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Found 153 results

  1. I really like the idea of WPE, that is something I was hoping since almost the beginning of the game, awesome it will be added. Though, I came with an idea : Make different kind of WPE, make a "company like" Here is the idea, instead of having everytime the same WPE but with different difficulty/size, make different WPE Company, with each their own skins/flags/constructions type. Here are some fast exemples : Blackbeard company : Pirate theme, pirate skins (Cloth and Hide armors), weapon : pistol/saber/throwing knives, special tactics : like to board, use Harpoon, mainly alone at sea, very aggressive. Royal Navy company : Marine theme, officer skin, weapon : pistol/saber (or special skin ?)/carabin, special tactics : mainly in groups, defensive. Asian company : Asian theme (japanese ?), Hydra Heavy skin, the new sail skin, weapon : sword (katana skin?)/pike/bow/crossbow/fire arrow, special tactics : like to use fire a lot (...) WPE Company would fight eachothers at sea, some kind of special event. Make the WPE Company live in their own region, so you need/want to travel a lot to discover every of theses WPE Company. All thoses region would become even more unique. Having to fight the same type of WPE everytime will become veryyyy boring. If their is many WPE Company, it will become unique everytime (I'm not saying that it needs 1 company per island, hell no, but 1 company per region would be very awesome) (edit : By region I mean "Tropics", "Desert", "Tundra"). Let us participate to create/image thoses WPE Company As we all know, some of Atlas players are very talented to create/imagine, just look at the Show 'N' Tell and see how awesome things emerge from it. Make a contest like the Show 'N' Tell, where people would give : Company name Theme Flag (with image) Construction design exemple (with image) Ship design exemple (with image) Lore/story behind the company For the more talented one, draw all the concept art if it doesn't already exist in the game, and if it's really awesome, implement it in the game with Atlas Team (dunno how hard it could be ?) The contest would work as a Show 'N' Tell, people send their proposition, and as for Show 'N' Tell, that's the Atlas Team that choose the winners. (so no troll as "Area 51 with Naruto Runners flags, even if it's funny, that's not the point here. It also let the Atlas Team choose to not break the actual lore of the game or everything) FURTHER Make quest through WPE Company If you completly wipe a WPE Company, you win something (dunno what, it could be a skin ? a skill ? else ?). All WPE Company have one main base with their captain (a mini-boss ?) Each outpost you destroy/claim, the more the main base become vulnerable ? Be able to interact with company ? Buy things ?
  2. Let's forget companies for a moment and talk about settlements. I have a crazy idea and I can't wait to hear from all of you how bad and stupid it is First the Simple explanation Companies can only have 1 Island which merges Company and Settlement into one and the same thing. Players can join multiple Settlements. Second the complicated version 1. Get rid of Companies (just hear me out) 2. Implement Crew (explained below) 3. Expand on the Settlement mechanic so that Settlements become a substitute for companies Crew A crew is just a casual party of players who meet and want to play together for some time and do stuff. This group is absolutely temporary. The limit should be about 5 - 10 people. The leader of the Crew is the captain. And if the Captain owns a ship the crew can use sails and stuff. Maybe different settings for chests but ... details. Or maybe it is bound to a ship like the settlement is bound to an island. Raid Group Just a group of crews. This is also temporary just for raids like the kraken or a fight. Settlement The settlement works at least as we know it right now. You claim an island and all that stuff. That's why we need the Crew as a small substitute for the company because it would be difficult to play with other people. The Settlement owner can allow single players, or a whole crew, to become a permanent settler on the island. From here the whole thing could work as a company but it is bound to the Island itself. Players are not limited to a single settlement/island. They can become a settler on several islands. Maybe without limit. There are different ranks for Settlers and with that different things they can do. Building houses, building cannons, etc. The Settlement owner can set basic laws and of course taxes on farming and trading in player shops. (Or for docking your ship?) Alliance An alliance is formed between two settlement owners. Each settlement has the alliance rank and it applies to every settlement member of the allied Settlement. So why this change and where are companies? Companies are gone in this idea. This applies to players on islands. There are no companies on the open sea. Just temporary crews and maybe bigger raid fleets. The ocean is lawless. You are just you and your crew and your ship. If you set foot on an island. The options you have are determined by your relationship to the settlement. The thing I see here and that is the main point where I hope we can solve some issues with the game, is that right now people identify too much with an abstract name or company. If they identify with a settlement, at least in my fantasy, we could get a more open world. More cooperation (even on PvP). More trade. More piracy. I don't know. I think this sounds wonderful.
  3. First, I don't want anyone to keep the full inventory after death. That would be stupid and i know it! BUT If this should become an MMO and stories should emerge we need to connect to our character a little bit more. Why bother about cosmetics if they are gone with the next bug or shark? So here is an idea I don't know right now how long a corpse stays until it despawns but let's assume it is 5 minutes. If you die you have the option to respawn instantly (if there is a bed ready) Or you have the option to wait until your corpse is gone (5 minutes here) and to keep your inventory. But only Armor and equiped weapons and tools. Everything else is gone or is left behind in a bag. That way you can build your character and keep it. Or if you don't want to wait because you give a s**t about cosmetics you can just respawn as usual. Your corpse can still be looted by someone else and if the person takes your pistol. You won't respawn with it of course. So you could wait 5 minutes and still be naked. Maybe we could get the name of the Thieve and set a bounty on his head
  4. People are still worried about their ships so here is an idea. What we need: - 1x claimed island - 2x new structures - 1x ship The claimed island could be the island of any company with a good amount of gold in their bank (or flag?) They will build a new structure, which also solves the need for a requested feature. The Dock I imagine docks like they are done at DarksideRP they have a mod for that but thats about the cosmetic part So you have a dock structure that you can build and snap onto each other so we don't have to use wood structures. The Bollard This snaps to a dock and you can attach a ship to it. They could look fancy. You can set a gold price per hour that a ship has to pay to stay attached to this structure. As long as a ship is attached to a bollard it is invincible no matter what phase the island is in. The gold is payed from the ships resource box. And the gold doesn't vanish into nowhere. The gold goes directly into the bank of the land owner. The ship could be any ship. If it is a ship of the same company as the bollard it costs nothing. Or you can make some settings in your claim flag what enemies, allies and company members have to pay. But why? This is an easy way to make gold. Every single player wants to have its ship protected. As solo player or just a group of new players you could anchor in the harbor of another company. The ships would be invincible as long as they have gold. This would give players who build their harbor a meaningful decision about how to build it. You can protect it with automated NPC cannons but then nobody that isn't part of your alliance can anchor there. So less gold for you. Or you make it open to everyone entirely and provide a safe option for traders and player shops. This would also lead to more gold on ships because they don't have to pay only the crew. And that could lead to more piracy in open waters. If you know a famous port where many players park their ships you could patrol this area. The big advantage I see here is that if that works and players open their ports to others. You don't need a base on your own to protect your stuff. You could just play with your ship as a base. Other thoughts The question is whether the bollard and the dock it is attached to becomes invincible as well or not. Because you could destroy it. Does the effect for the ship still stay as it was? Just details
  5. Hey, I'm making this post to suggest some additions and changes to improve game play for most players. - Hitching Post (I know this was an Ark mod, but it is very helpful for breeders and is historical accurate since throughout the ages, man was always able to tie down their animals ) - Bird Stands (For crows, seagulls, parrots, etc, to be able to stand on, instead of being walking around on the floor) - Grappling Hook on the Crossbow (Its a welcome addiction to increase range and speed of launching a grappling hook, also useful for catching crates while in a moving ship) - Draw Bridge (Would be an interesting feature to add, so we can build castle like buildings) - NPC Patrols Routes (Being able to set a patrol route for our NPC Guards, would be an interesting feature) - Glass Windows/Walls (Should be able to craft with the use of crystal) - Tranquilizer arrows/bolts with the use of poisons - Weapon rack (Mostly for show or storage in ships or bases, also useful for show for customers) - Armour Stand (Same reason as before) - Dung Beetle (Remake a of an Ark creature that "everyone" wants) Not sure if any of these were said or commented about before... I saw a few posts but havent searched all of them. Anyways these are some of my ideas and ideas of people i play with. If possible, would like to hear the point of view of the devs about these ideas.. Anyways, keep up the good work, i thing the game is going in the right direction and is improving constantly.
  6. Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  7. The fact that more or less everyone simply kills themselves when vitamin levels get low has been covered in a hundred threads. So, let me begin 101... If everyone takes steps to avoid dealing with the current food mechanic, it's a safe bet that it's a mechanic no one likes. So, why is inevitable death by vitamins still a thing? It's not fun and it adds only frustration to the game. For example, earlier, I was involved in a fairly fun naval fight when I noticed the vitamin debuffs. Ok, well now I need to disengage and find someplace safe to murder myself before I fall over dead at the wheel. Fun stuff. As a design principle, no single tertiary game mechanic should kill the player if that player chooses to not utilize that tertiary mechanic. Food should provide a buff (like every other MMO) for those who take the time to harvest, grow, cook and eat quality food; it should absolutely never hinder a player who chooses to play at baseline, foregoing a food buff. I'm not sure who's pet mechanic the current death-by-vitamins is, but that individual has no business designing game systems.
  8. i hated arks loot system, people who adminned know some of the pain, and those who search for bps also know the pain. The ark system was horrendous, and our copy paste of it is even worst. There was almost no thought in the drops it feels, we need many limitations, ie shipyard bp should be 1 craft. things like scissors and saddles that are white, should let you use those bps without the skill, otherwise cut them out of the loot table already. The wild range of the bps is maddening, its green/fine it needs a set amount of points and that's it, ie fine sword bp +1-6% damage, and +1-6% durability bonus, done. and yes i said as low as 1, because we all have gotten items that were like mythical with 0 increase. there should always be an increase, even if its slight. I also have always been against mythical, i think they have a place, and that is on unofficial servers. But we need to reign in the loot system, and actually go through it, with reasonable numbers, and not the mess we have now. Some items only really have one stat, someone yes has to take the time, and simplify the loot system, and put each item in individually. The reality is sometimes the crafts are way to many, sometimes the stats are just not even worth anything. We need to get away from levels, and start going for rarity. the system was bad in ark and its dragging down Atlas like a sinking ship
  9. I am a fan of physical cargo. And I know that lately we are able to stack gunpowder in the ships ressource box. But here is the idea: Either replace current explosive barrels with the one I will describe or add them as an addition. How about a barrel structure like the water barrel. A barrel you can place and pick up with its content but not for water. Just for gunpowder. And what if this would be the only structure that stacks gunpowder? If you shoot it, it explodes. But damage depends on the amount of gunpowder inside. Or gunpowder gets a spoil timer (because it gets wet over time) And it is only save inside the barrel.
  10. It would be cool if ships of the dammed could pull up on shore and drop off soldier that could attack your base, so there was a little PvE defense in the game.
  11. The ability to designate embark destination on ship deck for pets. Function for pets to disembark ship. Ships able to anchor on underwater stone tier platforms. 'Loot all' keybinding. When looting own corpse equipment automatically requips unless broken. Unstuck console command that teleports player or tame several feet away only usable outside of combat. (1 day cool down for duration of early access) Ability to right click resources in resource chest and designate desired amount to move to inventory. Allow 30% clipping of placable building pieces for more seemless construction. (Such as on cliff side platforms.) Enclosed structures provide protection from elements or visual indicator that shows protection in effect. Option to rename ship in case of spelling errors. Option to unclaim personal ships. Ability to save paint template for ease of repainting replaced ship planks. Map table placable that shows designated course to everyone who interacts with the table after Captain designates destination. Paint that doesn't look like a thin white wash and actually paints the ship solid colors. Ability to Unseat or Reseat All Cannon Crew. Paint thinner to remove paint in a section. Allow ships to tow via deck mounted grapple (only works on unanchored ships and factors in ships total weight.) Ability to change the user indicator on the map to something that doesn't blend in with player claims. Option to allow Allied company members to use cannons and ballista. Option to allow Allied Company to use spawn or place bed/ temp spawn on ship. Allow nearby crafting stations to craft using Ship Resource Chest within range.
  12. There should be an option to change the ownership of a ship without the necessity to claim. An option where you give away your ship voluntarily. Wit that option you could sell ships to other players or tribes. Why should you do that? Well for gold or for roleplay. You could banish people from your tribe and set them out in the ocean on a raft that they can actually interact with.
  13. There are a lot of reasons why players have moved on from Atlas, but, on PvP servers, the constant demolishing of everything one has built (often when offline) is going to be in the top three. The bear cannon - one single asset has probably cost Atlas hundreds or thousands of players. "Hey, it's a PvP game! blah, blah". Yes, I know. I play for the PvP and I've blown into many a base and sunk dozens of ships - I've used it a lot, and I'm telling you that the bear cannon is a ridiculous weapon. We've done a lot of testing on both official and private servers, and a manned bear cannon will out range ANY NPC-manned defensive weapon. That means that all of those defensive positions around your base are utterly useless if you're not also there at the time of the attack. And since there's no in-game notification (other than the log) of an attack across grids, chances are that you won't be present when any particular attack occurs. So, two suggestions: 1. Cut the range of bear-mounted cannons by 50%. Not 10% or 20%... by 50%. It's a serious change, and the folks who enjoy running off your new players will certainly cry bloody murder, but it'll make base defense meaningful again. Seriously, when in all of military history has a towed weapon ever been able to out range a fixed gun emplacement? 2. Allow weapon-mounted NPCs to notify company members (across grids) when they've agro'd on a pathfinder.
  14. Ahoy Pathfinders and hopefully Devs! I am from a pretty large company in NA PVP. Really enjoying the game but slowly finding it getting a little stale. The main quest lines seem to be repetitive (powerstones) and completed relatively quickly with not much lore of which many MMO's are built on. One suggestion i have is to add quest lines with different progression for each quest giver. Many variations could be made up and are tried and tested across many other online MMO' and are enjoyed by the many that play. Quest line ONE (TRADER): Collecting quest items from one freeport, deliver to another. SCALING: Further freeport to deliver, heavier items (requires bigger boat). collecting items from other regions along the way. Quest line TWO (BEAST SLAYER): Assisting freeport questgiver in slaying a beast, returning the head in return for gold/skins/xp SCALING: Higher tier beast/monster, different biomes. Quest line THREE (HERBALIST): Collecting rare herbs/items, creating different concoctions to return to herbalist. SCALING: Killing monsters for special items (e.g deathworm horn - Yes i played Ark! ) herbs found on mountain tops (will need to climb), biomes. Quest Line FOUR (Pirate King): Defeating the enemies of the wannabe Pirate King! He just needs your help to 'persuade' the pirate lords to accept him as king! SCALING: Pirate lords - Sink or make them submit their allegiance to the king! Pirate lords ships are bigger, higher level as quests progress. I could make these things up ALL DAY, i think they'd be using most of the mechanics the game already has for these quests so in theory wouldnt be too hard to implement? I dont know i just play the games. Hopefully I hear something back on this topic. I REALLY do enjoy this game and want to see it grow its player base. Devs, if your interested and would like me to expand on my ideas then let me know. Preferably via email as I am awful on checking up on forum posts as i rarely use them. I just thought this could be a good suggestion. Thanks for your time! Teach. (NA PVP Player)
  15. I would like to see us with the ability to unclaim or transfer ownership of a ship between companies or players. This would allow people to make & sell high quality ships and also allow people to take a ship with them if/when they part from a company.
  16. This might be a controversial statement but more than 90% of players are not YouTubers/Twitch streamers but normal people with lives, who can not stay on computer 24/7. A growing animal has to be constantly fed, his temperature regulated and taken care of every 8 hours (optional). most of us, need to sleep and work. Because of how breeding works right now, it's impossible for us to take part in this feature. My suggestion is this. Implement a hibernation option for growing animals. In hibernate state animal would not require any food. Temperature would not have any negative effects on it. All timers would be frozen. Animal would not grow, imprinting care timer would not move. Animal would still be allowed to be harmed and killed with violence. There would be no special condition to turn hibernation on or off. Seriously people, we have lives. it takes 60 hours to breed a tiger/elephant. Do you really think people will take break from work and not sleep for 3 days to do this?
  17. hello can we plz get a few new ships.. maybe some at same sice as Brigantine. that looks more like a pirateship… also maybe some between gallion an brigantine.. plz i would love to build other ships… ohhh yeah could we get some more furnitures.. maybe carpets would be cool.. also if we kill an animal we could hang like a trophy on the wall.. lions an stuff :D.. i miss more on my walls look so emty when i come in to my castle..
  18. HI, just a quick suggestion among many about breeding, it's pretty simple. Baiscally, the player will breed the animals, the animal will start the breeding process as it does now. Once the calf is born, the female animal must stay within a 5ft distance of the calf, the mother will feed the calf and prevent it from dying and prevent it from dying due to temperature, if the mother dies, the calf will need to be fed manually and taking care of as we do now. Basically the mother takes care of the baby, we still should be able to do the imprint things to get the buffs and such, but the animals will not die that easily.
  19. Tornado is a little too annoying, they are spawn everytime when it is raining, i mean storm have rain, but raining does not mean it a storm. Also i notice that tornado will spawn around the player ships only. why? it will be better if tornado spawn in random location in the sea not just around sailing players, because at the moment, there is no weather forecast system, so there is no way the player knows there is a storm coming and to sail to land before the storm hit, so they will sail straight into tornado without having a chance of going back to land, Brigs and Galleon are hard to turn, so is hard to avoid tornado at all, if the ship just went for a heavy fright and HP is low, the storm will sink it. also the tornado will spawn too close to land, i was on a brig just sailing out shipyard, because the shipyard need to build in deeper water, so it will need to place in the at the side of the cliff, and that off cause it count as open sea, but that is where we will need to put the large shipyard to prevent the big ship hit the bottom when release and sink it instantly. when i try to park my brig, the storm come and spawn around me which is like only 3 second of swim to shallow water, that is way too close that the tornado should spawn next to land. Please change that tornado will spawn at random location at the sea or add some sort of weather forecast system, so player will be able to sail around it or get to land before the storm hit, also please change the tornado so that it does not spawn too close shallow water.
  20. So happy the small gates were added to the game! Thank you, for that addition! I have noticed three aesthetic issues, however, that I felt should be mentioned. I was mildly frustrated to see that The Small Wood Gate was added to all the stone building items found in Esotery of Building, instead of being added to the rest of the wood items under Secrets of Building. Is this intentional? All windows are snapping into their frames backwards. Mismatching the types of window frames and windows does not change the snap points. Lastly, the stone door also snaps in backwards to the doorframe. Based off of the engravings on the doorframe, it looks like the frame itself is backwards, but thatch and wood doors are currently snapping in properly, so I'm not sure whether it's the stone door or frame that is backwards. Thank you so much for creating this game and keep up the amazing work. I can hardly wait to see what you come up with next!
  21. Just a bunch of suggestions I've thought of while playing the game. I know you guys are still really early in development and are probably already considering a bunch of stuff, but just thought I'd toss some ideas out there to hopefully help improve the game. Personally, I think Atlas is exemplary in regards to EA status. Delays and bugs are a part of EA, but the quality of the content and the attention paid to the community members has been outstanding, in my opinion. But, if I had to be critical on one aspect, the PvE side is incredibly boring and offers very little challenge. That is honestly what most of these suggestions are based on, my own boredom while playing the game. I do realize though that right now you are basically building the foundation, and that the "meat and potatoes" of the content will come in time. SotD Fleet Event Mark a location on a map with varying colors to indicate difficulty, add a countdown timer to when that event starts. Have the SotD spawn in Waves that increase in difficulty, instantly aggro'ing onto any ship in the area. At the end of the "event", loot is split between everyone within the area. Obviously, these would be more difficult than standard fleets and should require multiple ships. This would be a great way to get people to work together in PvE, and possibly stir up a little trouble in PvP. The loot from these being large in quantity or quality would also make them worthwhile, possibly make them the only way to obtain Legendary+ quality Ship BPs. Change Treasure Maps All the enemies spawning in a very small area is not very challenging. Any Crab can instantly take out a Mastercraft or below solo, and do fine on the higher quality maps. Have them spawn randomly in a certain radius and come at the players in Waves. This could be done in a protective bubble like the Kraken, so as to keep the AotD from wandering off. Obviously, this would have to come with a change to map spawning and location selecting as well, doing a map on top of a mountain in this manner probably wouldn't work well. Just force the maps to spawn their location below a certain height, the ones on top of the mountains are pointless anyway. Again, Crab makes it pointless since they can just jump up anyway. Change Flotsam Sailing around to grapple or jump out of the boat and grab Flotsam is super tedious, especially on PvE where they are practically worthless. Make it so that Ships can simply sail over them to pick them up, the loot going to whoever is on the wheel or something. Anything other than Wood Building Part BPs from the flotsams are completely useless on PvE, so at least if you could run them over it would be a little bit of bonus gold. Player Economy The player economy might be working somewhat on PvP, but realistically there is no reason to trade when I can just get whatever I want myself. The changes to make the game less difficult for solo players really overshot, it's super easy to do anything now. But, there is a simple fix for this. You need more T2 and T3 resources made from the gather-able T1 resources. More diversity and difficulty of acquiring the T2 and T3 resources will help to promote a player economy when people would rather buy than gather on their own. Player Crafting Another way to promote the economy is with Player Crafting, which right now sucks. A simple respec into whatever you need to craft, along with all your points into Intelligence, is pretty much all you need to do to craft whatever. Giving Crafters that have put the time into their trade bonuses would help encourage people into staying in their build, such as "The first 100 Large Speed Sails you craft boosts your knowledge of Large Speed Sails, from now on any Speed Sail you craft will have an extra 1% added to their abilities", or something to that effect. Base Attack Event Something similar to Conan, where every once in awhile a hoard of whatever would attack your base. At the immediate moment, there isn't much of a reason to work together on PvE, you don't have any real fear of being attacked, and once you get tames you don't really care about the wild animals. Make it based off of Power stones, the more a Company or Person has the more often the attacks. It can even be based on the claim flag, once every X amount of hours Army of the Damned show up to "take back the Power stones". This would even add an interesting aspect to PvP, where you might have to fend off attackers and AotD if they happen to coincide. Exploration So boring, and mostly just done by bedding around to spots other Company members have left beds. There is no real point besides simply adding more points to your level, which is super tedious, in my opinion. Exploration adding to your "experience level" should be more about unlocking special things, such as crafting recipes, rather than just increasing your overall level. Ships Ships are the lifeblood of this game, more important than tames and more dynamic than bases, yet they feel incredibly lifeless. They should be more akin to Ships in Eve, having "modules" that allow for unique builds. The actual building limits are also a pain, you either build a ship that is functional and the same as everyone else's, or you build a ship for aesthetic reasons and it's useless. Also, stop forcing us into the build you want us to use. Everything about shipbuilding forces us into putting the Cannons into Gunports, if you are going to force us to build ships a certain way, don't make me waste my time putting it together. Just let me put the mats into the Shipyard and spawn the damn thing. Boss Fights Make them Arena style like Ark and change "Any key working for any Stone". It's just too easy to cheese them in the open world, and ships make it a joke to fight them. Bears with Carts, better weapons / armor, etc etc should be needed to do those fights. They will still get cheese'd, but not nearly as cheesy as right now. This would also add to the necessity of crafting high-end gear on PvE, where it really isn't necessary for anything other than Intel boosting. Mythos Nodes in Trenches Right now the primary method of farming Mythos is just hunting the Bosses, but because people also do those for Keys, they are often over farmed. An alternative method of obtaining mythos would promote the use of the mythical BPs. An easy way to add that is Mythos Nodes in the Trenches, difficult to obtain and mid-late game. The subs also have a low carry weight, so that kinda serves as a barrier against people just farming the crap out of it and obtaining a bunch. Maybe increase the weight of a stack just a bit.
  22. Upping the points per discovery has helped a ton. My thoughts over morning coffee. Dump the idea of forcing discoveries for leveling just make it xp based. People are going to do treasure maps regardless which will force exploration on its own. Also you need several different resources for bps-which will make for exploration. Proposed idea- Questline much like veteran explorer. Have increments. So many discoveries you can unlock lets say a new ship. Ex-Viking Longboat-faster speed for traveling the map after so many discoveries. Little larger then a schooner but smaller then a brig. Steampunk like ship for the more fantasy based players. Lets say this can carry more weight, some defences but ultimately a harvesting ship. Kinda like a smaller galleon. I'm sure you get the gist of where im going with this. I know you have skins coming out. Would love to see some sails skins to give the ships different looks. The questlines that do give discovery points ie-whales/powerstones. Use those to unlock extra levels. Lets say xp cap at 90- The whales/powerstones used to unlock 91 etc.
  23. The idea I've had is for the crew dude that sells the respec food or the dude that sells the magic tokens to sell a temporary magic potion that when used on a tier 1 creature like a monkey/chicken/rabbit/(maybe)parrot to make it the size of like an ostrich or larger and you can ride it, making the generic saddle now not useless. You could have it setup where the monkey could climb surfaces so that its advantageous to have one when resource gathering for climbing to where those hard to get ores are, the chicken could give a battle buff (done for pure irony), Rabbit could be a very fast mount (no combat ability though), Parrot could give a temporary way to fly and could be used for scouting out islands for resources and enemy bases (also no combat ability and limited weight?). Of course the potion would only last a short time (I guess 3 hours?) but could be sold for a more reasonable amount than the dragon token. I know the idea is silly but that's why I think its post worthy. I think it would be hilarious to see a giant chicken being rode into battle tossing out damage buffs.
  24. As the title states, A monkey powered door synergizes well with the ATLAS universe and would add another level of QOL thats easy to implement and has no balance (not yet!) issues and will definitely increase the appeal of the game visually and intuitively.
  25. So at this moment. The bank is kind of weak for company’s with only one island. Also is the upkeep for crew a good thing in general. Having to go from resource box to resource box is not so great. the bank could very easy fixthis whole issue to pay the crew you have for the island it is placed on. the same could be done with food if you would add a new building for that. Maybe make the buildings have a small upkeep to balance things out. having to learn certain engrams to be able to use better gear, is okay but having all those engrams in different skilltrees is a bit too much. i would make it in the survival tree or a new one in general. kinda would be like this: 4 points for tools till masterwork/legendary tree split into 2 options 1: 4 points for armor till masterwork/legendary 2: 4 points for melee weapons till masterwork/legendary 1:4 points for armor till mythical. 2: 8 points for guns till masterwork/legendary. back to one skill in the end all of the above have to be unlocked to get this one. 10points for all items till mythical
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