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About Me

Found 152 results

  1. 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.
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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.
  7. After placing a elevator part I miss the 30sec pickung after placing time. Please change!
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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,
  14. 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.
  15. There are a TON of game breaking issues right now, but I am hoping they are there specifically for data gathering. Something that is needed though is... Pirates need something to pirate.... otherwise you need to rethink the concept here...
  16. I have a suggestion add skill to piracy that allows players to bury chests with gold in them. You migth ask what will that change? 1) People hate that they can be raided offline and lose everything this way you can stock up on gold at least 2) If players have means of saving up a lot of gold it will be used a lot in trading 3) Especially small groups will be incentiviazed to trade their resources before logging off 4) A lot of interesting interactions between playera. Just image you have lets say 5k gold hidden on island and you get offline raided. You will try to come back and get it. Also taking hostages for informantion where treasure is hidden becomes an option. Lets face it nobody want to stay in others company in jail because he doesnt tell about the treasure. 5) When gold becomes main trading currency, and people will hide it no more you will see raids for resources because gold more valuable and probably not in base. You still have sieges but only for taking land. 6) You can scatter your savings accross the world, and this is such a pirate thing to do. 7) Imagine peoples faces stumbling across a treasure they didnt expect to find? Priceless Stealthy attacks on bases become an option if you have info 9) Currency in mmo is crucial and currency has to be covient. Which means everyone has access to it and you can save it up Sowhat you guys think about? Should mention there probably should be a limit of treasure chests per player or crafting this chest should expensive to discourage pointless spamming of chests.
  17. This has been a problem in Ark for a long time, please please please please don't bring your gamebreaking bugs with you into a new game, it hurts so damn much To clarify, if you leave your tame on passive you're telling it to stand still no matter what and if something attacks it directly: stand still until it dies. HOW do you even teach a TIGER or BULL to follow such a command? It makes NO sense. If you however tells it to be Neutral it will attack anything that attacks any of your tames until the attacker is dead, and go on a cruisade to do so, even across the map. More often that not just running into more dangerous shit in a neverending war of self defense. How about a natural mode somewhere *between* Gandhi and Djenghis Khan. Please. The easiest way to do this would be change the classic passive to the classsic turret. it would keep them in their place, but attacking hostiles within range. even for a tame that has melee attacks only, it would keep us from loosing a tiger, three bulls, some cows, some chickens, and a sheep to a single scorpion overnight within a full circle of large wooden walls. Some of them would survive and most likely kill the scorpion. Just a totally random example of course
  18. A single person can man a sloop, a single person can farm for a sloop in an hour. A schooner takes at a minimum 3 very skilled people, but more than likely 5 people to man. A schooner is farmable with 5 people in about 2 hours. this 2x rate bs is so dumb... a single person doensnt need to be able to farm a schooner for themselves in 30 minutes.... 2.5x was aids....
  19. Pls add to the elevator the 2 menu Options "Lift to the Top " and " lower to Bottom " , its annoying as Fuck to stand ther and Pull the lift for any elevator track part ... I guess its easy to realize and helps a lot for players whit a Cliff Base
  20. Hi Team, We definitely need some sort of Report Player System in-game. The amount of general toxicity, racism, and homophobic slurs for both in-game chat and voice is unacceptable. These players should have their accounts permanently banned from your game and reported to Steam as well. Furthermore, adding player names when he/she leaves a message on a claim flag needs to be implemented to hold those players accountable for their words. Thanks, Moose
  21. Got few ideas, not all of them will be exacly about on sea life but most of them. Will start with ships, right now the patch says that after monday ships gonna be up to 50% cheaper and also we got that 2x resource bonus (which was not necessary outside of fiber realy as everything needs insane amounts of fiber). What want to suggest is reverse to making ships cheaper, make them much more expensive but make them last longer than 1-2 salvos. Right now all ships are just glass cannons, like 1 minute and one side is over. Medium planks right now have 2x less health than a frickin raft. Wish the ships actualy had a meaning other than suicide spamming them, don't want to build 5 schooners that die in 1 minute, want to build a schooner that survived even up to 10 minutes of bombardment, that's not like ships were sinking from few cannon balls irl, unless they hit the near bottom part of the ship. Basicaly what asking for is make planks have like 5x more health than now if not better. The battle that is won by steamroll in 1 minute is not fun, a battle that exhausted both sides and both struggled evenly matched that included many activities on the ship as reloading, transporting ammo, healing crew, extinguishing fires, boarding, constantly operating sails and the wheel and checking the captains skill of navigation, that would be much more interesting. What's next that want to suggest to the above, different kinds of planks, a light wood plank that would make the ship lighter and faster but at the cost of plank health and negative armor (they would take more damage per hit), the other type of planks would be armored ones, very heavy, more health than normal planks and most importantly would have a positive armor (they would take less damage per hit), such ship with heavy planks also would move very slowly so for the price of being tanky, it would have o take any engagment thrown at it as a tradeoff and could be swarmed by tiny fast ships. Ships could be customized also to have multiple different planks, if someone plans to only fight from one side, they could have those armored planks on that side and normal/light ones on ever other side. The other thing that would like to suggest that is now about on sea living is construction of platform, something like a mega raft, the platforms would have infinite weight capacity but they would not be able to build infinitely, a set cap size so no floating towers or islands. The construction would start in the middle of the sea. They by themselves would claim area arround themselves, however the claim would be barely going outside of the platform to prevent overlapping. The platforms would have alot of helth and maybe possibly even allow different kinds of platforms like with ship suggestion above? The platforms would not be able to build stone, that's too heavy to just make a town out of stone floating on the sea, walls and platforms could either be normal wooden, reinforced with iron or something. The platforms could maybe, just maybe be allowed to have sails?, so such mega rafts could after few real life days travel to another grid with good winds, imagine even having such thing crawling slowly on the horrizon as it gets nearer and nearer to the shore to bombard! There would be no "front" of the platform, the sails would push the platform in the direction they are rotated and the platform won't propably leave the shore for many many days, maybe weeks, considering shallow water slows ships down significantly. The platform would be allowed to build a special kind of small shipyard that allows building sloops insteed of rafts. Addition of this would enhance life on the sea, would create a new "land" to claim for newcomers, would add a new type of playstyle for players. The only problem that can see with this outside of struggles with surviving against whales/SoDs is technical problems as crossing the grids, how would it work?, would server be able to handle a fully developed platform pasing by without crashing? Now something that is not about ships, venom arrows could be nice, killing poisonous creatures and coering arrows with the poison, crafting of them would be somewhere deeper in the archery tree, they would deal extra DoT damage, maybe some other debuffs as slowing target for the duration?, and also add the stun meter or torpor, whatever that is called like when snakes bite. Please add tiny islands all arround with territory for up to like 3 flags max, they could work as an outposts or a territory for small companies or merchants, they would also add to the endless sea between those big clumps of rock and dirt. Please make that traveling is more beneficial, right now islands almost have all resources on them and traveling only for like 1-2 different resources. Before the came went live, imagined self as a merchant of some rare resource aviaible on our island but right now, everyone can do just whatever on their main island without interacting with anyone else in trade. EDIT: Also would like to suggest to devs a possible solution to ppl griefing by putting to much weight on ships or hoping on with too many ppl and sinking them, that's especialy for the PVE part as there is literaly no prevention to that as of right now. Remove the crew limit, make ppl actualy have weight, 60-70 kg per person maybe. And then make so weight doesn't sink ships anymore but just makes them stop in place. With this no one will ever be able to sink ships anymore, especialy that the sinking with metal tools was already patched.
  22. Hi Atlas Dev. I have some suggestion for claiming system. 1. Spamming flag everywhere Trouble: for new comer will have hard time to claim territory because all island fully claimed. suggestion: Once a company created. Owner will receive 1 or 2 claim flag. If you want more claim flag. you need to go freeport to buy another claim flag with gold. 2. Flag protection Trouble: Some people lost they claim when they gone offline. Suggestion: Player need use gold to buy protection via flag for couple hours to prevent they territory got claim. 3. Inactive territory Trouble: (PVE Server) I found an inactive territory but sadly i cannot take over they territory because there is 1 sleeping player that has 4hp n never die. Suggestion: i - if player inactive for long time like 1 week real time. New player can kill the inactive player. ii - Sleeping player can die cause of thirst / hungry iii - (addition from no.2 suggestion) Other player can stole territory when flag protection is expired. can only be contested when territory owner online in the area. Sleeping player cannot contest the claim.
  23. Region Block and Asian servers..... literally stopped playing last night for the first time since launch because I was chasing rubber-banding chinese around while one was invisible sniping everybody somehow.... server also was running fine until we starting killing them.....
  24. Maybe add skills like woodcutting / mining / sailing. You gain exp while doing this task and become slightly better at it. just saw that there is a suggestion section now, can't delete post though. My bad.
  25. Companies on PVE should, if both agree, fighting each others PVE will be a great place to learn how to play without cancer people, but the fun in. As i read it, it was the case in Ark, so let's debate !
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