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Found 17 results

  1. ALL INFORMATION BELOW IS SPEAKING OF NPCS FROM A LEVEL 1.6 PIRATE CAMP AND A LOW QUALITY JOURNEYMAN MAP. TL;DR, The Lowest Level Stuff. Level 1.6 Pirate Camp As of 26/10/2020, npc pirates mounted on weapons are immune to all hand-weapon damage I can find. Pirate structures can't be damaged by anything inexpensive, and can't be damaged by anything in your hand (with the possible exception of grenades, which I haven't had the time to try). You can't even use picks or axes to break down walls. Frankly, this is bad enough in my opinion. You can be killed in seconds by basically any pirate, even when wearing good gear, if you're not confident with the combat in Ark sorry Atlas. However, the devs seemed to think that this was not bad enough, because it keeps going. Pirate camps are equidistant from each other on most islands, meaning that it's nearly impossible to settle anywhere that you will ever be safe if you go a hundred metres off to the left. Oh, and did I mention that level 1.x pirate bases can spawn pirates (just in my experience) up to level 78? (that's not the highest level I've seen btw, just the highest one I remember for certain) This all means that a troupe of people having just left a freeport, with no real possibility of having equipment blueprints or equipment past common level will land on a new island, be under constant threat, and be basically incapable of dealing with even the lowest level threat without essentially cheating. I did find one way that works. It's to go up in a mountain, with a rifle, a lot of ammunition, and, at ultra long range, start shooting the pirates. 5 shots per pirate is about reasonable, and they all run around when you shoot one, so you're going to be here for a long time. I assume that's the griefing you (devs) were worried about though. Oddly, that's the path we've been forced to go down. (I will address tames later) Journeyman Quality Soldiers of the Damned Likewise, as of 26/10/2020, Soldiers of the Damned do take damage from ranged weaponry, which is a far cry better than them being immune as they were some time ago. However, as of now, from a journeyman quality treasure map, they take so little damage and do so much damage that a man in plate armour is killed in a few hits, while we can shoot them dozens of times without any results whatsoever. In melee, because there are so many of them, that are not in any way tagged to the number of people in the area of the treasure map (at least so far as I can tell), and they are not significantly slower (if at all) than you are, a small group of people get overwhelmed, and die. Oh and if they don't swing at you for x amount of time they decide you must be griefing and they despawn, just in time to respawn when you try to get your equipment back from your body. Tames Okay. We got here. Yes!!!!! We can at any level defeat pirate camps, and soldiers of the damned. All we have to do, is use tames *happy noises*. And you know, I think that's totally fine. What isn't fine, is the fact that tames are not the only things in the game. In fact, there are many other forms of weaponry that have been implemented into the game, and, supposedly, these other forms are useful. One very important piece of game design that you (devs) seem to never have been taught is that nothing should be added into a game for the players to use that doesn't explicitly have a use. Essentially what I'm saying is this: I get you want people to use tames. Great! They will. Let us use the rest of the stuff you put into the game too. As of right now, it's incredibly difficult to use what you are given at the beginning of the game, to beat what you need to beat to get to the next stage of the game. And to the people who would say "well you said it yourself, it's possible, game design done"... I... just... go away. Possible is not the same as fun. If you give me a gun, I should be able to shoot things with it. If you don't want me to be able to, fine. Delete all the guns. They're clearly not meant to be part of the game. Why You (Devs) Did This I have read up on this as much as I can, so please correct me if I'm wrong about any of these things. In terms of Tames, I'm not going to say that this game is a copy paste of a game where tames were inherently more important, but... I'm also not going to lie. Pirate Bases were being effectively cheesed, and so were Soldiers of the Damned, and the way that both of these were being done was by staying at far away range with either a person or a ship (or sending in one person to kite) and then using time, or ships, to destroy all hints of resistance with no difficulty at all. Frankly, I understand why you thought that a fix needed to happen, and I agree. However, allow me to give a potential set of fixes. What Should Be done (give or take) I'm not trying to write your game for you. Please take these suggestions as genuine suggestions from someone who wants to love your game, but can't, and not as some stuck up prick trying to tell you what to do. Feel free to change numbers, dismiss ideas, etc., but please understand that these are suggestions that I have passed by many people, and that we all think would make the game better. 1. Here's the kicker. Outside of npc aggro or "chase" range or capabilities, you can't damage npcs. At all. I'm gonna try to clarify. NPCs in Atlas have a range where, if you shoot one of them, they will come after you, and at some point, after running far enough, they will return to base. It's possible I've misread this, and it's only based on time, in which case add it. Add a maximum radius around the npcs. Make it the same size as the range of the longest ranged npc, possibly excluding mounted weapons. So: If the longest ranged npc is an Archer of the Damned, then you can't hurt the Soldiers of the damned, unless the Archer can hit you. No matter what. They might not aggro until you get the first shot in, but once you do, they can hit you, if you can hit them. This is simplified even further because, done right, you can't just have 1 person kiting with no consequences to anyone else. If you can hurt the soldier, the soldier can at least try to come over to you and hit you. Make this obvious by having the reticle simply not register them as an enemy until you're in range. What does this fix? If worried about people hitting things from a ship, totally fair. Can the npc chase/shoot far enough to get onto a ship? If not, then people on a ship can't hurt npcs. Worried about people hiding in a mountain to shoot the pirate camp? Totally fair. Can the npc shoot high enough to hit the mountain? If not... see where I'm going? Perhaps artillery range has to be equalised, meaning that artillery can damage the base as long as the base can damage it (at least conceivably), and the range should probably stay the same even if all ranged units are picked off, but this should be a relatively simple fix that makes griefing and cheesing impossible, as well as making it very possible to play however you want. 2. Everything needs to be damaged by everything (Without violating the first rule). An enemy with armour can have resistance to arrows and bullets, but it should never be more than 50%. Frankly, 50% is, in this game, barely reasonable for a bow, and completely unreasonable for a gun. 3. Low level Pirate Bases have Low Level Pirates. Make a reasonable progression. If you want one boss pirate, then maybe make that one pirate level... I don't know, 10 levels above average? Every other pirate should be an equivalent level to the average level of random animals wandering around (10 or so), and then scaled for level of the pirate base. This would mean a level 1.6 pirate base would have most pirates of level 16 (Base level 10 * 1.6), a few above, and a few below. And not above as in level 78, above as in level 18, below as in level 14. The highest level pirate bases may need a buff after this, and that's okay. Maybe instead of it being a flat 10 * Level + ((level/10)*10). This would mean that a level 1.0 base would have level 10 pirates, a level 2 would have level 40 pirates, level 3 would have 60 etc. etc. I really don't care all that much how the scaling is done, I just care that it is done, and that the low level bases actually have consistently low levelled pirates. 4. Mounted Pirates have damage reduction from ranged weapons. Maybe 50%, maybe even more. Frankly, npcs on mounted weapons are the only reason I can ever see a damage reduction above 50%, so go wild. 80% damage reduction if you think there's any reason for it. I feel that fix #1 would fix most griefing with mounted weapons anyways though. 5. Npc Structures (namely pirate camps) should have high, high damage resistance, and maybe even immunity, to weapons like the bow, sword, and guns. They should have damage resistance (only resistance) to tools, and explosives. 6. Normalize Soldier of the Damned Spawn Numbers and Levels. Again, some kind of arithmetic with the levelling of SotD would be great. However, the biggest issue that is the easiest to fix is the number that spawn. Right now, as far as I can tell, it's a fixed number, or at least it's quite high. So, make it 1+ party number on common maps, 2+ on journeyman, etc. etc, along with the basic levelling that is being done. Make this number tagged to the same damage radius as in #1, meaning that if 1 player character is inside the radius of a common map, we get 2 soldiers. If another player gets into this radius, which they have to do in order to hurt the soldier, another soldier spawns, and does not despawn until all players exit the radius. And, because of how Soldiers of the Damned work right now, when all players exit the radius, all soldiers retreat into the ground. Obviously, there would need to be a counter to avoid having 1 player in the radius, 2 soldiers, 1 killed, another player joins, and two pop up, as that would be unfair (at least unless there was some kind of timer), and the number should perhaps not reset right away, but I'm sure that can be figured out by people smarter than me. 7. Soldiers of the Damned should not be able to respawn, or regain health if there is active combat going on. Just... this is violently frustrating when you've whittled down the numbers through skill and then suddenly, poof, everyone has full health and the four you killed are right back up shooting you in the back. Afterword I may edit this if I remember other things that should be added, or to clarify things that are unclear. However, this is a genuine plea from a casual player who wants to introduce people to your game, and wants to play your game, but simply doesn't feel comfortable doing so because of how badly balanced it is. I understand that these changes would be a major change to the balance. However, lets face it. The high level players looking for a challenge are not going to journeyman treasure maps, or level 1.6 pirate bases. They're going to the Hydra, the Kraken. They're going to level 10 pirate bases (assuming those exist and I haven't blanked). The higher level balance of this game might be amazing. It really might! The issue is I don't know, because I've never been able to muster the caring, or capability, to get to those higher levels. Frankly, I'd love feedback. If you, Devs, feel that some of these requests are unreasonable, please tell me why. Maybe I can offer another option. If you, other players, feel that you have something to add, please do. All I'm asking for is a some changes that would allow people just getting into the game, to get into the game. Without these changes, taking down one pirate camp, on the lowest level island we could find, with our basic equipment, would take (at rough calculation) over 6 minutes. And not 6 minutes of adventure, or fun fights, 6 minutes of potshotting from a mountain side, and waiting 10 seconds in between for the pirates to calm down so we can shoot them again (that's ignoring the mounted pirates). And without these changes, a party of three people, at level 25-30, are literally incapable of taking down a journeyman treasure map without use of the only mechanic that you've allowed to work on it (tames). This does not make for a welcoming environment for new players! It's viscerally frustrating. What makes it worse is that Atlas has so much potential. It's the Pirate game I've always wanted, and never got. But right now, it's still not here. I have gotten three people (and counting) into playing this game. And so far, we've stuck with it, because we like playing together. So if we need to randomly tame 10 boars in order to get our first treasure map, even though none of us wants to have boars, or wants to go into the taming tree, we do so, and make it fun because we're friends. We like playing the game, because we like playing games together. I guess what I'm saying is, I'd love to be able to play your game, not because I like who I'm playing it with, but because I like playing the game.
  2. Look. I understand why you did it. Griefing with ranged weapons certainly could be a problem. But no game should ever force players into doing one thing, when there are other options that the game offers. And that is exactly what has happened. NPCs on mounted weapons are immune to most, if not all ranged weapons. This means that Pirate Bases are essentially completely impossible at even relatively low levels. (not to mention the ridiculous strength of all pirates). I get the reasoning behind this; you can't just sit super far away and pike people from out of range. So make them resistant. Make it so that they take 1/2, or even 1/5 of the damage from firearms and bows. Don't make them immune. We should be able to use strategy to take down a high leveled base, instead of having to use tames. Soldiers of the Damned are immune to all ranged attacks at this point. (Sure, there may be one or two I've missed, but that's not the point). This is just stupid. The simple reason I see is that people were kiting the soldiers down to the beach, then blowing them up with swivels or something, and farming massive XP. Great! That's a problem. So, make it so that they can't go very far from their spawn point. O wait, you already did. They see you no matter where you are, and they chase you down. They can pop up through the ground, etc. etc. So why are they immune to ranged weapons? This IMO isn't even a question of they should be resisitant. This is just bollocks. They should not be immune, or even resistant, to any ranged weapon. It's silly, and it's stupid. Damage from melee is fine. Maybe even increase melee damage (they'r tanky enough). But no ranged damage? That's just not okay. It's not balanced, or fun, or interesting. It's just frustrating. TL:DR, I get you want people to use tames. Cool! People will. Let us use the rest of the stuff you put in the game too. Resistance to a weapon type is honestly fine. Immunity is just not. If you have to have some kind of immunity, make ground npcs immune to ship weapons. That's fine. But do not make them immune to an entire class of weaponry. I really like the concept of the game. But it's tarnished heavily when we can't use all of the things that are in the game.
  3. Ahoy Pathfinders! ccc is a console command which takes your current in game coordinates and server grid then formats that into a cheat command used by Grapeshot employees to teleport to your exact location. It's useful when reporting map issues, or passing on specific information about your location to the team. To use the command, please do the following: - Open your console with the ` key (you can find it located next to 1 or above TAB) - Type in: ccc - Hit Enter They say to do this on xbox? YOU NEED TO ENABLE MOUSE AND KEYBOARD SUPPORT FOR US XBOX PLAYERS TO DO IT.
  4. Singleplayer was recently revealed to be in the Mega Update 3 in Atlas! This is exciting for a lot of people who might want to play on the go on a laptop or just play without the griefing of other players. This is especially exciting for those who love single player games such as Skyrim or singleplayer ARK Survival Evolved. However, a single player can get boring at times due to the lack of other players. I personally love to play with friends but I also have internet that cuts in and out of working properly, so I'm stuck with not touching ATLAS (at least until I fix my router). This singleplayer mode could fix this problem but to make it better I propose that NPCs are added. Now, I'm not talking about the shop keepers, the mindless drones that control your ship, or the ship of the damned, but actual NPCs that walk around, interact with things, etc. This could open many possibilities such as creating your own town, hiring more dynamic characters, and even have other enemies besides the damned. As we saw in the trailer, there was a fist fight between two characters, I believe that this could happen between 2 NPCs or even you and one NPC. This adds more fun that can be beneficial. For example, upon winning the fight, some NPCs watching could go with you to your town and help with everyday tasks. You can assign one to make 100 arrows a day, one to harvest all the crops, and another to patrol around using a ship. This could also make it seem like your world is full of vibrant cultures. When sailing the seas, you could land on an Island and discover a tribe of wild natives, or catch a glimpse of a pirate outpost on the shore. This can open more possibilities for quests and treasure. Pirate ships could also circle around islands that have outposts and can notify you of their presence. (however, approaching them works similar to the ship of the damned). While we don't get much on the single player mode, I would love to see some sort of story that you could follow (and I don't just mean to quests). Upon waking up, there should be NPCs that help you with your journey and teach you the basics of the game. This would be a big improvement compared to the text that appears on the top of your screen. Afterward. you can set out and do whatever you want. When returning to port towns, NPCs can give you hints on tasks you can complete to progress in the story, so it's not a mandatory thing. Author Note: Hey! I'm not the best writer but I think these Ideas would work great in the actual game or as a Mod for singleplayer. If you have any ideas that you would like to add onto this, please comment them!
  5. Just one question to our dev team... Do you play this game actually? Like us... in official servers ? Like us ...do you spend many hours of game play to gather enough resources to build ships.... and lost it in pve in seconds? Like us... do you spend many hours to tame but some alpha snake climb walls and make a feast with your pets? Like us ... do you try to go to the fountain of pain? Rubberbanding like hell die like chicken. Yeah we like this game and we play even you throw more bs at us. Because we know this is EA and you guys work hard. But... Guys , do you really play this game "like us..."
  6. My understanding giraffe's are supposed to gather thatch. They gather less then half the thatch I gather with my pickaxe. Sometimes they gather more wood then thatch or close to it. Both in small quantities. The melee dmg on my giraffe is 133. Maybe that is low but I would think that is average or a little below average. Any comments from the community would be great. Curious to see if i'm the only one or if this is potentially a bug.
  7. To anyone reading this could you please up vote this get this scum banned and bring attention to the devs how big of a problem the cheating is on this could be great game. Take a look down below for yourself if you want. Please deal with this or your time will be wasted making this game all due to cheaters ruining everything no one wants that. Links to all cheating accounts caught on camera so you can have a laugh Watch that past broadcast to see him hit 100% of his shots without a single miss crazy hes the best
  8. Had one of our war ships get Scuttled last night. Log doesn't indicate who the asshole person was. It's very frustrating that the log will tell me who demoed something as simple as a wood ceiling, but won't tell me who destroyed a lvl 38 War Brig. Before people start freaking out and saying it wasn't scuttled, yes it absolutely was. I had finished checking all the planks and placing gold in the box just moments before it was scuttled. Then to test my theory, I scuttled a Sloop and the log read the same way ' Your (ship name) was sunk' 'xxxxxxxxx ship removed from company' 'bed removed from company' but no indication of who did it.
  9. Had a fight with a sloop this weekend. Our brig was able to gain on him. While a few of his tactics were top notch for out monevering our brig, his main tactic was to ride the zonewall, and zone right as we lined up on either gun side. Then due to the way the zoning works, I would spawn in and the sloop would be behind us. He was already turning around and able to zone right back. While yes this is absolutely a viable tactic, I feel it is absolutely cheese and shouldn't be a thing. I suggest a cooldown for zoning. If you've taken damage after x number of seconds from a player, you should not be allowed to enter a zone you just left after y number of seconds. I think this cooldown should be removed if you sank the ship you've taken damage from as well. To end my narrative, the sloop did end up out maneuvering us in a non-cheese way. They dropped a player off, he climbed the side and shot the driver. This confusion gave the sloop enough time redirect and lose us. Well done sloop. Well done.
  10. So on the patch notes it says 3 day upkeep time. I had two pieces of land by my main base I took a day ago, they stole over night. So is it 3 day real world time or is it 3 day game time? Also is the upkeep timer supposed to be negative and keep going up? Also i've been extremely active around the flags that where stolen. So obviously the upkeep timer doesn't keep going up or capping out at the 3 day timer. The attachment shows the upkeep timer going up with non of the enemy flag placers around in the negative. https://gyazo.com/14baf520aec3dd704628ed265343ee19
  11. Hey, After the most recent patch I have logged back in to find myself spawned under the foundations at my base. Is it possible to get a suicide command or a GM tp out of it plz? I cant die, stamina and food will not deplete.
  12. So today we were raided by a bunch of hackers that were aimbotting non stop. They are from China which is the bane of every gamers nightmare as they are known for hacking... Please dev wipe company Hunter. I have proof and videos they were shooting through walls... Also consider region locking China out of N/A...
  13. Title honestly says it all. If we can get some comments on this for anyone who agrees that would probably bring the attention this needs. In my days of MMO's there is always dividing servers for each region. and lets be Honest, Asia/Pacific players are amongst us in the EU and NA servers. So wouldn't it be if anything right, to include them on a server base? Perks: It would reduce population bottlenecking It would reduce server latency (due to their distance, the mainly have poor latency on NA servers) Make the community happy with branching out more servers to diverge the overpopulation problem. Cons: Money? Makes fan base happy? (chuckles) Lets be honest. Edit:Spelling lul
  14. So after the update it goes to character creation screen every time I try to log in.. I've tried joining different regions/using the rejoin atlast.. restarting steam and pc... nothing works. Is there any way to fix this?
  15. First off, great job stabilizing the servers; Game looks beautiful and is running well, so thanks. I'm enjoying the game, but there is a glaring problem, extremely few sources of fresh water. I know we can dig for waterspouts to top off, but it is tedious and never lasts long. In addition, we can't use water spouts to irrigate crops (or fill waterskins?) making creating a home impossible if you don't snatch up a freshwater source, which by now there probably aren't many free ones thanks to mega companies. Rain collecting could be an answer if it ever rained. I've played for 29 hours now (granted a significant portion was battling the rough start of the game) and I've seen it rain once. I imagine the goal was to get people to focus on island hopping, and making water a valued resource fought over in PvP, but as it stands on a PvE server, the fresh water situation makes the grandiose map irrelevant since most of the islands are unlivable, shrinking viable play space to a fraction of what it looks like. I really like the game, and building my first ship with a friend was an amazing feeling, but now that we've gotten over that first hurdle, we're basically hitting a wall. I know the devs are up to their eyeballs in salt water (heh) from trying to get the servers working and assisting players with struggles (good job stepping up after the initial fiasco), but when you get around to making in-game changes, I'd really like to see this on the list, at least for PvE servers. I don't like pointing out problems without proposed solutions, so if any devs are reading this, I came up with a few vague ideas below. Water purification system (must be in sunlight | byproduct is salt | must be emptied regularly) 'paint' additional water sources on islands, particularly large ones that lack fresh water entirely Craftable wells (game implies a water table with the waterspouts as is, so why not tap into it with a well) that provide large amounts of water that drain/replenish over time Some kind of animal/plant that produces/purifies water (there are already dragons in the game so why not something mystical like that) 'Bear Grylls it' by purifying pirate 'liquid waste' If there actually is fresh water on most islands and folks are as blind as bats, craftable water diviners to help us find it Increase the frequency of rain NPC ports that sell barrels of fresh water for some kind of vaguely rare resource (fish meat *lol* | snake scales cause they can be dangerous) Cut into some of the massive mountains and make caves with underground lakes If other players are experiencing something similar please leave a comment to let the devs know its not an isolated thought. If I'm totally off-base and missing something, please let me know! And to any devs actually reading this post, keep calm and sail on, you're doing good and thanks for your hard work. Founding member of the East India Trading Co. ~Hydras Den
  16. Anyone else with the same problem?
  17. i died and then i got reset to lvl 1 i was streaming it live at twitch.tv/esscrin plz contact me devs i was lvl 13 and had a clan and was well set up now i have to start over to get back
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