attempts at screwing people over? I propose a perk line in the piracy tree (you can replace shoveler or eagle eye, they're both garbage- or even add another feat) that allows you to ignore up to 50% of an established tax rate, or all of it for a short burst if it's a feat. Dudes rolling around flagging up entire islands then taxing everyone out of existence is unhealthy for your game. Just a suggestion.
  19. Tminus009

    Monkey Suggestion

    Allow monkeys to use the same tool as you when there on your back. Example - Your monkey has a hatchet and you start using a hatchet on the tree the monkey will also start hitting the tree and put the resources in your inventory this will work with any "tool" and also when you pick berries or fiber.
  20. Hi there, At this moment, (as far as i know) it's impossible to reverse park a ship into a constructed dock. So it might be extremely usefull if you would be able to tow a ship with a grappling hook, pulling it back or to the side towards the dock. What do you think? Kind regards, Nick o7
  21. Let be honest, no one really like current implementation of storm mechanics, with tornadoes spawning all around you. It doesn't feel fun, nor authentic. Both SoT and AC: Blag Flag had much better storm mechanics IMO. Make instead where you need carefully navigate to avoid killer-waves, which, if not avoided properly both would damage the ship, and possibly will wash away some of crew on top deck.
  22. With the upcoming release of the dev kit, it seems like there should be a place where unofficial Atlas servers can advertise, with information about what kind of grid they have to offer, rates or other tweaks, and potential unique mods. At present either on these official forums or steam, there isn't a dedicated section for this.
  23. Would it be possible to add a header to the forum showing the current release version for the dedicated server files? With the large amount of people working on various private dedicated server configurations/bugs/tools, it could be helpful to quickly see the current release version and date released for the server package. Thank you,
  24. So, clearly. We have claming problems, and I feel like it should work differently than we have now, and even the upcoming "Neutral Zone" update. So, what I was thinking about is; Let people buy premade houses with small shipyards in lawless regions where they can make a small start, hunt treasures get some gold to eventually BUY their own land with limitations, if you want to own multiple islands/land you have to fight for it and pay rent for the islands you have captured, this way you won't capture too much islands which gives new players more chances to buy land. This is just a small idea that you can adjust to your own preferences. But I do think this will fix a lot of the claiming problems we have right now, and it also gives gold more meaning in the game. Let me know your thoughts, if you like it. Or absolutely disgust it.
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