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Found 13 results

  1. Hello! We have opened up a new Atlas server that just completely fresh and wiped since yesterday! it is quite fast-paced PvP with 30x rates. All rules, features, detailed settings & more can be found in-game - Just press F11. Any feedback is appreciated in our discord. Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=1655807521 Server IP: steam://connect/foppasgaming.com:26027 Website: https://foppasgaming.com Discord: https://discord.gg/WRdqz5R How to add as a favorite: https://foppasgaming.com/connect/ Invite your friends and join the battle! Regards FGC Team
  2. This might not be what the game needs the most right now, but I think there's not enough interesting feats to use with melee weapons. There are like 5 feats in the weaponry skill tree, 3 of them are just buffs to your attacks. So we end up with Circular Slice for swords, and Tremendous Force for Maces. Come on, we need something better than just spinning once with a sword or hitting the ground really hard with a mace! The Pike doesn't even have a usable feat. At least give us 1 more actual feat for each weapon. Maybe a lunge for the sword where you do a quick jump forward with a stab, inflicting bleed/stun. An impaling charge with the pike which you can change directions mid-charge, dealing big damage based in distance traveled, maybe even dragging players along like when they're grabbed by lions. (BTW why is the pike's main attack a horizontal slash? Make it a thrust with no forced movement and camera lock like in ARK! Maybe a bit slower for balance). The mace can have like an uppercut where the user jumps with the momentum of the upward swing, moving a little forward while knocking up/inflicting massive torpor to the target. Maybe more weapon types would be cool. A lot of icons in the two-handed skill tree represent a two-handed sword being used so I'd really like to see that implemented into a real weapon in-game. The blackjack and Throwing knives have special uses but maybe they should get some love too? I don't really know how tho. Those are my ideas. All of them have a bit of mobility to help with the rather static movements of most weapons. Hopefully I'm not suggesting something that's too hard to implement.. Sure, they're not historically accurate, but this game wasn't meant to represent historical pirates anyways. You know, with cyclops, magic, undeads and all of that. If you have anything you'd like to say, feel free to do so .
  3. Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  4. Leapdave

    target lock sucks

    Remove target locking from the game!! If you try to use a melee weapon vs a player who is moving, your man basicallly stops in place to make a slow attack, locked on where they were to your client, while your enemy's server side character easily moves away from the spot you got stuck into attacking. Fists are slightly better but still would be a much better asset to the game without target locking I appreciate the effort it took to create target lock functionality, but it makes melee combat worse
  5. Leapdave

    npc crew sucks

    npc targeting is 100% as long as movement is either still or constant direction, but 0% if movement is circular? all you need to do is add a bit of random math to the targeting and (maybe some targeting delays or decrease accuracy based on target's speed) and npc's will act a little more like players, it would make them more fun and decrease their effectiveness vs players who aren't specifically paying attention to outsmarting the AI
  6. Leapdave

    Melee weapons suck

    Melee weapons use too much energy for the damage they do, using a sickle is better dps, uses less energy, it doesn't target lock (which makes melee weapons clunky and nearly impossible to hit players with) and you can use it while jumping and sprinting the extreme energy cost makes it a death sentence to use in water (making it worthless for ship combat) and makes it a death sentence to use against predator creatures (unless you like sleeping). This is also true for hand to hand the mace slam feat that stuns: it doesn't do much damage, leaves you exhausted *far* longer than it takes for the enemy to get back up (and they sure aren't exhausted!) blocking with these weapons costs lots of energy, doesn't reduce incoming damage, (so it's only for parry maybe) and doesn't seem to do anything vs creatures fists are slow and there seems to be no reason for this, are all characters physically disabled with parkinson's or something? Reduce the damage and energy cost, increase attack speed, remove target lock make all melee weapons available at the opening skill (since the mace isn't any better... than anything) and make them just *different* from each other. Skill points can be used to improve other things about them, maybe effective range, attack speed, interesting feats etc
  7. Leapdave

    Feats suck

    Feats are just warm garbage right now, and it feels like many "skill" choices are just there to fill up space. Add more fun feats instead and reduce the base cool downs and negative effects intelligence: you can put 40 levels in it for 3x faster cooldowns... so you can use piercing arrow once every *minute* instead of 3 minutes? Cooooool (worthless) mace slam: I've killed myself from exhaustion by using this. It takes forever, does no damage, and is basically a suicide to use solo piercing arrow: does the same damage as a regular arrow shot vs a pig standing next to me? But can't move while doing it and 3 minute cool down?! fists hard hit: most of the time it literally does nothing, makes the sound and then puts it on cooldown sword whirlwind: little range, stuck in place, big cool down, if you are surrounded by creatures you are going to die, you will never be surrounded by players (they shoot you while moving around) tames healing and damage: these are worth using... big surprise, the only thing effective in the game is tames, and feats are no exception
  8. I've seen a few older posts containing parts of what, but they are a bit incomplete (imho). I know people usually get angry over posting relevant things in older threads for some weird reason, so I made a new thread instead. 1. Why does it need a rework? - Ships with ridiculous platforms with most guns on top deck facing fore or aft, all with large cannons. - Almost no-one in pvp is using gunports - Galleons with 6 masts look horrible and are totally unrealistic for the era that inspired the game's setting, even if it's not set on Earth. (17th or 18th century) - We can't create any proper rig due to lack of headsails, staysails and inablily to attach gaff sails to the back of square rigged masts - The large masts look too small on a galleon. - The gunports look a bit too large. For people who think a game full of 6 masted warships is not an issue: https://en.wikipedia.org/wiki/List_of_large_sailing_vessels As you can see: - Not a single warship ever had more than 5 masts. - Not a single pure sailing warship ever had more than 4 masts. - The largest and latest pure sailing warships, when pure sailing warfare technology was at its pinnacle, right before steam engines were introduced on warhsips, only had 3 masts. - Even the hybrid steamer warships from the 19th century in this list, that had more than 3 masts, had their rigging reduced to 3 masts at some point. I did not find examples of 15th through 18th century merchant vessels with more than 4 masts either. So do you now understand why any Age of Sail enthusiast will cringe at the sight of a 6 masted galleon? In my opinion, the ingame galleon with it's maximum of 52 gunports and about 54 meter long gundeck, looks alot more like a 3-masted 4th rate ship of the line, than the earlier 4-masted galleons. Either way it should absolutely not have more than 4 masts and preferably only 3. 2. Solutions: 2.1 Sails - Add a very large mast, with royal sails and if larger shipclasses are added, add huge masts aswell. This would both allow for having a 3 masted galleon aswell as have the masts look large enough for the galleon and potentially larger vessels. - Adding jibs and staysails It would allow to have a proper Bermuda rig for sloops, a proper Schooner-rig or just about any proper rig that needs headsails. - Separate mast and sail placement. This would for example allow for an actual brig rig with 2 square rigged masts, a gaff sail (spanker) attached to the mainmast and jibs between the bowspirit and foremast. It would also allow for a square rigged sail to be put on top of a gaff rigged masst for a proper brigantine rig. - No weight sails Because it just doens't make any sense, remove a weigth sails and suddenly a ship can carry less and starts sinking? Similar to weight reduction on tames. 2.2 Cannons and combat - Remove the large cannon or restrict placement to lowest deck and increase range of medium cannons to at least match the range of SotD. It would make people actually use gunports and give us less ridiculous looking designs. The largest guns were actually put on the lowest gundeck, closest to the water, where the ship was at it's widest, to prevent capsizing when firing them. Could also not restrict placement and make ships capsize when firing large cannon broadsides from top deck. - Add fore and aft gunports and possibly restrict cannon placement (not sure about the latter) No more 10 cannons platforms at fore and aft. - Make cannonballs protrude the hull and damage, or just make the bow and stern weaker: Turning your bow or stern into an opponents broadside becomes a bad idea and people would want to actually use their broadsides as much as possible and try to do "T-mavoeuvers" for max damage, while at the same time trying to avoid allowing their opponent to execute this manoeuver. - No weight difference for cannons between openend and closed gunports. Opened gunports in high seas would just mean ur ship is sinking very slowly because it takes on water. I mean the ships sink with one plank removed, but keep afloat with all those oversized gunports open? And why does it say submit a bug report, when i'm posting in suggestions?
  9. Why nerf pistols when the reload takes days. Make the game fun and reduce the reload at least, bring the fun back by just letting people shoot more, that simple, let some people tech into a gunslinger build. Fire arrow has been meta since launch and it's the only thing that can still kill anything. I put 20 shots of my carbine on a alpha snake and it didn't die. this game is hilarious for PVP and PVE is probably a joke too. Have fun reloading two pistols, they don't even realize they are reloaded sometimes too. Add a skill to shoot a couple more times it is so bad right now.
  10. Devs, You guys and gals are doing an amazing job and the game is getting better every patch. Bar the obvious ongoing lag fixes and server optimization changes (planned and in development) - I would like to suggest the following Would be interesting to get the communities feedback on the following: 1) Climbing onto raft - Press E near to a raft and have a climb animation to get onboard from the ocean 2) add some movement to the lower body in the axe / pick and scythe animations - the current animation looks really janky and Minecrafty compared to others in the game - given the amount of time gathering this would be a nice change for sore eyes and I believe encourage other players to try the game - this has been cited as generic etc.,.... by friends as I have tried to get them to join. 3) Melee combat - This feels too slow - the animations and control just feel like we are in molasses - It would be nice to be able to swing faster - providing more interactive and action based combat - if we can get close to the combat seen in Conan Exiles - this would add a huge advantage to the games long term success and enjoyment. 4) Jumping - the animation seems to have been tweaked but need work still to match the quality of ships etc, 5) Rolling - a roll would be good and add fluidity to combat and animations for falling and dodging. The dodge animation would be great if we turned the body as well as move to the side. 6) Grab - A grab to mantle rocks would be amazing - thinking PUBG style / vaulting. 7) Dagger weapon class would be great :) 8) Bow - the 3rd person view when using the bow looks weird - 1st person much better - would be good to polish look to make it a look more realistic.. I am sure not all at the top of your list but is there is a way to add would be great. Loving the game and its huge potential - Thank you. (Feedback on any plans from the devs around these types of things would also be great :) ) Jolly Rodger.
  11. randiladywolf

    Pike doesn't stab forward underwater

    I thought the pike would be great for underwater fishing. If I roll my middle mouse button on land I do a forward stab. However, this doesn't happen underwater. I'd like to be able to stab underwater. I think stabbing forward with a pike makes more sense than slashing so if need be make the forward stab the left mouse button click or whatever just as long as it works underwater too. Thanks
  12. I would like to see a Boxing Ring that could be put up and taken down at Captains leisure. It should allow melee combat between the Crew members and give some sort of experience related to Melee Combat. On long trips this would be valuable in keeping morale up in the crew. I do not have the knowledge to create a mod that would allow this but I have hope someone will see this and go with it ! Maybe the Ring could aso double as a respawn point that could be put up as Combat approaches...?
  13. A mysteries force started appearing around the world reports of undead warriors and powerful ships of the dammed flooded in. Overnight the pirate fleets that ran the seas where decimated. Five pirate nations came together to form one powerful alliance in hopes of fighting off this new evil. All was good for a short time but this magic slowly corrupted one of the 5 factions. People from the other 4 factions started hearing rumors of people vanishing in the night, buildings being taken over by dark forces, and ships docked safely in the harbor started to sink with no explanation. An investigative team was sent in by the other 4 nations and discovered a plot to overthrow and destroy the alliance from within. With this knowledge the 4 nations quickly came up with a war plan to purge the evil from our land. The world is now a chaotic mess and we will do what we must to protect our land even if it means purging our lands of a once ally. The time had come for war! These are a few screen shots of the following battle 17ish ships now rest on the bottom of our once peaceful harbor. Video of the battle coming soon so keep an eye out for it!! Safe sailing.
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