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Found 17 results

  1. 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 .
  2. Remcott

    Devs playing on twitch?

    @Jatheish and @Dollie I have a serious question for you and the devs. When you scroll to the bottom of developer posts you have a twitch link which says, "Watch us scallywags on Twitch". Why aren't you guys live streaming YOU playing the game and testing different things? This should be something that people could watch daily and see different employees playing different modes PVP and PVE on official (no cheat codes) , and a few times a week see maybe game developing. And see everyone playing each of the modes on all the servers NA and EU I would really like to watch you guys play your own game and I think a lot of other players out there would too. See what you guys think of the game in real time not just when you are hyping it up in a mega patch Twitch hype webcast.
  3. Leapdave

    Skill trees suck

    Rework the skill trees so that it focuses on interesting player preferences and choices instead of forcing you into certain paths everyone has to start in the same place (survival)... boy, I wonder what I'm going to pick first! (I bet it's survival!) Everyone takes building (except you 3, I know) because it's on the way to so many other things. That's not an interesting choice. Also currently you have to pick beast mastery or you are wasting your time (not a good thing) Redesign skill trees so you start anywhere you want and make choices that are interesting, add more feats (I'm sure players would be happy to help with ideas if your don't have any) and fewer required picks that you may never use There is plenty of replayable content with player interactions. focus on character development and improving the gameplay you have rather than throwing more pve content at us and then SELL US COSMETICS!!! (Ever heard of fortnite? Allow yourselves to make money!)
  4. This cooldown system is a very illogic stupid system ! if a player on PVE wants to shoot at a lion on Powerisland gets killed and leave the area with a lot of nerves because many other things ! Any player, after equipped his weapon on any slot, it has 25 seconds until the weapon is AVAILABLE AND AGAIN ! that stupid minigame along with the slow-motion animation of reloading. FFS, REALLY ??? Until you reload your weapon and do those stupid slow motion animated minigames of reloading any creature eats you alive !!! This cooldown systems is also on tools after you equip them on player slots ! Why can be this simple like in any other game and has to be these minigames and cooldowns ???
  5. I think increasing the sailing speed of sloops would make them a viable ship for solo players. I do a lot of solo sailing by myself and with the current meta everyone uses schooners. Right now using a sloop is a complete joke given they are not good for travelling, cargo, or combat in any way. Here are some reasons I think Sloops should be SLIGHTLY slower than schooners. 1. Sloops are for the solo player, not much room to build on them or base crew so they should accomodate smaller groups of 3-5 people. 2. Sloops are easier to manage. less resources when a plank is destroyed or to repair them means solo players who DONT have access to tames and other high efficiency resourse gathering can still keep their ship repaired with less effort. 3. Sloops have little cannon ability. The size of the crew and size of the deck on a sloop doesnt allow for gunports and barely room for a few cannons on the main deck. So they still wont compete with other ships when it comes to combat. 4. Swivel cannons might matter. Right now canister shots are pretty much never used as they have terrible range and damage compared to medium cannons. It would be nice to have sloops be agile enough to take a few shots with their swivels at larger ships with more canons and hopefully deter them from just outrunning and outgunning them. 5. Sloops are friendly. If I pulled up to an island on a sloop to do a treasure map, no one would care, they probably wouldnt even sink my ship because its not worth the cannon balls. If you pull up in a schooner or brig, chances are it will be attacked while you're busy dealing with the Army of the Damned on the island. This can happen with a sloop too but usually i find its less threatening to island owners so they ignore it. 6. Light weight. Sloops already have the smallest cargo capacity and the least capacity increase per level. This means that they end up being even slower than schooners due to the fact they simply cannot carry as many resources. This is obviously intended given the size of the ship, but seeing as weight effects speed, it is much easier to load a sloop up to 70% capacity than a schooner. Yet a schooner at 70% is arguably still faster than a 10% weight sloop! 7. Personalized ships. Sloops should be the type of ship that you decide to go do a treasure map on or possibly a scouting or exploration mission. They cap out the crew and plank health in a way that makes them the perfect personal or small group ship. They dont need to be stocked as much as any other ship so theyre great to just jump on board and sail to your destination. However, given the distance between islands and speed difference from sloop to schooner, I believe the idea of having a personal sloop for exploring further than your home tile has been lost due to this lack of speed. 8. Incentivising Sailing. Right now it is a rather large chore to take a ship out. Most people assume it is a responsibility that if they do take their schooner out they need it properly stocked and to make sure it doesnt sink. More people may take ships out onto the seas more often if sloops provide an inexpensive and casual way to travel between the islands. It would allow them to move with out as much of a fear of sinking from other pirates. This helps those who want to be pirates as well because they have more targets available on the waters. I hope everyone can keep an open mind about this, sloops at the moment are considered as worthless as rafts when it comes to seafaring and I would love to see them used more often so there is more variation than the current Schooner only meta most people use.
  6. Introduce AI Colonial Imperialists. Lore: The Imperialists seek to expand their empire and eradicate the lawless influence of pirates by colonizing the known world. Among all foes existent, the Kraken, beasts of legend and the cursed Damned, none are as persistent and methodical in their approach to quelling the pirate scourge. BLUF: Diverse sea combat options. New PvE land combat gameplay. New Mini-bosses. New Boss Event - Fleets In-game mechanics already exist. Imperialists on Land: Optional applications: 1. Consistent: Imperial land activity is continual, the struggle ensues all day every day. 2. Event Based "Colonizing Rush": Imperial land activity occurs on a rotating cycle. 1 week on three weeks off. Imperial land gains are persistent post event. Operate on similar mechanics as aggressive tames. *agro created by player structures; Will seek out and destroy structures on islands, prioritizing structures around high value items, eg. Ships boxes, storage boxes, work benches etc.. *uses systematic vs. random destruction. Imperialist crew WILL NOT insta-destroy player bases. Attacks will do damage proportionate to number, level, and crew type. Imperialists will establish outposts that contest player claims. A sphere of influence (like an expanding claim flag boundary and decay timer), will expand at a pace proportionate to the outpost level. The rate of contestation is proportionate to Outpost level. Sphere of influence will disappear upon outpost destruction* Imperialists outpost placement ignores player claim flags and "foundation spamming". Outpost placement location can be either random or driven by where an Imperialist ship "makes contact" with an island. Outpost will always be established on coasts or the next usable terrain space that isn't cliffs or unpassable. *Outposts will produce more Imperialist Crew at random levels until completely destroyed (like wild animal spawns); Imperialist outposts will gradually increase in level and will change in appearance. Capped limit of Imperialist outposts per island, relative to base level. Size/strength defensibility caps out at “x” level; Destruction of Imperialist bases produces material/loot. Loot can only be received when base is totally destroyed. *prevents farming exploit; Imperialist crew specializations: - Crew: Cloth armor, armed with sabre, bows or pistols. Made up of mostly Imperial citizens who either volunteered or were gang pressed into service. Quick to follow orders but quicker to turn coats when not kept in check by Imperial elites. Crews Imperial ships *can be hired after defeating a ship. - Musketeer: Cloth Armor, armed with blunderbuss. Rank and file soldier for land occupation. - Marine: Hide Armor, armed with carbine. Elite soldier of the Imperials. Posted on ships and to land for protection of Imperial assets. - Crusader: Plate Armor, armed with heavy weapons. An Imperial fanatic driven by a tragic backstory who has dedicated their lives to the utter destruction of pirates; an endeavor they pursue with religious fervor. Imperialist crew will capture player tames set to passive. *Allows for recapturing of tames once outpost is destroyed; Imperialist crew do not attack wild animals unless attacked. Wild aggressive animals will attack Imperialists (tigers etc..); Imperialist crew will roam. Imperialists set to Aggressive – High attack range; Imperials form and act like a “pack (wolf)” When an imperialists finds a structure it will “call” for help from the outpost. Imperialist “Alpha” Character: Governor – Mini boss present at each outpost that levels in conjunction with outpost level and heals with every player kill. *Governor does not leave the outpost. Imperialist crew ignore shipyards. (Prevents destruction of player ships in construction. Structures built on shipyards will be attacked i.e. work bench/storage box); Imperialists at Sea Boss Event - Imperial Fleets: On a recurring cycle Imperial Fleets will take to the seas to purge all pirate activity. Fleets will consist of multiple ships at varying levels and configurations. Fleet levels overall will vary, allowing potential for soloing a "lvl 1" fleet. Defeating Fleets will add to clan rankings and leaderboards and unlock accolades & titles. Imperialists can be engaged at sea, Imperialist crew is claimable only at sea. (Similar to SoD). *different model/skin required to differentiate. Imperialist ships have three interaction options: 1. Destroyed though ship vs ship combat. Enables salvaging of wreckage; 2. Claimed by boarding and defeating a ship’s crew and captain *Ship’s captain is a mini boss (similar to treasure hunting boss). Allows player to keep the ship in the condition it is rendered by combat. Claiming ships produces greater loot rewards than destroying and salvaging or capturing. *Makes use of Pirate skill “what’s yours is mine”. 3. Captured and scuttled (produces "ships flag item", by defeating the crew and Captain. *Claiming or sinking a ship prevents “capturing of the ships flag" (used for daily missions). *Makes use of Pirate skill “what’s yours is mine”. Imperialist ship and crew levels are random and have proportionate stats; Imperialists ignore moored ships unless attacked. Imperialist ships will prioritize disabling vs destruction. Imperialist will capture a player ship when all crew and player is killed. *player can die and respawn on the ship to continue the defense. Imperialist’s ships are drawn to and contest sea area claims. Sea claims could increase the likelihood that an Imperialist finds its way to an island; Imperialist ship path based on wind direction and agro; Imperialist Hunting is added as daily mission or free play task: Mission: Destroy “x” Imperialists; Mission Capture and turn in Imperialist ship Flags at free port. Depending on mission difficulty, can provides unique rewards / rare materials as a reward. Mission reward suggestions: Unlocks new ship hull types for construction; Free Play task. Turn in “x” flags to unlock custom skins for: ships, ship parts and flags; Free Play Task: Destroy “x” Imperialist outposts to unlock building part skins. Pros: Enables diverse ship vs ship combat. *Gives the player a choice. Disabling vs destruction (use of ammo types); Enables PvE land combat gameplay, (other than vs wild animals). Imperialists will “clean up” unused / inactive structures and claims and challenge active claims. Encourages active player engagement in claim management and concentration of effort. Companies who hold large claim areas require proportionate effort to hold them. New players will have a chance to claim territory that has been purged by Imperialists. SoD role remains unchanged (sea based aggressors); Enables PvE use of existing in game defense equipment; Promotes use of Player tames/crew for defense purposes. Players will need to strategize and consider how to actively protect their bases and tames when offline, and, ships while sailing. Cons: Solo new players, while having a greater chance to establish themselves will be susceptible to Imperialist attacks. Requires strategic thinking for base placement. (Life is more than a box). Large structure counts increase likelihood of Imperialist attack; No PvE Offline Raid Protection
  7. Felsi

    Burnt Out

    I started playing close to the beginning, not during the first couple of days, but I heard about that mess. Instead I came in with a buddy of mine and we struck out with some friends. We did the typical ark/Minecraft/smackatreeforwood game stuff, gathered our butts off, build ships and then went to bed. Ships got sunk and we log in to gathering again building another ship that we got to sail for a little before it also got sunk. We gather again while thinking about striking out on our own and we do. Tried to team up with another group that we thought would bring in more people, but no one logged on and we farmed up ships and we took them out and had a lot of fun, but then when it became just us who were getting on we decided to leave, so they offered for me to take the ship that we gathered and built. I went to take the ship and they kicked me before I could get it to a safe place to claim and killed me, in return we took ram-shackle sloops and sailed them into the harbor to slam into that ship till it sunk. That was probably the most fun I’ve had in this game. Moving on, we farm more stuff, we make more ships, but no matter where we go, our ships get sunk while we are offline, we come back to nothing. Starting over again and again had always been the Ark way, until they implimented the offline lock, if someone was offline for however many hours, then you could strike, but right now there is nothing to aid people or groups that are smaller from being able to survive a night. My buddy and I have pulled a month of all nighters trying to keep land and ships and tames from being killed, I’ll speak for myself, I’m burnt out. I love sailing, I love being a pirate, but if these larger companies that have so much more manpower than me and the 4-5 other people I play with just wait till we are offline to raid. Then that’s no fun for anyone, there is no PvP, there is no challenge, there is just opportunists who further make it impossible for any feeling of hope or adventure or anything. If I had one request, please watch this. Understand that the mechanics and how ‘punishing’ your game is to its player is what drives the negative ratings. https://youtu.be/hmEa-YAcFk8 I’m going to be stepping away from this game for a little and hope that at somepoint down the line it becomes less about large companies, which reminds me of EVE, and more about pirates.
  8. In order to make the game more enjoyable and playable here are some Quality of Life Improvements. 1. Remove E as a dismount from ladders. Ladder mount delay and E having a double use so painful. It is unneccessary. Just use jump. 2. Craftables should be level unlocks. Being able to play the game is hidden behind skill points. I should be able to play the game alone and craft mortars, stone structures, gun, ships and tame & ride everything at level 50. Make skill points improve quality of life for those disciplines. 3. Improve field of view and targetting while mounted to Artillery. Puckles and swivels not being able to shoot down below ~15° makes them almost useless on mountains and slopes. I don't think that is intended. Also mortars and cannons are impossible to aim out of K mode if you are shooting downhill. 4.Allow the naming of NPCs and allow NPCs to mount multi-seat tames. Or adjust following. Currently it is incredibly painful to move NPCs up ramps. Also naming NPCs would be really useful for monitoring what ship they are stationed too etc. 5. Adding a 'docking station'. Docking station will automatically pull your ship into position at a dock without the painful manuevering. Another thing. Add a key binding for changing sail direction while using NPCs. I think it is really annoying having to change rudder and sail direction seperately with shift held. If i could chose the keys that change sail direction I could manuever my ship much more effectively
  9. Endo Fett

    Remove Alphas!!

    Just lost another barn full of tames to a f**king alpha snake. Alphas do nothing positive for the experience. They are not a “fun challenge” they are a death sentence for tames and players. You force me to mine distant metal nodes for stone structures (seriously f**k you), take away my ability to zipline with it, and don’t give me any alternative to slowly marching home through the killing fields of alphas and predators. THIS IS TERRIBLE GAME DESIGN Please PLEASE try to play your own game for an hour, unlock stone, and try this shitty process for yourself. Many people have personally told me that between the changes to stone buildings and the alphas, they don’t even want to sign in anymore. But its ok, because you’re working on the really important stuff, like nerfing tamed dragons...what the actual f**k
  10. As time goes on we have more and more abandoned rafts and sloops left on shore by players who will never return for them. These small vessels litter our shorelines, being abandoned wherever they made landfall. They block areas that would otherwise be used as parking for ships or to host new shipyards. With no legitimate means of removing these small vessels, and with a seeminly negligible decay rate, they’ll be here indefinitely. As the number of vessels and entities increase in each zone, it is only a matter of time before the issue begins to effect performance as well as gameplay.
  11. Trade is an absolute necessity in a player driven game such as Atlas, especially player-driven trade, and thus it needs a gameplay environment and infrastructure that will incentivize, encourage and support trade where it works on both PvE and PvP? But how and with what will we achieve this, and why would it work? I don't think it's as hard as it may seem, consider what would happen if all land claims would require a cost and upkeep, a cost in terms of materials used to craft it (possibly a small amount of gold as well), an upkeep paid with gold. It would seem that players/companies would have to focus on activities that would yield gold, one way or the other. Whether that be through hunting, treasure, building and taxating their good infrastructure, trade and piracy, and quite possibly other sorts of venues. But the important part here is that you can't claim more than you can support, and with claim flags being made into a thing you have to craft and with good reasons to support it, it would suddenly be very different and people wouldn't just around and spam-placing flags. Also, there is the question if a land claim should be contestable if its upkeep have been paid for, I do think that land claims that have it upkeep paid for in it's latest upkeep cycle, should NOT be contestable, as this would make it easier to maintain land claims as long as you maintain a steady supply of gold. Did you notice some keywords above that would be important to focus on? ..Treasure Hunting, Building and Taxating Infrastructure, Trade, and Piracy! Exactly why would these be important to the context of creating a gameplay environment and infrastructure that incentivizes, encourages and supports trade? All of these will be able to yield the player/companies with gold, and will be important if one wants to claim and keep land, one way or the other. All of these aspects are aspects that fits nicely into Atlas, and they also will have an actual self-balancing aspect to the game as well. Because, one can only keep as many land claims as one is able to keep paying for with gold, and what the player/company does to obtain the gold, are up to the players. I think this would both encourage, incentivize and to some degree support trade, especially if the food/water/vitamin, health and death system is also implemented as suggested above. Because with this people are forced to play in a more thoughtful and cautios way. It would also make various professions a lot more valuable and desired by other people, like for instance medic, farming and cooking would suddenly be a lot more important. Especially if land owners and owners of certain building could also create jobs and set the wage. With the route of characters being very specialized in terms of skills, Trade would suddenly become even more important for people. It also means there would be a lot of people who're not skilled other types of disciplines, such as beastmastery, building buildings on land, wagon or shipbuild, armors, weapons & firearms, etc. This means that people would trade their skills or their goods, for gold or otherwise. But hey, what about Piracy, that doesn't incentivize, encourage or support trade!? That is to some extent true, however what do you think Pirates do with what their loot they don't need? They trade it for more profit. But it does have another important effect, and that is traders need to be able to protect themselves and their goods, either through hiring people to protect them and their goods or be capable themselves, both on land and sea. So people could also make a living through selling their service as a mercenary. But... Isn't piracy illegal and there are no punishments for it!? I'm glad you brought that up, because there certainly should be some laws against it in the game and it should be punishable through game mechanics and gameplay, but this is a topic for a different time, and likewise with making the piracy skill tree both land, ocean and -shipbased, I have intentions on bringing those up soon, so don't worry about those for now. I am interested in knowing your thoughts on this @Jatheish and the community as well. Perhaps others have ideas similar to this or ideas that will support this even further.
  12. Greetings I am currently playing ATLAS on the official EU PVE Server and would like to give some feedback and ideas based on the experiences I had so far: PVP on PVE I would like to see some way to toggle on PVP on PVE servers (for example to spar with some friends or to allow alliances voluntarily fight against each other). My idea here would be some sort of PVP flag, so that players (or ships) could toggle PVP on, allowing other players or ships to attack them if they have PVP toggled on as well. The change to “PVP on” could have some delay (like 5 minutes) so if a second player decides to engage the first player, the first player can see that PVP flag and ready himself for the fight. For ships, a separate toggle could be made or the PVP status could be set by the last player that has touched / is touching the helm. In order to prevent spamming, players that have “declared to be in PVP” should only be able to turn it back off again after some time or after engaging in a fight (like 10 minutes or so) and also not lose their status immediately after death, in order to allow the other players to actually fight and possibly even looting them. Obviously, if a player has PVP on and a player without PVP hits him accidentally, nothing should happen, so players don’t toggle on (for example when for farming) and can’t be baited into a fight by another player involuntarily. Alliance System It would be great if players could set ranks and permission for other alliance members, so that for example doors or containers could be accessed by freely. Right now, the only benefit is having other alliance members highlighted. Owned Markets or Warehouses I would like to see some sort of company-, alliance- or player-owned markets or warehouses where we can create orders (like “want to buy 10 X for Y” or “want to sell 30 N for M”) to allow some (unattended) trading with other players. I am not speaking of a global auction house, but more something along the line of a local shop or trading post. NPC Pirate Ships The amount and the strength of damned ships feel unbalanced and their appearance somewhat out of place during daylight. It would be great if the damned ships could be confined to night-time and regular NPC pirate-ships could take their place during the daylight instead, also allowing them to be balanced individually in strength and numbers. Underwater Weapons I would love to see some more underwater weapons, like a harpoon or allowing certain melee weapons, so I can defend myself better under water. I guess, that’s all for the time being. I hope that my inputs help to improve this game and would be delighted to hear back from you. Thanks & Best regards - “Efariam Hawkeye”
  13. Calthaza

    Input.ini

    Hi.. I am a fan of making my own keybinds, as i have short fingers, i need to be able to reach it all with modifiers. So i loved it when i realized you could map things in the Input.ini file However, there are something not 100% working. Some keybinds does not seem to work thru this. For example i put my "Map Marker" to Shift M instead of N, but ingame it is still N. Yes, i do have my input.ini file set to read only, so the game does not overwrite. Also, there would be nice to have a full list of ActionMappings that you can adjust from this file.
  14. Schultzcrack

    Creature Suggestions

    (Sorry for my english i try my best) In Atlas there are a lot of fantastic and great Creatures. But in my opinion there are some creatures missing and iw ould like to see some new creatures. So i suggest some that i would like to have thhem in the game. -Chameleon: A small colorchanging shoulder pet. -Rats -Bison -Hippo -Gorilla -Hedgehogs -Otter -Seal -Walrus -Squirrel -Frog and Toad -Sloth -Mosquito -Wasp -Leech -Kangaroo -Gavial -Butterfly and Moth -Camel -Snail and Slug -Pelican -Sea turtle -Swamp Turtle (like a snapping turtle) -Eagle -Owl -Killer Whale -Bufalo -Beaver -Manatee -Cheetah -Cockroach -Hyena -Giant Salamandar -Armadillo -Pangolin -Crab -Lobster -Worm -Duck -Flamingo -Geese -Stork -Salmon -Small Lizard -Waran -Deer -Moose -Dragon-fly -Chimp -Orangutan -Piranha -Arapaima -Badger -Coon -Normal Kraken -Koala -Panda -Grashopper -Mantis -Thorny Lizard -Sea Snake -Lionfish -Stonefish -Barracuda -Carp -Pike -Mole -Glowbug -Fly -Dung beetle -Lamprey -Goat -Peacock -Mouse -Colorful Birds -Coral reef fishes -Whale Shark -Saw shark -Frilled shark -Ground living shark "Sandshark" -Flounder -Lynx -Toucan -Budgerigar or Canary -Porcupine -Hamster -Mader -Fox -Sea elephant -Narwhale -A Whale like beluga whale -Meerkat -Llama -Flying squirrel -Tapir -Lemur -Marmot -Sunfish -Tarantula -Cassowary -Iquana -Shrimp -Sea horse -Gazelle -Ant-eater -Ocelot -Kiwi -Goblin shark -Pelican eel -Glowing deepsea fish Thatwas a lot if you have any suggestion write it in the comments. So this is only a suggestion and not all of them have to be included or something. Maybe no one of these will be including. But before you try to add some new stuff pls fix that game.
  15. Atlas, Advertised as an EvE Competitor - The opportunities are endless... Partially True, Mainly false... Therre are too many restrictions and not enough choices, so without critiscing further, this I think would make the game alot better. Ship Taking: This should be immediate upon slaughter of the crew and removal of the bed, Realistically - Your not ggoing to wait around for 2 days, for the relatives of the crews to turn up and try and take it back are you? If Anchored then, a 2 hour time window depending on the ship - This makes it easier for smaller groups to turn to piracy too Spawning: Should be allowed within any base, regardless of if it is on a claimed territory or not - Why allow to build bases, if we cant even spawn there? Companies: Should have a banking option, ofcourrse the bank can be stored anywherre you like, the player builds it, and its free to be robbed by anyone - This makes security a thing, and a job for those looking for gold from other players. A structured tier system, with abit more imagination other than "Admin" - This is a pirate game, not a computer hacking game.... (Slightly annoyed at the creativity in the game, but lack of in the menu department) Civilisations and colonies: Along the same idea as another on this forum, Territorries should be limited to one island per company, further territorries can be purchased, stolen etc - But it has to be earnt, and not a thing of stealing it when people are offline, Good idea, doesn't work because of the no lifers.... - Allow territories not to be captured unless thhe company admin is on, and remove the log-off/quit icon once a territory claim has been started - This forces people to actually fight for what they have and incorporates a sense of achievement for the victors, again once won, hand over is immediate. I shall leave it here for now - Please share ideas, the possibilities are endless - Yet currently restricted, very much so, uunless you want a third person age of empires Pirate edition.....
  16. Quinten_MC

    undeep water

    on EU PVE, B10, long.-83.45 lat.-30.02 there is a pool connected to the sea, the exit is just too shallow for a schooner to fit through. by now there are 2 schooners stuck because of that and more will come since there are currently 3 people working on a schooner in that pool could you make it just a little deeper so schooners can fit through?
  17. Nuhada Long John Silver

    Distance?

    Hello brothers and sisters of the storm! I was just able to depart from my island and then this status as been captivating me.. What is this distance percentage? And what does it indicates? Even those who don't know are welcome to suggest!
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