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About Me

Found 35 results

  1. While I appreciate the efforts of the team to develop a solution for land claiming on PVE, this system is a mess. Within seconds of completing my starter building on an island claimed by our company, a new player spawns and builds almost right up against our walls. Yes, we were able to destroy his building, but what if we had been offline when he built? We work, and some of us cannot get on for a day when working. I was unable to get on until Tuesday night, having worked for 48 hours. The current system encourages trolling and foundation/pillar/building spam. If nothing else, an option on the flag for "No building except allies" or even "No building except company" would be nice, with the company understanding that all upkeep is their responsibility. This would allow folks to land and collect resources, but not troll by pillar/foundation spam, and build right on top of other players. Even a HUGE radius of no-build next to enemy structures would be nice. I dare say we return to the old flag system for PVE, so that players can stake out claims, build in peace, and have the beautiful views we love on PVE, without being trolled or spammed. There are going to be shipyards on top of each other, clogging the waters, building everywhere destroying resource spawns and the beauty of the landscape. Please, please reconsider this land claim solution?
  2. As we all know Colonies solved none of the problems that Empires had, save for offline raiding. On PvE servers it serves little purpose but to advertise your island on the map. I feel like it has it's place but it could be SO MUCH MORE. With all this talk of Factions I have my own extensive ATLAS OVERHAUL that should see surges of returning players. Functionally, these are minor changes... just to get it out the door and working. To tie it all together, though, it's a big undertaking. I haven't seen other threads tackle this kind of system yet, so I am going to bring my own ideas to the table. I am not going to be touching on QOL issues in this thread, that's for another day. Sorry. 1: The Nations System Overview Currently, the colonies system works by allowing players to join a company, and then an alliance of companies. This would not change. Companies and Alliances will still be critical to the game. Emergent Player to Player scenarios drive sandbox games like Ark, Rust, and EvE Online. The current claim system does little to provide the player with a "bucket and pail" to tackle the sandbox with. Currently without any tools or encouragement there is no reason for cooperation; therefor, the fun of the current sandbox is had by shoving handfuls into someone's shorts and eyes. Ergo, Mega clans, griefing, raiding bambis, and tears.... lots of tears. Due to it's limited nature the current system is pretty punishing for players. Another issue I find is that: everyone I know hates playing in a mega or simply not playing for themselves. I am the same way. While, I enjoyed my time with the likes of GypSEAS, Uganda, No No No, and TC I can not say it was ideal. I never felt like I was actually having fun. It felt more like a social obligation; one which only was needed to protect my meager stash of tames and a ship. The social aspect is and was a huge draw; and part of the reason I stuck around. However, once I got a taste of playing for myself on Private Servers/PvE/SP it changed my views quickly... it was FUN. Exactly the same gameplay... minus just about all of the problems. Players have made the system punishing. The issue is that players and even the devs carry the same ideals and gameplay philosophy that works for Rust, Minecraft, or Ark but does NOT work for something like Atlas. Atlas, has more in common with EvE Online than any other game, and thus; it should do as much as it can to try to emulate it. Therefor, the claim and PvP system should function in a similar way. Colonies already does this for claims (vulnerability window + wardec), which is great for large alliances; it is not great however, for solos or part time players. It drives player interaction toward raiding... and just raiding. No trade, no intrigue, just raids. I think a good way to reconcile this is to allow hardcore PvP, PvE and casual PvPers to exist on the same server. Alright, here we go: Players will be able to chose between four main Nations, all four of which are split into alliances. Players may also chose to not affiliate with a single nation or faction They may even chose to remain hostile to all four if they like. Each alliance decision has different drawbacks or benefits. Each nation and faction has it's own ideology, special blueprints, cosmetics, and benefits. The Nations are as follows: Eastern Empire Western Kingdom Norse Republic Southern Syndicates Pirate Cartels Eastern and Southern Empires form the "Golden Empires Collation" Faction. Norse Republic and Western Kingdoms form the "Western Trade Companies" Faction. Pirates will ignore and defend players who prove bloodthirsty enough, but this comes at the cost of Navy attention. The presence of the Nations has lead to different levels of "security" in the waters. National/Empire Waters: PvE except for players enrolled in Faction Warfare, pirates, or those under a PvP war declaration. (More below) Lawless Waters: Basically nothing changes. Outside of player alliances: anyone can attack you, you can attack anyone. Resources are the most abundant, wild animals spawn at higher levels and are difficult to tame, sometimes lesser mythic mobs (gorgons and yetis) spawn here. These areas surround Powerstones, rather than Freeports. International Waters: This is the same as standard zones under the current system. Semi-open PvP, any player can claim, decent resources, better wilds, less dangerous islands. Homestead Waters: These are regions hosted on the player's personal computer. Only they and people invited can access this area. (More below) Sovereign Waters: An extended version of island claims, this sets an entire grid to PvE and taxes all islands to a central bank. Once waters become Sovereign the company or alliance who owns the water can not be removed. (More below) Powerstone Waters: Only slight changes here. Convert zones to PvE and allow temporary builds. Allow taming of all non-mythic powerstone spawns if the player has the powerstone for said island. 2: Waters Explained. National/Empire Waters: These areas are owned by the corresponding nation, and take the current place of Freeports and Lawless islands surrounding them. Players are completely safe from PvP when in these zones unless they are at war with each-other or in faction warfare. Waters are patrolled by NPC pirates who attack ships and players on islands. Occasionally spawns WPE's. Faction Warfare most often happens in these areas. Players with sufficient reputation with either/both the Nation and the Faction Navy may claim certain islands. Faction Navy members get access to larger, better, yet cheaper islands that give more resources once claimed. (Areas owned by Pirate Factions also function in a similar way but are hostile to "good" players. ) Players who's companies are at war are able to attack each-other in these zones. Limited verity of resources spawn in these areas. Travel to other areas required to make anything better than FINE bps, thus encouraging trade, travel, and piracy. Homestead Waters: Meant as a starting point and offline storage area, Homestead Waters host a single grid containing an island with a pre-built small shipyard, low quality map spawns, and crew recruiter. Homesteads provide every Freeport resource. Homesteads do not spawn useful creatures, but do however allow the player to breed any creatures regardless of conditions at a cost to the baby's wild level. Players may store up to TWO personally owned ships. Nothing stored at a Homestead decays and remains in stasis unless the player is present. All NPCs and Tames brought here are fed/paid at no cost to the player. Companies can not store company owned ships at a Homestead. As was mentioned before, this is just a place to start and tuck things away when you go offline for a long time; or a place for absolute casuals. Homesteads provide NO experience. Players are also granted access to a "lumber mill" which provides unlimited wood building pieces, and deployables only placeable on the homestead (not boats). Players must have unlocked desired deployables. Sovereign Waters: As mentioned before, a sufficiently advanced Company or Alliance can purchase a token from a friendly faction or nation to convert an area into a PvE area that can only be attacked under a war declaration or by an opposing navy. These areas can still be raided, however, the residing company/alliance can not be removed, nor do damaged structures remain damaged (boats and tames however do not regenerate) anything popcorned/left in bags is deposited into the claim flag. By default, only allied companies can build in these areas. Companies may have ONE sovereign grid. Declaring a zone Sovereign spawns uncontrollable NPC ships belonging to the player's company and allied navy. Players can be attacked in open water in these zones. The residing company must remain at a certain level of activity, pay gold upkeep, have settlers, and appease its allied Nation/Faction to maintain control of an area. Piracy: Areas claimed by pirate players spawn extra resources but are in PvP mode longer than normal grids/islands. They also attract a larger and more powerful than average Navy presence to the area. 3: Better NPCs "Drone Better. People make problem. Trust me... drone better." - Ivan Vanko This is going to be a quick one. NPCs don't do enough. NPCs should repair ships when at sea, be able to help farm, watch animals, etc. Make special vendors or quests to acquire specialty NPCs/crew. Allow players to place their own crew recruiter/NPC quest giver. As was mentioned earlier, more NPC factions are needed. Less reliance on mega groups to enjoy the game to the fullest. Having the ability to assign an NPC to a ship and it automatically patrol/escort the player would also be spectacular. NPCs need to preform anything players can do; busy work wise (raising tames, resource gathering, etc) Solo players should not need other players. Instead, players should always be better at what NPCs can do; rather than being a requirement. 4: The Content is the Reward. I've noticed that playing this game without PvP changes it's nature. In a PvP setting, PvP is the reward for 'content'. Doing a games content for a reward is a poor way to play a game, and a big reason this game ( and WoW) is doing so poorly. Playing the game should itself, be a reward; and it is only that way for PvE /local/Single Players right now. Rewards should be things that make content more fun; tames and buffs are on the right track for that. As you may have gleamed by now, under this system player actions result in the ability to do the same content faster, better, and in more fun ways. 5: Naval Battle + Ships. Deplanking in its current form looks bad and feels bad. Planks shouldn't disappear. Instead, they should form holes and catch fire/splinter depending on the damage taken. But, never be "lost" instead, they are repaired as needed. When "deplanked" they begin to leak as they would now. The option to surrender and turn over the ship/portion of resources to encourage piracy would be a boon. As an anti-griefing and a "fun insurance" measure ships sunk should have the option to re-surface them. For anchored ships, this is just a resource fee. For ships lost at sea, it should require the Submarine and a special token/feat. 6: Faction Rewards What would alliance be without benefit? As was mentioned before working for a faction/nation rewards you with reputation (or negative rep) used to unlock BPs, powerful ships, tames, NPCs, land rights, and cosmetics. Conclusion: I do hope you can see how all of this plays together to encourage ALL types of players. No one is left out under this system. Small groups, solos, and mega groups are each rewarded in their own way. Every form of player interaction is encouraged, and maximizes fun. Even with our current player-base this system would still benefit the players. I hope that even if this system is not utilized that the devs consider some aspects of it. I know if I were developing this game, this is the system the game would have come out with.
  3. Hello, I am rather new to Atlas and so forgive the question as it may seem obvious to a lot of you veterans. We just started out some friends and I and we are trying to figure out how taxation works. We have claimed an island and so are able to set the taxation rate on the flag itself. However not sure exactly how it works. I tried to look around for answers but have a hard time finding out how it functions and am getting confused between it and the bank that people talk about which I assume is another structure. So figured I would just break down and ask. Here are some questions: Basically what is the difference between the flag taxation rate and this bank I keep reading about. Do you have to have the bank for the setting on the flag to work or is there a difference between the Taxation Bank and the Taxation rate you can set on the flag. How does the flag taxation work. Does it pull gold from people settled on your island you have claimed or just a percent of their resources? I assume it stores it in the flag? Building and I think we have this figured out but wanted to get it confirmed. If we set building to just company then others cannot build unless they are added to an exception list correct which if I understand this correctly you can either ad a company or an individual to this exception list? Do your company members get taxed as well or do you have to add them to the exception list or is there even an exception list for taxation And one question. If you have the flag can someone destroy this flag or is your claim safe till you stop paying for it. Also we are on a PVP server (Thanks @BOOMERVONCANNON) Thanks in advance for any help. So far really enjoying a lot of aspects of the game.
  4. Anti spam All ground placed structures not in your claim have a ~6h decay timer that cannot be reset. Personal / company claim flags 2 flag types, base (large area) & outpost (medium area) You can only place 1 flag per island. Claims cannot overlap. A claim area allows you to build within it and excludes others from building within it. Each flag and all structures within have a 10-day decay timer that can be extended up to 2 months by placing resources (metal, wood, thatch, fibre) in the flag. The flag will use up resources before the static 10-day timer. (The cost should be relatively high. This allows for people to prepare for being away from the game but gets used first to avoid abuse.) 10-day timer will be reset upon company member entering the area. Flag and claim area will show on the map. A solo player gets 1 claim flag. (outpost) A company of 1-2 gets 3 claim flags. (1 base, 2 outpost) A company of 3-5 gets 4 claim flags. (1 base, 3 outpost) Etc. Largest company would get something like 2 base flags & 8 outpost flags. Island claims Island claims will work like they do now, with a few exceptions. You cannot claim an island you don’t have a base flag on. Removing a base flag will declaim the island. (Owning an island and a base flag might seem too much but you get the exclusion part of the base flag too, so people can’t build temporary structures near your base and can’t overlap their claim.) (The number of base flags also has the effect of determining how many islands a company can own, which might move larger companies to larger islands.) Owner now has whole island to build on, fortifications, ramps to inaccessible heights, spawn signs etc. Island decay timer for owner is gold for flag and that time plus 10-days for structures. Anyone can place a base or outpost flag on a claimed island if the area does not include island owners’ structures. If a company places a base or outpost flag in an area that includes any island owners’ structures, the island owner will get a notification and will have 24 hours to accept or reject the placement. During this time the owner can see the outline of the claim area. Acceptance, or timer running out, auto destroys all owners’ structures within the flag claim area. Tax Can be kept as it is, however you now have recognizable levels of commitment to your island. You have Bases, true settlers that probably want the best for you and the island. You have outposts, people that see the value of your island but aren’t based there. And everyone else. The island owner could have up to three tax rates, with the maximums decreasing as the level of commitment to the island increases. I could see and be happy with bases 5%, outposts 10% and visitors at 20% tax rate (All numbers, times & percentages are best guesses, and will need to be tested and tweaked)
  5. My company was really happy for the razing, but we didn't get to do it since they took it away. We have an epic amount of litter on our island and now we are stuck with it. There needs to be a way to remove stuff off islands especially as land owners. We pay for the island, we own the island, but yet we cannot do what we want to do nor build what we want where we want because previous owners or freeloaders just clutter it with garbage.
  6. TLDR: - Point system does not work + 10 day everywhere - Island points assignment - Possiblity of demolish things build before claimed - In no way it reduces spam + Lawless much improved, Claim not really needed. WHY EVEN BOTHER implementing the claim system? Because we ask for it and they hear us? POINT System does not work: Lets start with island points distribution and points a company has: Company gets ~ ROundup(26.6 +N*2,45) Points with N= members. Some breakpoints Member / points 4/37 11/54 39/123 --> inaccurate 50/150 --> inaccurate Now look at the map how many of the island are claimable for companys <=10 member. How many of them are claimed by Companys with more then 11 Member that could have claimed a bigger island. HOW many Island >50 Points are claimed at all at the moment? ISLAND Point assignment: I dont even know, the assignment just on size is lazy/lame af. IT makes claiming multipe small island with great location / ressources more valueable than claiming one big island. Big island with bad location/resources (~>50% of them?) are Noobtraps only. I MEAN >53 points for an island without pure metal and/or suggar source on the island????? SEE grids in thundra with all island >=53 points, what for?? DEMOLISH things that where build before the island got claimed. Resulting of the above, the bigger islands are kinda lawless now. You can assume they will never be claimed. But can u use them therefore as an lawless island? Kinda. BUT keep in mind that people can claim that island and demolish your stuff. WHY the claim owner has a demoshing timer but the normal Guys not??? WHY we dont know when a building is save? I am wondering if dedicated griefer pirate company, only temporary caliming islands will apear. After claiming the island just look for free stuff after demolishing, also demolishing shipyards seems funny. Afterwards go off to the next island. 10 Days everywhere: OK, this is a huge improvement to the old 4 days, not 21 days but way better. So now you dont even benefit in any way from having a claim (also 10 Days) other then collecting taxes! My take on PTR to LIVE: So on PTR we had 10 Seconds onclaim, 10 minutes claim. I did not get the message that the claim time would be increased to 1 hour. I guess they even avoid giving numbers anyway. PTR was kina useless, they fixed some bugs, but never balanced (tested) the claim things for PVE. THEY did not have a fully working build for their lates claim fixes (inventory dc bug). Important bugs regarding claiming stayed in the game.
  7. Posted this in the wrong forum, so putting it here now: 1. Make a structure limit on claimable land. 2. Claiming the land unlocks that limit. 3. Let the landowner add companies to a list unlocking structure limit. 4. List also includes negotiated tax rate for that company. A structure limit of about 100 will allow for a small base, tame traps, or FOB’s, but will reduce foundation spam to a manageable limit. Once claimed landowners can invite other companies to the unlocked limit, promoting communication. Also if owner is offline allows you to start building and leave a sign / note asking for invite. If you now have a page for build limit invites you can add a field for a separate tax rate. You still get a island wide standard rate but for settlers you can have a more amicable rate. 5. Make the upkeep materials so that the taxes assist in the upkeep of the island. Yes, you will be taxing treasure chests but that will mostly be visitors assisting your upkeep not the residents who pay taxes every day. I don’t mind a tax, but having your taxes assist in the upkeep of your home island feels a lot better than them just filling someone’s resource box. As for setting upkeep to use materials, if you placed a fixed blueprint in the bank that made upkeep tokens (non-removable) and used the existing island variable to set the cost (you may need to do a bit of work tying the cost to resources available on each island, each island has a spawn table so use that). You can then make these to pay the upkeep. Going on holiday for a fortnight, make sure you have enough tokens in the bank to cover it, 2 / day is easy to work out.
  8. 1. Make a structure limit on claimable land. 2. Claiming the land unlocks that limit. 3. Let the landowner add companies to a list unlocking structure limit. 4. List also includes negotiated tax rate for that company. A structure limit of about 100 will allow for a small base, tame traps, or FOB’s, but will reduce foundation spam to a manageable limit. Once claimed landowners can invite other companies to the unlocked limit, promoting communication. Also if owner is offline allows you to start building and leave a sign / note asking for invite. If you now have a page for build limit invites you can add a field for a separate tax rate. You still get a island wide standard rate but for settlers you can have a more amicable rate. 5. Make the upkeep materials so that the taxes assist in the upkeep of the island. Yes, you will be taxing treasure chests but that will mostly be visitors assisting your upkeep not the residents who pay taxes every day. I don’t mind a tax, but having your taxes assist in the upkeep of your home island feels a lot better than them just filling someone’s resource box. As for setting upkeep to use materials, if you placed a fixed blueprint in the bank that made upkeep tokens (non-removable) and used the existing island variable to set the cost (you may need to do a bit of work tying the cost to resources available on each island, each island has a spawn table so use that). You can then make these to pay the upkeep. Going on holiday for a fortnight, make sure you have enough tokens in the bank to cover it, 2 / day is easy to work out.
  9. So I've identified some problems with the upcoming changes on the PvE side of things and I wanted to list them here simply and with clarity: 1. Because there are no claims, people can pillar off someone's base very easily, pillar off their entrances and pathways in and out as long as there's a patch of ground within a few meters away from their foundations. And there's nothing they can do about it. 2. Because there are no claims, people can place pillars and ceilings around someone's boat in their own port, forever blocking their boat in and preventing them from using it. And there's nothing they can do about it. 3. This already happens in Lawless zones (it happened to me today), and there's nothing that can be done to solve the problem. 4. People can put large tames in front of other companies' gates and doorways, blocking them in from using it. They can use tames to block parts of their base as well... forever. And there's nothing they can do about it. 5. With the new system, they can just slap down an auto-repair structure next to their griefing pillars, and keep it repaired... indefinitely for as long as they choose. And there's nothing anyone can do about it. So, this is a non-trivial problem with the PvE mode of the game, and has greater weight given that there are no active Admins managing each server for things like this. I'm not going to post a bunch of problems without proposing a solution for consideration and nitpicking. My proposed solution: 1. Allow claims on all islands including the current lawless 2. Make the claim radius around 50% to 75% smaller than the size it is currently 3. Limit claims to 1 flag per island per player 4. Allow ships to temporarily pass through other companies' structures and ships, as an explicit emergency toggle for 2 minutes on the ship's multi-use menu 5. Allow a company to eject other companies' tames from their claim that have been there for over a hour (or whatever arbitrary time is reasonable for balance reasons) That's my proposal, feel free to poke holes in it, I'm only one perspective.
  10. TL;DR - The solution of bringing claims back to PVE by just copying PVP claiming is horrible. Don't do it. Implement a proper PVE claiming solution or go back to lawless-esq until then. Some ideas for solutions listed in bold below. Please brainstorm ideas in this thread. For Context here's a quote about PVE Claim Changes from Captains Log 23 (skip if you've already read it): My stepdaughter and I have been playing Atlas on the PVE server since the first week the game launched. We managed to find 1 small place to claim and enjoyed having our little piece of land. When it was announced that everything was going to be lawless-esq type building everywhere, it was a little sad that we wouldn't have our own little plot of land for our 2 person company, but it would make building little outposts a lot easier, so we thought we'd adapt and be okay with the changes. With the switch to PVP style island claiming in PVE just doesn't make sense. It reduces the total number of claims available and from what I've seen about what people do on lawless servers... they put down scattered floors or fencing post to make sure no one can build near their base... effectively making their own claiming system. That is what is going to happen with the lawless-esq style plan unless something is done to prevent this "claiming by structure" methodology. What people want: A slice of land big enough to build a home/ships and call their own without interference from others. The ability to take time away from the game (i.e. 2 weeks) for vacation, death in the family, or medical reasons), without losing everything. Problems with Whole Island claims on PVE: Only those who rush to claim islands will ever own an island. No mechanism has been stated about how island ownership on PVE will ever switch hands We don't want to beholden to island owners who will likely want to: Set high taxes to have the whole island to themselves Destroy structures in the first 12-hours to prevent new people from settling on the island Spam "claiming by structure" floors and fence posts to prevent settlements on their island Effectively Whole Island claims on PVE will make the whole situation worse. Problems with Lawless-esq style on PVE: "claiming by structure" placement of floors or fence posts allow blocking others from building. I've seen people claim larger chunks of the land of lawless islands than our single claim flag using this method. Solution 1 - Lawless-esq style on PVE w/o "claiming by structure" Prevent "claiming by structure" by some mechanism. Ideas: Have structures below a certain piece count decay within hours. Limit the number of independent structures per island to be something like 5-10. Set a maximum area per island an individual or company can hold Solution 2 - PVE Style Claims - Small island per Player Have a "find a home island quest" where players pick a server (say B5) and have to sail to a GPS point where a small island appears and becomes their permanent home until they've stopped playing for a month, and then it goes away. The island would be small, like the size of a current PVE style flag claim. Lawless-esq or current PVE flag claiming could be used on normal islands Solution 3 - PVE Style Claims - Current Style Claims but more limited Calculate the number of beach claims available in the game: If this is smaller than the number of players, then do the following: Set the number of claims per person to 1 Set the number of claims per company to be something like: 1-5 person company: 1 claim per person 6-11 person company: 5 claims + 0.5 claims per member 11+ person company: 8 claims + 1/3 claims per member If it's bigger than the number of players: Set the number of claims per person to 1 Set the number of claims per company to 1 per member Solution 4 - PVE Style Claims - Smaller Current Style Flag claims Decrease the size of PVE flag claims to be big enough for large shipyard small shipyard large house animal pen animal trap 1 claim per person Lawless-esq in all non claim areas with no "claim by structure" setups. Other thoughts: Balance building maintenance cost (assuming new feature I read about) to allow for enough resources to be put in to keep the structure from despawning for up to two weeks (allow for vacation and life events) I'll probably have more ideas, but I'll add them later. Please let me know if you agree and please brainstorm more ideas in this thread.
  11. You really think adding a gold upkeep is going to stop "zerg"... lol wtf... the more people you get the more gold you can farm... the mroe land you can have... even furthers the reason to have more and more people... WTF kind of logic is this... Cap the fuckin claim amount.... Its not rocket science... lmao... They can grief with claims, and steal the land then demolish their claims...... Claims shouldn't be an offensive weapon... they should be for the sole intent of LIVING ON THAT LAND.....wtf about this is hard to understand... Promote PVP... STOP PROMOTING GREIF.
  12. First off, I love the vision of Atlas. In 2-6 months, the churn of players will make this a completely different style game. With that said, the only changes needed are to make the Leaders the Top 10 Richest (Pirates do love their gold after all) and a small gold tax per land claim (similar to NPC). That will encourage land sales, commodity trades, and even a solo player can be top 10 without ruining the gameplay.
  13. we are looking people to life on our claims. we can discuss the terms. contact me for details.
  14. So now all a troll needs to do to protect his claim is log in every 3 weeks? RIP any new player trying to steal a claim for them self.
  15. My group has wanted to take an area for a while but the way claims work is weird. The company we are trying to take from hasn't had anyone on in over a week now and I can't take their area. It lets me put down my flag and says contested and doesn't give me a declaim timer. I have heard sleepers stop claims so I have picked a spot where no buildings are but they have a bunch of overlapping claims, is that causing a problem? https://gyazo.com/f675f747c3fddca5d261357383ff27c3
  16. The claim flag system needs a little update. I think that gold should be needed to keep a claim flag claimed. So for example a claim flags will need 200+ gold a day to keep a claim. Claim will only be able to be claimed for a max of 7 days. For each claim placed more gold would be needed to be paid for every additional claims. So for example 1st claim would be 200 gold a day, if two claims are made then the gold for each claim is increased by 100 gold, So each claim would cost 300 gold a day for a total of 600 gold a day. If 3 claims are made then it would be increased by another 100 gold, so for 3 claims it would be 400 gold a day for a total of 1200 gold a day. If the 7 days become depleted, at which means you have 12-24 hours before you claim is deleted and STRUCTURES in the claim are destroyed (NOT THE SHIPS). This will help prevent build up of bases and claims. it will help to clean up idle bases or stop island takeovers. Let me know what you think.
  17. So company claim counts are stillllll bugged.... for weeks.... People are at negative claims and can lose their crap in 15 minutes... how is this not a priority patch?
  18. The map is full of flags (official PvE). Even the polar regions are all confiscated. Partly islandwide, from a company that probably consists of only 5 people or lower. There are hardly any meaningful or imaginative buildings. The rest of the country is completely unused and just staffed to have it. The hype is slowly but surely over. Some players have built or seen almost everything, or simply lost their appetite. Companies are losing manpower and it is apparent that many built-up areas are simply deserted. Here and there someone may log in, so that nothing can be claimed for more than 6 (!) Hours by others. People no longer try to dispute these territories, which seems to be due to the nonsensical system. The claiming system needs a complete overhaul. This concerns above all unused areas. It can not be that once claimed regions forever belong to any data corpse, without effort or expense. I have a few suggestions, some of which have certainly been discussed in the forum. But still I wanted to address it again, because it's about time that the developers are working on it again: Claiming system 1) Each company or individual can standardly build per island a mainflag on the land and a sea flag. For example, you can have a "Hacienda" on the island and a pier or dry dock area on the coast. The area of claiming is 1/2 of the current effect. 2) You have to repair these flaggs constantly with ressources. After about 3 days it breaks down and the surrounding buildings begin to disintegrate. Other players can claim the area and all the buildings that stand on it. You can have claims on multiple islands in the region or other regions. But you have to maintain it. 3) You can upgrade your minor flagg on the island with ressources. Each upgrade will bring you one side flagg and each two upgrades a sea flagg. Use it to expand your claim on the same island. The area of effect of your mainflagg will expand also and bring more time to repair. With each upgrade, the costs of the maintenence will increase. At the beginning, you will use standard ressources like wood, thatch and fiber. But at higher tiers, you'll need to spend more resources, other types, rare materials, and eventually gold and gems. The costs increase significantly and it will someday be impossible without the manpower to perform an upgrade or to perform the maintenance. The size of the claimed area depends on the performance of the corp. The more different areas it claims, the more cost and effort comes to them. 4) Each tier increases resource extraction yield, crop yields, livestock, taming rate and bonus experience for all friendly players and tamed creatures. It should be worthwhile for larger companies to reach even higher levels of expansion. Highend tier areas are significant attractive for little corps to settle there and generate taxes. Declaiming/Attack system 1) PvP: Same declaiming system as currently used. Only the minor flagg can be attacked. If the flagg is won, the side flaggs will switch the owners too. So the defenders have to protect their minor flagg. 2) PvE: Same system as currently used, but with lower declaiming time (2-3 hours) and without the bug, that random players outside the corp can interrupt it. 3) There should be timeouts on both types of servers for attacking and taking over areas. During this time the areas are not vulnerable. The companies should be allowed to set about 8 hours to rest. Maybe more during the week. This prevents companies from other time zones from taking advantage of other players' rest periods. Because most players have a life and a profession outside of the game. The timeout can only be changed once a week. Maybe these suggestions cause something. Maybe there are many more and better ideas. It can not stay the way it is now. Greetings Othias
  19. I have seen a few posts with some people crying about not understanding how claims work and talking about how their small company can't play the game on official servers.... this will be a more lengthy thread than I usually post. First Claims are broke but not in a way that they are useless.... actually claims are super broken in the fact that its harder than crap to steal claims. 1 Sleeper contests an enemy from stealing your land.... So commonsense would tell you... build you a safe retarded honeycombed cube structure and it would take lots and lots of time and resources for someone to steal your claim... Added to this... the flags are broke in the fact that if your claims overlap... you contest all touching claims... so one sleeper in a decently built structure can perma contest all/most claims.... Second being solo or a small company you need to realize that a large island... is going to be awful for you to try and defend... you need to own what you can manage.... 2-3 guys... you don't need much land... you need to merge and if you don't wanna merge find an island live under someones taxes and form an alliance with them... fight and be marry. Claims need a lot of work... but even a good solo player can dig himself in real good and not get kicked out by a mega zerg.... I don't think anyone relizes there are no good SIEGE weapons right now... don't build on the coast and don't build wood.... Stone strcuture with tons of walls honeycombed would take hours and hours and hours and mats for even a mega zerg to remove you.
  20. I found a claim from an inactive user with nothing built on it but a little firepit and I'm able to take it, awesome! But, since it seems to be their only claim it will take 6 hours to take. ...Okay. That's rough, but I can do stuff around the house while I afk here and wait it out... except... Anyone that runs by contests the DECLAIM and it refreshes the timer back to 6 hours. Someone running from a wolf, hunting, or just passing by, it can't be taken. I understand claim (vs DECLAIM) contesting, but an rando preventing you from declaiming a high traffic area... it's just not gonna happen, right? Is this how it is intended to work? I don't think there are very many spots in the world with not a soul running by for 6 hours. Maybe the arctic.
  21. the best way to fix claiming for people is to be able to change the size of the claim radius i say the size of the claiming radius is large and always conflicts with other flags so we should have the option to smalen the radius from large,medium,small by pressing T when a flag is in build mode just like how walls change to doors or windows frames but this will halp alot of people not being able to get land in areas coz the radius is to big. thank you for reading
  22. 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.
  23. I play with a 4-8 man group on unofficial servers and we have been running into issues with having entire islands claimed, as we all know. now, on most standard servers, we could just jump in and contest the claims, but there are servers that have this mechanic turned off due to it's use as a greifing mechanic. I would like to offer the following suggestions and ideas that i feel would benefit the claim system while ignoring whether or not the ability to claim a contest is on or off. 1) Limit the number of Flags to one per person, and allow the player to adjust a setting in their company tab to either keep their flag for personal use, or to allow the company commander to place it under the company ownership. Each flag would be tagged with the name of the player owner and would be put down in the order that the player joined the company. if at any point the player leaves the company, their flag is unclaimed by the company and becomes contestable by the company with the usual restrictions. 2) Upkeep. A company's first flag is free and requires no upkeep. this represents their Primary base. additional flags would require an upkeep of (for example) 1g per hour per flag number. so the first flag would cost 1, second flag would cost 2. so having 10 flags up would cost, 1+2+3+4+5+6+7+8+9, or 45G per hour. this could easily be represented as Taxes and permits to the main authority. Allow the company commander to re-designate any flag as the Primary flag for a nominal fee. With maps producing 200+ and up to 1200g each, i do not see these costs as prohibitive, especially with a 5-10 man crew. 3) Limit flags to 1 per person or company. Have the boundary of the flag expand as more people join the company, so a 1 man company cannot take over a large island, but a 500 man company would. if the boundary of the claim were based upon sq ft and not Radius size, each person would be worth the same amount of space, but the radius would experience diminishing returns. a real world example is that a 2" pipe can handle ~4x the volume as a 1" pipe, meaning in order to double the radius from the base claim, it would take 4 people.
  24. 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.
  25. I have been to around 30 or 40 different suggestion threads all with similar ideas to this but this was something I came up with after reading them all. The Idea Its a pirates life for me. Gold a resource right now that only has use in getting crew, Decorative items, and a few other small things. We are pirates everything should be about gold. Add Trading stalls or even dare I say an Market in freeports that people can offload resources or even animals to that other people can buy for gold. Freeports would take say 5% as their fee but the rest goes to the seller. Freeports become more used in the long run but at the same time leave the ship decay the same so people can't just stick around in them. Freeports also get their own defense fleet that guards out from the zone. The Freeport zone might have galleons while 1 zone over might just have brigs. These will attack people that are attacking others. You can sink these defense fleets and salvage them but doing so gives a reputation decrease with that freeport. When you go below a reputation limit with that freeport the ships of that freeport will actively attack you if you enter their territory. This will limit ship pvp in areas close to freeports between 2 factions that want to be liked by that freeport while also allowing those people that don't care to actively pirate the area. Claims gain an upkeep cost. This comes in the form of gold. The company builds a "Bank" Building this can be included in the tax building if you want. You can only have 1 bank per company and this bank handles the taxes for all your claims. This basically charges companies a cost to keep their claims going. To start its fairly cheap at up to 10 to 15 claims free but once you go over those 10 to 15 claims it starts costing money at like 1 or 2g per hour per claim. Balancing can be done this is just a rough number thrown out. This would mean that these companies that want to claim 500 to 1000 claims worth of islands would have to spend alot of gold to keep it up. as when you have 500 its just 500g per hour to keep all your claims. You wouldn't instantly lose all your claims of coarse if you can not keep it up you would instead be given a 8 hour window to restock your gold before all your claims fall off or you start to lose claims further away from the bank slowly at say 1 every 5 to 10 minutes untill your down to the ten to fifteen closest to the bank. If you have a big enough crew to go out and farm gold you can keep it up for larger claims and longer periods of time. This can also be done with the above trading. People will pay for your metal/animals and you get money to upkeep your claims. Also allow companies to build on your claim but they have to pay a gold tax to you on top of the resource tax from the bank. This can be set from 1 to 5 gold an hour by placing a Rental Claim Flag. This acts sort of like a claim flag but does not claim the territory fully just sets a section as rented territory that they are allowed to build on with no decay timer. Gold is charged to a resource box kept on the claim. Add new craftable Docks. Docks work by placing them down and allowing ships to sail up toward them and allowing someone on ship or the dock when you get in range to interact and select dock. This will pull the boat in and dock the ship. While the ship is docked resources in the dock will slowly repair the ship at a discounted cost for what it costs to repair the ship at a rate of around 400 to 500 damage an hour. The docks can have Ceilings and walls attached to them allowing large sprawling complex docks to be built. There might be different size of docks as well cheap "Thatch" ones will allow Dingys, Rafts, and Sloops to dock at them while larger Wood ones allow Sloops Schooners and Brigs to dock at them. The largest the Stone Dock will allow Schooners, Brigs and Galleons to dock at them. Trader Fleets. Trader fleets work by setting up random spawns of 1 to 4 ships that spawn at a freeport and sail to another freeport. These ships can range in size from sloops to galleons with a full crew and full guns. These fleets carry resources from freeport to freeport as well as blueprints, Tools, and weapons. The smaller ships like the sloops or if you want Schooners carry smaller amounts of resources and lower tier blueprints and gear while the larger ships hold more and have better loot. You can loot these ships in 2 seperate ways. You can either Sink the ships and use a Diving Harness to salvage the ships offf the ocean floor or you can Board the ships. If you board the ships you do not get cannons shot at your ship but instead you have to deal with AI crew on the boats that will engage you in combat. They can be outfitted with anything you can equip yourself and have the gear drop. You can kill a Trader in full Plate with a mace and loot it to get a chance at his armor or you can kill a guy in cloth with a pistol and take that. You have to go below kill the crew and this allows you to claim the loot as well as place a claim on the boat to take the boat for yourself This doesn't take as long as a player owned ship 20 minutes for a sloop up to 3 hours for a galleon. While this might be easy for a smaller ship the larger ships brig and galleon have higher and higher level crew outfitted with better gear. Sloop has a full crew of lvl 20 AIs with common armor and weapons while a galleon would have a full crew outfitted in mythic armor and weapons at level 51. Doing this in a freeport area would cause the local fleet to come and attempt to stop you. More to be added as I read more suggestions. Reserved for more suggestions.
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