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Found 41 results

  1. Some suggestions on things that could be add during Early Access besides balancing and bug fixing. Ships: Brig: The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it. Frigats: A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side. Ship of the Line: A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common. Huge Sails: The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship. Ship details: besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships. Also when placing walls inside a ship hull they should fill the gap to the hull. Ship sinking: Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them. For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times. If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed) World: Island diversity (and adding more Islands of course): Free Islands – Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc. Exploration Islands – Islands you cant build on for exploring and the real pirate feeling. Claimable Islands - Normal Islands to fight for. Map rearrangement or special server: All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First row are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands. NPC Factions: Having some factions to liven up the world. (All using real ships/versions of the playerships) Civilian – NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island. Navy – Having forts and military ports. Guarding the sea from pirates and ships of the damned. Pirates – NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods. Damnation – ships of the damned turned into real ships and only appearing during night time Faction Areas and settlements: factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in vertain areas while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence. Law System: If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one. Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can espace relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way. Also include special starter islands/ pirate nests for players with a high bounty on their head. Trading, crafting and resources: crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood. containers have a maximum weight limit so you actually cant throw everything into one container. containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts. renting and trading – allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest trader counter – a counter where you can place items and set a price on them to buy or sell npc settlements – liven up trade buy having npc cities with traders that buy and sell Weapons: Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature. Job armor and clothes: Every job should have appropriate clothing, light and warm version. For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor. Outfits give bonuses to the corresponding profession and liven up the world.
  2. Ok so I was reading around on the forums and there are 2 main issues here. offline raiding and the gun nerf in v10 I havn’t played v10 yet as I’m out of town. However I have what I think is a reasonable solution to “offline raiding”. Due to the nature of ATLAS, everything is forever on the server and since it’s just the a game people cant always be on the server, but NPCs can!! So here’s my suggestion. You can get NPCs to man your cannons and your sails. Then why cant you get NPCs to protect your base at night ? It’s just a thought and it will need a lot of work because you need to make an AI that recognizes attackers from just passers. Or maybe AI that fires only if fired upon. Imagine this. You have built a shore base with some cannons placed strategically all around. You have your artillary and your musketeers on set patrol lines. Your ships are in dock and anchored . You can have a setting on your NPCs to be on “protect “ basically only firing if fired upon any of the company’s properies, Like walls, gates, ships, etc it will be like having your own little army. Of course they will never be as smart as real players but it will still be some sort of resistance to the attackers making them think twice before attacking an offline base But then again you might have the idea that this is great if you can have 2 dozens of these AI soldiers with their aimbots and their plate. Your base is fine even if you’re ONLINE. I guess there is a solutions for this. You make it so that these guards, if you will, are weaker when there is a player of a friendly company around them. And strongner when there is none. ie ALL are offline. Now with the gun nerf. Simple solution....FIX GUNS!!! srsly tho, guns are naturally OP. I think if you wanna balance guns then make them harder to get. I have a suggestion since plate armour is basically useless against real guns. Just look it up on youtube. Musket vs breastplate. The .50 cal projectile fired from an early pistol or musket just has TOO MUCH ENERGY and will thus penetrate every and anything. Especially late medieval plate like the one depicted in the game. That’s why people got rid of armour when guns were invented bec it became useless. I understand this is a fantasy game but some sort of common sense should apply. Nerf guns by making them harder to obtain. Not by lowering their damage. Maybe have a system where these muskets or pistols are not very effective at long range as they really were. Because ball projectiles are not very aerodynamical are they? so yeah tell me what do you think guys.
  3. I would really love to see more ship types, eg. Fishing trawler (with nets of course), Man-o-War, Frigates, etc. Have some ship classes be stronger against certain types to give fleets a meaning.
  4. Been living in the Polar regions (15 sections) for about 2 weeks now and although it was pretty much an insane nightmare at first, it's really warmed up to be a place I'm proud to call home along with my company/alliance. Couple things I couldn't help but notice about it that I really wanted to comment on, one of which was a pretty important one that I tested out tonight. First thing to know about the polar/artic regions if you don't already know is that there's only 4 main types of animals you'll come across aside from birds and creatures of the sea. Those are - Yetis, Bears, Penguins, and of course the Wolves. My suggestions mainly consist of taming/breeding related stuff. First thing is that you can't breed wolves right now. They're pretty easy to tame if you build a custom taming pen or even if you stand on a rock/using a climbing pick to climb onto a rock formation. But there's no option to breed them. Not sure if this was intended because out of the wolves/bears/yeti's they're probably the easiest to tame despite being crazy to deal with. I have about 8 of them now but haven't tamed anymore because I'd love to just start breeding them. Would like to suggest that gets added. Second - Can't tame yeti's right now. Tested this out with a friend when we managed to trap a yeti in a pen and it was looking at him. Was standing behind the yeti for about 2 minutes and the option to feed it/notification that it's not ready to feed never popped up. This one makes sense considering how powerful and beefy yeti's are (starting out with over 2000 health) but this would be a nice feature to have if it is supposed to be there (along with the breeding). Third - Penguins. If we're supposed to get prime fish meat to feed penguins that leaves us with trying to kill sharks and probably dolphins/angler fish. It would be nice if we could get prime fish meat, even a little from regular fish or at the very least manta rays. Penguins really help with generating body heat so they would be great for survival in these super cold regions. Hopefully these are breed-able currently. Fourth and Last - Bears can't seem to breed in these regions or have an extreme requirement to start breeding right now. We have people in our alliance that have been breeding bears for a bit now in the tundra zones (14 section) but I feel that it would also make sense if under the right circumstances in the 15 zones you could breed them too. I get that they might not want to if it's too cold but I was trying everything to get an incubation/breeding center setup and nothing worked. This was the third setup I tried - https://imgur.com/a/bGZ6mZ2 but still no luck. Was attempting to get penguins to try and generate extra heat for them but I doubt that would've worked. My last suggestion is if it's actually enabled and they just need to be warm enough, maybe the bear breeding requirement heat wise could be lowered to something reasonable? Like a full enclosed space with or w/o one campfire or about 0 degrees requirement. And if it's not currently enabled for polar/artic zones then it would be great if it could be. These mammals are all we really have access to right now down here without having to go back and fourth from tundra to do it. Would give even more incentive to live down here for sure.
  5. So first off just a quick message to the Devs. Thank you so much. I have been playing ark since it was at this stage in its development and thoroughly enjoyed the ride and I'm looking forward to the ups and downs that atlas has in store. I've always wanted a water world styled ark map and this is it, with its own unique spin and flavor. So onto the Feedback/ suggestions. Claims:A topic of much controversy the claiming system has been bashed by just about every single player at least once so far, but why? Well besides the well-known issues with contesting i think the big issue is wasted space. if we have four companys make a claim each, in a square, without overlapping, we have a space in the middle that nobody owns and that nobody can now claim. look at any island and you will find at least one spot where a claim could almost just about fit. to fix this have the claims act more like a bubble. where the lines cant overlap but instead just smush into each other and try to fill the available space. alternately laydown a smaller square grid over each map, and have a claim take its respective square on the grid. this second method would reflect how actual claims work today. i think the second issue is how claims are actually contested. i was attempting to claim some uncontested land on pve na, and i spend a solid hour trying to find out why every time i dropped my flag it would say contested. moving back and forth up and down this way and that way trying to make sure my lines weren't overlapping anyone's claims. i finally found the issue, some lvl 4 pc had logged out in a bush inside the area i wanted to claim. this likely never coming back player sleeping in uncontested land that i could have claimed was stopping me from claiming. To fix this. making it so that a player has to also put down a flag or at least have their flag out to contest the claiming of unclaimed land would help, also making it that only people in the company that owns a claim or their allies can prevent the stealing of a claim as opposed to any rando would go a long way as well. Lastly on the topic of claims. allies can steal your claim and even if you are online and standing right under the flag you cant contest it. this needs to be removed to prevent blue raids. Trade. there should be some kind of trade goods. things like silks, spices, and relics. things that we can sell for additional gold. taking these items to the trade ports or to a merchant's vessel would be a great reason to actually have to leave the house. Free market. Having the Free Ports have some kind of auction house where we can sell our goods for a set price would go a long way. These are just a few things that i have thought about. if i think of anything else i will be sure to ether update this post or make a new one.
  6. (Sorry for my english i try my best) In Atlas there are a lot of fantastic and great Creatures. But in my opinion there are some creatures missing and iw ould like to see some new creatures. So i suggest some that i would like to have thhem in the game. -Chameleon: A small colorchanging shoulder pet. -Rats -Bison -Hippo -Gorilla -Hedgehogs -Otter -Seal -Walrus -Squirrel -Frog and Toad -Sloth -Mosquito -Wasp -Leech -Kangaroo -Gavial -Butterfly and Moth -Camel -Snail and Slug -Pelican -Sea turtle -Swamp Turtle (like a snapping turtle) -Eagle -Owl -Killer Whale -Bufalo -Beaver -Manatee -Cheetah -Cockroach -Hyena -Giant Salamandar -Armadillo -Pangolin -Crab -Lobster -Worm -Duck -Flamingo -Geese -Stork -Salmon -Small Lizard -Waran -Deer -Moose -Dragon-fly -Chimp -Orangutan -Piranha -Arapaima -Badger -Coon -Normal Kraken -Koala -Panda -Grashopper -Mantis -Thorny Lizard -Sea Snake -Lionfish -Stonefish -Barracuda -Carp -Pike -Mole -Glowbug -Fly -Dung beetle -Lamprey -Goat -Peacock -Mouse -Colorful Birds -Coral reef fishes -Whale Shark -Saw shark -Frilled shark -Ground living shark "Sandshark" -Flounder -Lynx -Toucan -Budgerigar or Canary -Porcupine -Hamster -Mader -Fox -Sea elephant -Narwhale -A Whale like beluga whale -Meerkat -Llama -Flying squirrel -Tapir -Lemur -Marmot -Sunfish -Tarantula -Cassowary -Iquana -Shrimp -Sea horse -Gazelle -Ant-eater -Ocelot -Kiwi -Goblin shark -Pelican eel -Glowing deepsea fish Thatwas a lot if you have any suggestion write it in the comments. So this is only a suggestion and not all of them have to be included or something. Maybe no one of these will be including. But before you try to add some new stuff pls fix that game.
  7. I already post it on steam forum but I don't thinks it's gonna be seen there. then I found the link to official suggestion forum so I'm gonna put it here as well. I'll post the link to my post on steam and copy-phase all my text into this post too https://steamcommunity.com/app/834910/discussions/0/1742230617607704055/ Below here is what I wrote on steam forum (sorry about the swear words)
  8. So i thought maybe a player could purchase a permit from an Npc at a freeport which allows for a player to have a building on a freeport but only for a certain amount of time and then the permit as to be renewed or the building is destroyed. This would allow for players to build markets and allow them to sell items/ resources for gold. Also the introduction to a proficiency system as where a player can craft better quality items the more they craft that certain items which could be beneficial as people would want to purchase their weapons/ Armour rather than craft there own and also gives players a place to go buy the items. It also allows for a new play style a craftier/ profession of life player. It also gives the use for trade/cargo runs to stock up the freeport shops and also allows pirates to raid them for resources. This is just a quick thought which could gave the game a better community feel and also gives another reason for people to come back to free ports. Also give me your thoughts and opinions on how you thinking this could be improved or how player markets should work!
  9. It would be nice to see more quests which reward you with Gold/ unique Weapons, XP, Etc. These quests could be used for new players to learn the game and get to level 8 at the free ports and be full equipped to sail off in the seas But also, provide content for the players later on and give players something to do after they built a ship and have a base. Example quest: A quest given by an Npc at one of the L12 free-port "Go to Golcola Enclave and retrieve the ancient amulet hidden deep inside the island." The player would have to search for the island, then they have to explore the island to find the chest which contains the amulet and fight off some enemies like skeletons then bring the amulet back to the npc. Then it might reward the player with X amount of XP depending on the level of the quest. Also might reward with the player with gold, with a unique weapon or Amour piece maybe, even a treasure chest. From this there might be a follow on quest where the Npc then gives a quest for the player to take it to another island maybe which contains one of the power stones and thus allowing the player to maybe access a dungeon that is opened by said amulet to retrieve one of the powerstone. This would just make the game have slight more depth to it. Tell me your thoughts below on how maybe this can be improved or your thoughts on quests. ^^^This is simple but maybe if more thought it could give the game much more depth and enjoyability
  10. More ship styles two more types of single sailor style ships, not just a raft a speeder type ships low health low weight available but high speed with a rudder for travel between islands that dont have fast travel a "defense" type ships again solo ship has high weight limit but limited deck size to hinder stacking of items, allow for a cannon on swivel and ammo storage and storage chest many many more sloop and schooner level ships, following same as previous a travel/speeder ship and a defense ship. at schooner level add a barge cargo/trade style ship high durability high weight, sail-able by three players brig and galleon level needs to be from 10x to 30x harder to build. the galleon should be 100 to 300x harder to build, not just a resource count but maybe have to use items from Golden age or kraken or other boss type fights. again have multiple ship styles at these levels.\ Claims Claims need to have a timeout/maintenance mechanic if want to keep it storyline viable make it a sacrifice to the "GODS" for example 500 of each meat type (red meat, fish) needs to be placed at each flag every 5 days. but not a continuous deposit, instead every 5 days you have 24 hrs to place enough meat. once that threshold is met the 5 day claimed counter resets. This is outside the normal contested mechanic, but cleans up abandoned claims and adds a resource sink the "anyone" even those not in the defending claims alliance or company can reset a claim flag timer is not fun and makes no sense. dropping a claim in water making it 2x the size is such a cheese mechanic just keep them same size as land based claims. do not allow for contesting claims to over lap add blue color for allied claims add flashing claim circle or other visual UX indicators on the map for claims being challenged. can even tie this to a skill mechanic Resources very very very inconsistent. M9 for example is the best freeport to start, it has all mats easily accessible except salt make a decision either make resources biome locked or have a type of each resource class on each sector. sure tundra should be harder and not have fiber on land, but the seaweed spawns are super inconsistent, and the lack of sap and inconsistency of sap on the map in general makes little sense. more clearly label resources in flavor text. what is medical plants? what are herbs for cooking? this is not intuitive NPC add more to liven up the game, adding npc trade ships back is a start, but there should also be regular npc pirates not just ship of damned and ghost ships. like random traveling NPCs on rafts, sloops and schooners would add to the life of the game and give content to smaller ops and solo players. have NPCs be mission spawners, that create mini events randomly on the map, open ocean and lawless areas. MAP keep lawless areas these are good "med sec" land areas and the middel ground rule set is nice, it allows those who do not want to join mega corps the ability to play the game make map 3x to 5x bigger the game is not big enough, we are too compacted and the level of conflict is higher that should be this makes the resource/trade game very limited as the biome sphere for certain specialized items is so sporadic or limited to 2 islands. COMPANIES/ALLIANCE need better role/access choices need to be able to see allied lands dynamic map needs to show top level alliance not top guild need a mecanic that makes super corps and super alliances detrimental, allow them but make the upkeep harder (see claim mechanic, ships balance). That's what i have for now to try and make this more of a mmorpg and not a darkfall game. the game its self is fun. the daily or twice a day updates are great. you all have set yourselves a super high bar to keep at, if this is the level of commitment given during holiday, what will rest of year look like. Final questions, Devs, will there be wipes? should we expect them quaterly, yearly, only when offical launch happens? only when very major changes to game happen? Is there going to be a test server to have guided testing sprints to help development? what is your aim? mmorpg? ARK online? there is many POIs in game but they are empty.. what is road map plan? Thanks
  11. This thread is going to be about suggestions and might hopefully inspire the devs to attempt make it a better game for everyone involved, as this is an early access title, I will not be discussing any problems that might be related to connectivety or lag, as this will most likely be buffed out in the future. But instead I am going to be focusing on the experience of a solo / small group player, and how that experience might be turned into something more positive. Typhoons The idea behind having weather on the sea is a nice one, it adds excitement for a rather dull experience otherwise, however what is the purpose of having typhoons quite literally spawn ontop of us? It might be fun the first time, the rush to try to avoid them, but after having gone through 2 of them it is completely just a chore and is not fun or scary. The main issue here I think boils down to the fact that you can quite clearly see that they are just spawning around you, no point during trying to sail did I look on the horizon and feel “Oh that's a typhoon, I need to avoid that” but it turned into a moment of “Oh ffs not this s--- again”. It doesn't make for exciting gameplay when it lasts for 5m+ and just causes you annoyance, I get that you might want to show off your fancy new weather system, but don't have them spawn on the players and FOLLOW them around, it would much more enjoyable if they were a static spawn and you could use them to try to evade whoever was following you, rather than being unlucky and have it spawn on you and follow you for a bit. The map Putting aside the land claiming, which I see no problems with per se, we have ended up with a system where you are actively punished as a solo / small group player by limiting the resources that spawn close to the poles, it is not reasonable to expect them to be as plentyfull as the regions close to the equator and I don't think anyone expects that, HOWEVER there is little to no point in even trying to live there at the moment. This in return basically removes the ability to live on half the map and forces people to fight over the few islands that have resources, and yes pirate game and all, fighting is a part of it and that makes sense for higher up resources (Think volcano and metal on ARK). But as the case here is that this isn't even a question about whether or not we need some kind of rare metal to move up from mid to lategame, this is a question about whether or not we can even survive. From a personal perspective, I understand that the cold regions are less friendly and should be treated as such, but needing coral or sap to be able to build fur gear is just taking the piss, so to be able to get the gear to survive, I am expected to spend about 6+ hours (Measured time to get from my isle to an island with fiber) to gather materials? As stated above, I spent 6 hours trying to find fiber to be able to just build the basic of tools for myself so that I could continue living, but even with that I ended up being unable to do so. So I respawned in the freeport, just so I could buy another raft and farm up materials and then spent another 4 hours on the sea to get to my home. So what can be done to fix this? For starters adding a source of fiber on the artic islands is needed, now take cotton as an example you get very little from them, but it is still a source, gathering fiber from items such as the trees for example would also work, as long as we have some kind of source for it, as personaly I don't see traveling for 4 and then another 2 to farm some, is an acceptable solution for this problem. The issue with fiber is not even the biggest problem, looking at furgear, something that is needed to be able to survive in the polar regions, it needs one of two things to be crafter A) Coral or B) Sap, neither of which we are able to get from our island or any within a 5 hour travel time, we are unable to even survive for an entire day because of the cold. That just needs to go, make furgear something one can build and gather on the artic islands on their own, there should not be any need to travel for that amount of time for something as simple as fur armour when there is an abundance of wolfs around. Making people able to survive on 50% of the map would mean that people could spread out and do different things, rather than all being forced down to a place where everyone else is, as a small group player I prefer to live in a place where it might be harder to live but give us the ability to specialize on a particular field whatever that might be. This isn't about making the entire world easy to live on, I don't think that anybody would want that, I don't even care if it takes me 5 times as long to get anywhere as it would had I lived on a tropical isle, that's not really the point I am trying to make here I am simply asking for the ability to survive. The overall singleplayer / small group experience. Now let's get on the main course so to speak, while I understand that people would be safer in groups of people, that only makes sense and it's a game about piracy where you would want groups of people fighting it out, and I already seen some “war” movie from two groups of people doing just that. However not everyone wants that, some of us just want to carve a nice place of our own in the world and travel around and occasionally need to fight for our stuff, and yes there is a PVE client available, but that might not fit everyone since just because you are a small gang, doesn't mean that you don't want to pvp. But with everyone being forced down towards the middle, it is hard to see how this would even be possible, how is one expected to get any kind of base or even a ship going if everyone is forced to the few islands where people are plentyful and join the same company just to avoid getting raided or murdered? This just means that the few people that want to stay out of the big group battles are put to the side. I have played many a games before this one, quite a few actually, take for example EVE which is rather obviously an inspiration with it's mega server. In EVE I was a miner, I spent my time gathering minerals on my own for the benefit of my wallet, I lived in a system where I was mostly on my own, I dealt with problems that might arise on my own or through diplomacy it wasn't exactly the most exciting life, but it was what I enjoyed out of the game not once did I feel the need to join a big corp or alliance to simply survive. But I digress, the main issue is the survivability for the small group, being able to survive on more than 50% of the map would mean that one could carve a place out and call it home, rather than every single day needing to login to discover that someone has raided your land. This does not make for interesting gameplay. You guys hosted the ARK servers, you should be more than aware of what happens on the official servers.. IF you weren't part of the BIG groups, you couldn't play because you simply got raided by the big group, which is why I gave up on the official servers rather quickly, as I am sure many people did. There are simply suggestions from a player who want this game to survive, it has the ability to become so much better and I hope it does, please don't let this die.
  12. So to start, I’ve played Ark for a long long time and I am a big fan of this developer. But right now the PVE Claim system just like the rest of Atlas is broken, and that is a serious problem for anyone who is trying this game out, as Land Claim and the system is at the heart of how you get started in this game. The first problem Is that players and Companies have an unlimited supply of claim flags, which is beyond understanding. There should be a cap on the number of claim flags a player can place without having a previous land claim becoming unclaimed and open if they want to place it. There are a couple of ways you can cap this, either by limiting the amount of flags a player can place per grid coordinate, or by a total cap for the world. Right now you have solo players capping islands totally for themselves. The biggest issue, however, is the claim flag system and the supposed “72 hour timer”. I say supposed because it does not work or is so unreliable that you are better off assuming that it doesn’t work at all. This means if you want to keep the progress you have made, you will have to stay online 24/7 as you must be the one to refresh your claim flag, a company member’s presence won’t refresh your claim flag…we’ve tested it…. has to be the flag owner. Here is an example. We had flags placed since the 72-hour window came into effect. Owners visit all their flags when they log in for the day and before we log out for the night we revisit all the flags. However, when I woke up this morning, I found that 2 of my flags that I had placed and visited last night before I logged off (approx. 8 hours before) the land had been stolen. How is that possible, given that the 2 flags I’m talking about here were placed after the 72-hour window came into effect. That’s how we got them in the first place. As a result, we have lost an amazing amount of progress because we had a lot of assets in that area that are now gone. Land Claim and the decay system are at the core of the game. It’s a pillar of the progression system that sets you up to be able to explore the world, test the systems, see the environment, etc. When this system is fundamentally broken / not working, then really they might as well just wipe the servers every night, because that’s the risk you run when you log out for the day now, you run the risk that your stuff can be stolen in 30 mins, even though the “72 hour system” is supposed to be in effect. The rest of atlas has a lot of issues and while it’s early access, if the development team can’t fundamentally and properly put in place the system which makes up one of the core pillars of the game, then the game should be taken back down, and they should ensure that this get’s fixed before they have had players waste time and effort playing their game. This isn’t an example of a bug where a ghost ship couldn’t be damaged, or they weren’t spawning, this is a massive issue where your progress in the game is wiped out and can be wiped out in 30 minutes, because they can’t implement a claim system properly. I’ve been a huge supporter of this developer since Ark. Bought ark when it first came out, and while there were bugs with that on launch, there was nothing about the core of the game that was at issue. In Atlas, the biggest challenge I’ve had is rolling the dice every morning and logging in to see if we still have our progress from the day before or have the players managed to steal and grief on a PVE server. It’s amazing that the Dev’s are so quiet on this issue, you can hear a pin drop. They won’t respond because they know the system is busted, they have 0 idea how to fix it, so they would rather ignore it. For a moment I thought they were owned by Activision Blizzard, as they do the same thing. Claim system should be as follows: Players get 2-3 Claim flags per zone or total overall. Companies get a max claim flag per zone overall or a tiered system depending on how many persons in the company, but even then so many flags per zone. Because the point of the game is exploring so you want to build outposts, and need some flags to do that. Land Claim area should not allow another flag to be placed down if the circumference of the land claim would intersect or overlap with an existing land claim of another tribe. This might mean there would be “unclaimed” gaps between land claims but so be it. That would be “tax free” areas in a sense. Upkeep of land claims should require resources which can be paid to the claim and the resources required would increase based on the required upkeep depending on how many flags you have placed. Any company member should be allowed to pay this upkeep. Reason for this, if you go on vacation for 2 weeks, you don’t want to come back and see all your stuff gone. Unless Atlas is saying they want people sharing their account info with others in order for friends to keep their claim flags refreshed. Claim flags should not be allowed to be placed in floating barrels in the water beyond a certain range from shore. While deep water is required for the construction of some vessels, having land claim flags out in the middle of the ocean is silly at best. Need to re-adjust this. Allow Alliance members to build on land claims that can be designated as Alliance build friendly, and allow the option if you are in multiple alliances to set which alliance you want to allow to build in there. This would promote making land available to newer players who may come in once a lot of land is taken, and players could “tax” those new players for living on their land. Companies could create “new player” alliances that allow members to build on claims they authorize. Without some immediate and serious corrections to both the Land Claim decay rate issue and Land Claims overall, the amount of negative press because of core issues like this in this game will override any hopes of positive PR they hope to get going forward. I really hope they turn it around, but evidence has shown they aren’t really interested in getting to the heart of this issue….
  13. In-game Bugs, Problems and Suggestions…. WARNING: - This list is long. Server 7.8 and client 7.33. Ahoy, Mateys! This is my Bug report for PlayAtlas and sailtheatlas twitter. Everything has happened to me Or I’ve tried re-creating the bugs to prove their a bug or massively unfair. (My company I’m in has also helped me test certain things I find happens on occasion or shouldn’t be there). This Report includes Major Bugs, Minor Bugs and some quality of life improvements I think should be made or at least considered. Lets hope we can get this in the light to show the developers what needs working on more than other things. I have tried to apply any possible solutions where applicable. I have not really prioritized any of the major bugs as everybody would have a different opinion, Although I am pretty sure the main ones to do with server performance / corrupt characters and client-side performance are near the top. If I have missed any major or minor bugs, Its because I have not yet experienced that yet by all means please do drop your bugs or quality of life improvements you’ve found in the comment section below. I have 60 Hours of testing this game so far it is early access I am not making this to complain I am making this in hopes the developers push the patches kind of in the right direction and to get us a nice stable enjoyable experience. Please do try not to be negative if possible would be nice to see some of your creative discussions Likes and dislikes. I will try to update this post the best I can with Strikes through the patches that have been fixed, Or after an acceptable amount of time has past I will alter new and remove old bugs, Or fixes that have been dealt with or are not being dealt with. Major Bugs: • Whenever you die in Free-ports you lose your entire body with all your stuff you just farmed for your first raft and adventure this is a HUGE deterrent for any new players coming into the games community. • When the server crashes or restarts, And you stand on a shipyard/crafting station on the shipyard, when you’re logged off it shows your body unconscious under water, When you log in your standing in-between the two structures. • Major issue still lies with resources still not re-spawning correctly in tundra biomes and other certain regions out of the Lawless Regions. This is as of 12/29/18 • Certain servers in the cluster network are offline which creates stuck players, Sometimes loading causes UE4 crashes. • Spawning on ships and rafts while their moving chucks you off the back end of the ship/raft and into the water (Sometimes spawn in-between the hull and surface deck) • The ships of the damned are still in groups of around 4 in certain areas as of the latest patch on the 12/29/18 • When pressing the I button for inventory / tab menu for choosing the tame groups, atlas, company settings or screens, Sometimes causes the game to hang for me / slow down. ( not sure if other people get this but has something to do with client patch 7.3 Or server patch 7.3. • Spawning on a ship bed can often when it doesn't chuck you off the back it has a chance to stick you between the hull and the ships deck. • Some characters either are corrupt / possible logging into another players character (A company member had lost round 8 levels and another had gained 8 levels upon logging in) • Sometimes for certain people loading into the server it prompts you to re-create your character (Exiting and re-loading works as a fix in most cases) • Few reports that people/my company members Characters needing to be re-created after dying. ( does not happen all the time ) Can confirm 28/12/18 I died in the ocean and had to “create a new character” exiting the game and re-joining a server fixed this issue and let me re-spawn with my previous character. • The Full-screen mode can appear green for some people like myself to fix it I had to adjust my NVIDIA control panel click on change resolution under display, Make sure NVIDIA colour settings are on: Desktop colour depth : highest (32bit) Output colour depth 8 bpc Output colour format: RGB Output dynamic range: Limited This solution 100% fixed my problem after applying in the control panel countless restarts and it fixed the solution. • If the sky quality slider is set at zero you get a black sky. (Needs to be at least around 25-40% to actually show the sky upon a game restart after correcting the slider to the right percentage) • Skeletons give you way to much EXP upon killing them. • Cyclone/Tornado spawns all next to one another there can be anywhere up-to 8 - 16 off them in one tiny area. Seems a bit over the top for how close together they spawn.& dramatically decreases FPS for some systems for all being stacked pretty much on top of one another. • Sometimes when you die your character will go under the mesh. Or if you die beside a cliff side as the character falls backwards when they die they Can fall into surfaces like big rocks, cliff sides, Terrain etc. • When you pull out the map and compass with the "M"control key the game then basically halves in FPS. • FPS still needs improving, People with 1080s, 1070s, 1060s and 980/70s. With pretty decent systems that can play other games at 120fps in epic/high settings have reported problems with the Frames per second with Atlas being drastically low at anywhere from 10- 30fps. (not all people but a very large amount complained on twitter about this including myself). • Hit registry with bow's and arrows, Spears projectiles other than guns, Basically get stuck. and you can see it in the animal but doesn't register the hit. (only here due to having to hit a certain part of the animals to register). • “The perk Piercing Shot” Is supposed to charge and increase speed, damage and penetration, However with a primitive bow and stone arrows this is very much not the case, It will sometimes hit for the normal amount, will sometime correctly damage or once again referencing back to the hit registry issue and will not hit for anything. • When you press play on steam to play ATLAS it sometimes has a chance to open twice. So when you load into the menu you would have x2 atlas’s running. • Companies can disband and kick everybody out, Cause unknown- Possibly after patches? • Longitude: 52.14 / Lat 54.94 Home server L4 (Lawless Region) Spawns you in the Ocean next to a big rock a tiny bit of land (if you can call it that) is maybe 1 minute out with barely anything on it to get going. • The intelligence skill perk is not working off increasing damage with pistols through the engrams tab to improve the weapon in any way (unless this is only designed for blueprints? Should Specify before people roll points into something they may not want.) • Company settings with tribe governance and privilege keep wiping after each update. • Multiple complaints about flags ruining the chance of others even being able to build, This system needs reworking with some more thought. For example make only 3 claim flags to be able to be placed and they gain in size with gold cost and only goes up to a certain max size, Makes raiding bases more likely with people being able to build a Base of operations to attack them. (You need to realize that people who play these games almost play them for 16 hour days and will contest any type of take over on the flag system). • PvE has a lot of problems by the sounds of things, Land claims, People sinking other peoples ships, Having the ability to kill other people in the community with Repair hammers? (Found this on twitter) and its not the only one who is complaining about the PvE problem neither This HAS to get fixed asap. PvE - Player Vs Environment. Minor Bugs: • Sound glitch for when slashing at fiber if you roam around slashing you’ll hear a cutting noise behind and you’ll see an animation above a plant fiber you was before cutting but now are not which has the sound and dirt gritty look animation too it. • When you lay down below a surface like an edge of a tannery, Then crouch you then can no longer stand straight back up with the C or Space bar controls, You then have to press X to lay down and x again to stand back up. •Possibly increase the fish spawns for catching fish with the fishing rod, Had tested it took a pretty long time at the end of a shipyard to catch a fish. (I gave up after 5 minutes of catching nothing.) • Wild Crocodiles and wolves possibly any aggressive animal have the ability to bite through the hull/side of the ships to hit your character (not sure if this is intended) • The auto targeting lock for the combat mechanic is very buggy snaps onto almost any target that runs in front of you, Would be more preferable if it was just not there. • The crafting stations and storage containers are not "locked" when placed. Boxes have to be pin coded to prevent other companies from accessing them. These both categories of items should be locked and have the option to unlock them for possible alliance trades. • No experience gain for crafting structures, ammo, items (not sure if this is a bug, Possible Macro Prevention technique.) • When you die on the shipyard boards connecting to the galleon while its being created the death bag appears at the bottom of the ocean. • When breeding chickens (Not sure if its like this with other tames/animals) when you breed it once when it becomes ready for its next mating session , It does not mate anymore and make babies. • Cool-down timer when you re-spawn for beds still isn't updating correctly. (before you re-spawn again on the same bed). The countdown timer isn’t going down on the re-spawn screen. • When upgrading foundations, Placing a stone foundation through a thatch / wood foundation does not work, However the Stone walls & ceilings will place through thatch/wood walls and ceilings. • When you change the tribe governance to set peoples rank to what they can access it removes the ability to press F on a storage box or item that is accessible. • No experience gain for crafting structures, ammo, items (not sure if this is a bug, Possible Macro Prevention technique.) • When you die, your name text for your dead body is offset aligned to the right side of the body (normally) around in-game 3 feet to the right. So when looking directly at your body you cannot access the body. • Campfire sometimes is difficult to interact with. Sometimes difficult lighting gaining access to its inventory reported by multiple people from my company. • Staircases do not properly line up to another doorway its offset to the right of the doorway, Could be a lot more smooth if it aligned dead centre or made wider at the top of the stairs. • There is upwards of 4-5 alphas (Wolves and bears per island since the 7.0 Patch along with alpha snakes/cobras in the tundra. (7.32) version is slightly better. • When cutting trees the cut animation into the tree is sometimes not rendering. • Fiber is not a resource that is very well spread throughout tundra biome. (Might not be intended) but would be useful for those who wish to build there. • The seagull when it lands on deck is animated wrong, It leans forward and has its bottom facing up. (Stationary anchored ship Schooner). • The female character makes male noises with the taunt / laugh options for the emote wheel. • Sometimes when you ALT-TAB and TAB back in your cursor may or may not come back on in the game, So you may have to restart in this case. (Single monitor setup, Full-screen Boarder-less • The aggro range of all aggressive animals need to be reduced down by at least maybe 10-20% • Re-spawns of animals keep re-spawning almost instantaneous its almost like you have to kill a wolf every time you kill two die, kill the last one 45 seconds later another pack spawn and kill you on your way back from farming a set of trees. • When rejoining ATLAS or servers, It will say connection timed out then connect to the server. Quality of life improvement Suggestions: • When a ship capsizes it says "ship has been removed from company" Would be better if said your Ship has capsized to give some idea how the ship was destroyed. • When/If a character gets stuck (Its a massive map and some people will get stuck between rocks) Make the compass in the inventory a requirement to make a suicide elixir which instantly kills the player. • Alpha horses are way to territorial, Radius of its range needs to be reduced not by a lot but by maybe 10%. • Make ship merchants appear at lawless islands, would reduce server load on free-ports if people are able to buy a raft at lawless islands should spread the population a little bit more always a positive. • Snoring Sounds, As much as i appreciate the depth for sound, people would prefer being able to disable the sound of snoring or have it completely removed it encourages offline raiding as you can hear the snores from outside a decent sized base!. • Fix for when servers go offline, Possible kill character entity and re-spawn in a different sever sector to prevent people being stuck in an offline server? Must some way to resolve this I’m by no means a coder just hoping to bring an idea to the table. • SEA & Oceania - OCE servers need to be implemented hopefully to bring in more people from different areas with bad ping connections, Could resolve a handful of connection issues for those connecting thousands of miles away, this would also reduce server ping and server load not having people at 300-500 possibly higher ping connecting. Not trying to kick them out. Its just for everybody and even their own benefit to have a healthier more fun lag free experience. • Vitamins this is a touchy one clearly with all the talks on how useless and how everybody doesn’t want it. I personally find it intriguing with the right balance it helps keep your mind constantly surviving. However with the dynamic weather, Possibly have vitamin D which everybody seems to have the problem with, How about having Vitamin D value increase for X amount per weather cycle so if its a sunny cycle you get a healthy nice full bar Or if you wanted to include Shadows, You can choose to over do the VIT D in the sunshine and have to take cover in the shade. Many options to improve this. (you also cannot overdose on Vitamin C). • Introduce the -SM4 option Which could possibly increase FPS for some systems that are running slightly lower end computers, Although the major bug of FPS problems with 970s/80s 1070s/80s needs fixing way before this becomes an option. • Allow us to know weather our ship on the map is Capsized or still active rather than just a picture of the ship on the atlas map through the inventory menu. • Possible automated restarts for Atlas servers every Midnight ET to prevent servers that may be down to bring them back up without having to manually do it unless there is a bigger problem afoot. • When out at sea and you fall off your raft, Would be better if it was less hassle jumping from water onto the raft. • Would be nice to see some more depth to the engram unlocks with the skill points, For example, Why are the repair hammer and bucket in separate categories? It would be ideal for tools / fixing things to be grouped either together or separately to unlock for cheaper rather than buying the full Engram list to access these two items, As you may not be specializing into Seamanship although you may be the ships repairman / woman. So it would be useful for access to things without unlocks of specialist categories. • The spear/pike and most melee weapons need a bit more mechanic work, Would be nice to see some more freedom with the combat system as of right now it kind of pulls you towards A) the closest enemy that runs in front of you, Or Has a wonky targeting system which sometimes completely takes you off what you was killing and onto the new animal which has more health before you kill the 10% animal you was just about to kill. • Would be nice for always having a server information pop up before you bring servers down, Or update the servers, Multiple times you’ve explained that It will go down, To update client and servers, Great then when something goes wrong you just take them down without notice please give us at least 10 minutes notice. • Having the option to split stacks and type a number and press enter would be fantastic. I will try my best to update this, Or strike through anything that has been confirmed to of been fixed. or i'll re-edit the entire post to an updated version. Thanks for reading guys if you powered through it all good on you, If you scrolled to the bottom, I do not blame you. This game would be great with the right updates and optimisations and of course our help with feedback for them! Do not forget to post any problems you've been having with the game! If you know how to re-create the bug as well its always a good thing to include, If not it is still worth mentioning!
  14. Hello, after a day of farming (tribe of 10), we finally managed to get our schooner out on sea. It was a very long grind in the lawless region, and we decided we had to sail out and find somewhere safe to log off. We sailed from L9 to L8 and I kid you not, we encountered 10 ship of the damned at the very least. Most of the time these ships would be very close to each other, making maneuvering away from them very difficult. When we did manage to escape, this was because the ships would suddenly steer in the opposite direction (they are very unpredictable). But after an hour of sailing (from L9 to L8), we got caught in between two ships of the damned. They clapped us. We had 6 cannons with 50+ cannons made, a crew of 7 online, and resources to repair. I was in charge of repairing, and I had points in the tree. Still, even though I was repairing, I could not repair the structures fast enough because the DPS being dealt to us was too great. We lost HOURS of work in 2 minutes, not even to other players, but to broken NPC. So my suggestions: 1) Make ship building easier. 2) Reduce # of Ships of the Damned in a zone (and let them sail on independent courses that ensure they don't group up) 3) Reduce their speed and power in lawless regions (like a debuff that affects their health/damage and speed, making fighting them an option) 4) Make repairing easier
  15. Hello, I think some things should change: The constructions and boats should not be able to be broken, except the doors or entrances, that if, the houses and boats, will have to have a door at least to be able to be closed, so that always it can be raidable. Beds (at least one per building) should not be broken either, as you can lose everything.
  16. I'm specifying private server since some of the bugs here are definitely private server related, like the map bug thing. I have no idea whether all of them are, but just in case! Also you may have fixed some of them already, but due to the first thing on the list, I'm afraid I can't get back in to test more. Definitely Server-Related * Most recently, cannot rejoin server. We were kicked out of the server trying to cross the barrier between the main server and an expansion server, and since then we haven't been able to rejoin. We were playing version 5 on the server, the game's title page said that 5.2 was coming soon, but I was somehow playing version 5.3. Everything's synced up to 5.9 now, but still can't enter the server, even after reinstalling it and wiping all files on both the main and the expansion. (May be a Nitrado thing; I've reported this to them, too.) * While in the private server, our maps don't seem to work. Instead of what I'm seeing in screens and vids from official players--an actual map once the FoW is removed--we just have this solid block of grey fog that never lifts. We can see what might be rocks? and a skull in a triangle? as markers on the map, but we just have to sort of shoot for them blindly. Not being able to see the shape of the islands as they're uncovered is going to make the treasure map minigame pretty much impossible. There was also a point while we were heading for the cell border and passed an island that was north of us but which definitely should have been south of us--we can see the X of our position, and the only landmark that fit the bill was definitely not in that location, so...maps seem really, really buggy on our server right now. Can't retest it at the moment, though, sorry. Maybe Server-Related * Beds do not work for me. They might possibly work for my friend, but even after placing one down, I'm unable to spawn there or see it on the fast travel options screen. The fast travel options screen is also just a plain black box without a map. I also can't see the bed she placed, even though she made and placed it after we created a company. The company log registers that we've added beds to the company, but so far they're unusable. Might be a server thing since the map seems to be buggy here too, and I recall seeing a map of bed locations when I fast traveled or spawned in Ark. Probably Not Server-Related * Adding weapons to your hotbar is really strange...? This is going to be hard to describe, but basically if you have no weapons on your hotbar and want to add one, you can add it to any slot. However, once you've added a weapon to your hotbar, if you want to add another weapon, you pretty much can only replace the one that already exists. I've seen people who play on officials commenting that they can't equip their fishing rod, and then that they can only equip it where their spear was, which sounds like the same problem. Say I have a spear and want to add a bow. The bow can only go where the spear currently is--I can't have a bow and a spear equipped on my hotbar at the same time. Same goes with fishing rods, as they're considered a weapon. I can have a spear/bow/fishing rod and up to two bolas, but I cannot add a third bola. * Also, not sure just because I do play Ark--are bolas supposed to stack? Because they don't in Atlas, and I can't recall now whether there's durability on them or not. I do appreciate that it seems to pull the next one from your inventory without you having to craft it or add it manually! * Not sure if this is a bug, but some creatures don't report that they're a Level 2 tame until you try to bola them, and then it says "requires level 2!" whereas some have grey text that outright says they're Level 2. The bulls but not the cows, for instance. (I was very excited to get a pack animal to haul all that stone and wood and metal around, and then...pack mule denied. Figured it probably wouldn't work since it said it wouldn't for the cows, but it was worth a try.) * Raft crew...is hilarious. XD I don't know if this is a bug or just funny as heck, but before we left the starting island, I'd tamed two monkeys and a chicken. We each had a monkey on our shoulder when we got on the raft, but I took the chicken because why not. The raft listed us as three crew--two officers and no sailors. (I made my friend an admin, so that may be why two officers?) We decided the chicken must've been the second officer, though, and declared her first mate. Is it intentional that un-carried (unridden as well?) tames count as crew? I suppose that's one way of preventing an army of monkeys.... Suggestions Being able to see precisely what status effect we're under would be kind of nice...I don't know all the icons yet, and your "freezing to death" icon looked more like a silhouette with a blue spider, not a blue snowflake, so I was terribly confused since it came up in the middle of a port town. Was I poisoned? Was there a trap? Tiny invisible death spiders? In the middle of a Freeport town? I was all "What is with this blue hellspider?" "That's a snowflake!" my friend says, as I die of cold in the middle of town. XD * Maybe make the Freeport towns warmer? XD I mean, if you're in a Freeport, chances are you have no idea what you're doing and you're probably in cloth armor. * Or maybe make the status icons (optionally?) bigger, with an explanation? I mean, I've got two cats that hate each other, I'm not always looking at the screen when notifications pop up. * Haven't been able to find it, but maybe it already exists somewhere--if it doesn't, can something be made where you can read the starter info again? I missed about half of it because I was trying to sort out our company, and I probably figured it all out on my own, but someone else is bound to want the same thing. Salt does this nicely with lorebooks that spawn in your inventory, which you can always discard later. * Speaking of Salt...I hate to compare games, I really do, but one dude and some playdough-quality models honestly did a better job of sailing commands than this game. In Salt, you just stand at the rudder or stand at the wheel and mouse-drag to control your ship. The current system in Atlas is super-clunky, and I definitely see why you need a crew--I would die very quickly in a sea battle if I had to steer the ship and man the guns, and unfortunately my friend gets violently motion-sick from sailing in this game, so she's probably going to be incapacitated for the duration. * I went and downloaded your map maker from Github, and...well, I figured out how to create a map, and island placement, but there are a ton of server-related variables I can only puzzle out by looking at the two samples, and I'm not honestly certain I'm matching things up properly. Some documentation would be nice for the UE4 challenged when someone gets the time! The starting cell is pretty boring for private play, and the world is going to feel very small very quickly without custom maps. Anyway, sorry for the wall of text...if you have a bug database somewhere like Planet Explorers did, I'd be happy to enter them all one by one! We really did like what little of the game we managed to play, though it was sort of disappointing to realize the entire cell was going to be Freeport and without a second server, there would've been no ability to level up past 8. (And even with a second server, clearly that was not to be!) And unfortunately I can't attach logs because I completely forgot to download them before trying a reinstall...it was very late/early, and I was very tired by then, since initially Nitrado kept telling me no game existed to reinstall. (Freely admitting I'm just waiting for Host Havoc's Atlas servers to be offered before bailing on Nitrado entirely...pun maybe intended.) Thanks so much, and good luck!
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