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Found 6 results

  1. the New claim system may benefit with some of these ideas. a repair structure is now essentially the new claim flag. it has a smaller radius than the original land claim flag (10x10 foundations max) if a structure is placed outside of a repair structure radius it will decay within 2-3 hours ( to prevent pillaring) Make the cost of upkeep for the base 20-50 % of the cost of the entire structure in that radius. This will turn building materials into a commodity that players are willing to trade or raid for. Or a company will need to look at having someone who doesn’t mind farming. This will also encourage companies to tame or trade for creatures like elephants, rhinos, bears, giraffes. Giving breeders and tamers greater importance. Additionally a tamer/ breeder with high intelligence should have a bonus % buff on a tame they took part in breeding/taming if using the preferred food for that tame (turnips for rhinos, honey for bears etc) A repair structure with no materials in it will reduce make everything in its radius decay in 24 hours. The repair structure can have a building blocked radius (turn this on or off as the owner sees fit) anyone who has been authorised on that repair structure can still build in the radius. repair structures can be upgraded to be more efficient ( -2.5 % materials upkeep cost , maxing out to 30% of total structure cost) repair structures can not be demolished by a claim owner in the 12 hour period. The claim owner must pay 500 gold (via radial menu) to “buy” the structure within that 12 hour period. Essentially this will will turn a repair structure into the building’s “claim flag” I would expect a cap on how many repair structures a company can build on someone else’s claim to prevent greifing ( maybe 10 max to start) with the ability to buy more title deeds from a Freeport ( which is an independent third party from the island owner) for roughly 2000-5000 gold. These titles/deeds are items which are kept in a repair structure and add to the number of repair structures you can build on someone else’s land. They only add to the cap for that island. You will need to buy more for other islands. So this way anyone can build anything they want anywhere (as long as it’s not in radius of someone else’s repair structure. But those structures will decay very quickly if it isn’t in range of their own repair structure with materials in it. This should help fight pillar spamming meta.
  2. 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
  3. Hope you're having a great day I know this is already on the grapeshot list of things to be discussed but it's becoming more and more of a problem everyday on our server and I'm desperate to get a .ini configuration. I see it being done in up to three different ways: Limit total number of claims per person (Probably not) Limit total number of claims per tribe per cluster (a fix we can work with) Limit total number of claims per tribe per region (this would be awesome) Thank you for everything you do!
  4. I've seen this suggested before, and it really badly needs to be fixed, for both PVP and PVE. Right now if you look at the live map of the top 10 companies it's not about how big of a company they have, but about how many land claim flags they have spammed across the whole game world. You see a huge cluster around two or three islands than you see all these random flag's spammed everywhere out at sea all over in nearly every grid. That and the fact that even solo players can spam flag's all over and can claim huge chunks of land for themselves just add's to the issue of there not being enough land for everyone. Yes I get that you can steal land from players, yes that they made it so the more flags you have the smaller your timer, but the method of it is annoying and time-consuming. Like for pve needing to sit there for 4 hours to contest a flag, and if any person unrelated pass's by the time gets reset. Plus who has time to contest ALL THE WATER CLAIM SPAM? The game as it stands isn't about pirating, it's about how much land you can own, and it's forcing more and more people to settle in lawless as that's all we have left at this point, that and many don't want to see all their hard work ripped out from under them just because they leave and go sailing, and with it taking hours to get to somewhere your land can be ripped away before you can make it back. This ruins the game for those in smaller companies or those who like the solo challenge. Most my time in ARK PVP was solo, and I enjoyed it. in Atlas? Not so much. Also we shouldn't be forced to join big companies to enjoy the game we bought. If we want to just play with a group of friends we should be allowed to, and not be forced to join a bigger company just to make any headway in the game. My suggestion is simple: Limit the land claim to 1-3 per player, along with 1 water claim. If you are in a company, Limit the land/water claim to 1 extra per X amount of recruited players, let's say 5 for a starting example. So a company of 5 would still have the extra1 land and extra 1 water claim, if they get a 6th member, that boosts them to 2 land and 2 water capping at 10 members. They get an 11th member, they now have 3 land and 3 water. If you join in with a company, any land/water claim you have is removed after 6 hours. This to counter people abusing the system by starting solo than joining up once they claim land, and it gives those who join a company a safety timer to get their stuff moved before their flag poofs (because resources are heavy and it can take several trips). You can also limit how many allies you can have to avoid people just running everything solo with everyone just set as allies. This will encourage companies that truly want to get big to recruit more players and own a land claim size that they can reasonably support with their player numbers. Let the top 10 TRULY be the top 10 by their player count, and not by how many claims they can spam across the whole world. This will also allow smaller companies and those who like playing solo for the challenge a chance to own and control land that is reasonable to their size. It will also change the focus of the game more to its theme, Pirating. Let raiding and exploring be the main focus, and not about wiping people and trying to steal as much land as possible. Let land stealing from others be the focus of those who are able to expand by adding more players to their company, or for new companies looking for a spot. This can make land disputes truly be disputes. I would also suggest a hard cap on how many max land claims a company can have regardless of size to avoid the servers being overrun by huge companies that eventually just take over the world. With how big of an area a single land claim is, and the limit of what was it? 500 players per company? (and a lot of them the Chinese players) that's a lot of lands used up even with this limit in place. So a hard cap need's to be set, or after a set player amount you need more and more players to gain that extra land claim. So say if you have 50+ players. instead of every 5 for a new land claim its every 10 players. Land is limited as it is, and with the current system, there's not an inch of land to be had even in the tundra areas as that's where most have all gone too. Adding in the tax system didn't fix the issue either, it just made people all the more greedy to own as much land as they can muster to get more of that tax. With this kind of suggested limit, players will control only as much land as they can support with their player count, it'll free up large sections of land that are currently just spam claimed by solo and smaller companies. This is a pirate themed game, not a SimCity themed game. https://map.playatlas.com/ Just look at this mess. Is this REALLY what the main focus of the game should be?! Please like and upvote this post if you agree that a pirate themed game should be about PIRATES and not about getting as much land as you can!
  5. Ok, so...with v10 at it's base we have the ability to see who's contesting a flag. A rather handy little feature honestly. While this has worked and we've been able to find the one or two that were at the edge of the claim area being contested...we've had one that can't be found........at all. Company name is Stronghold that we're trying to take a spot from in grid K6. But there's someone, logged in or out, in the area that shows the claim capture as contested. We know what the beacon for the 'contestee' should look like and we've had 4-5 people look for people in this particular space to no avail. From other local sources, Stronghold hasn't been in our grid at all for a while. We've personally not seen the flag owner or anyone from the Company even in the grid for at least 2 weeks. At one point we did find a dude that was asleep on top of a rock in the area when we initially tried to capture the area...but said dude is no longer there and there's absolutely no structures anywhere in the claim zone...so no safe place to log out. We can't find sleepers, since you can hear snoring from a bloody mile away at rediculously loud volumes even at 25% game volume. (Devs might want to introduce cpap machines in-game so these avatars don't suffocate themselves while sleeping.)
  6. Okay so this is game breaking but not a bug but i figured Devs are more likely to look at it here then in suggestions as quite frankly you don't have to do anything we suggest. Please fix the broken land claiming system, There are solo players which are able to claim entire islands preventing those of us who were not able to get on due to server issues or the countless other problems preventing us from playing. Due to this these people who were able to claim all the available space continue to grow and get stronger whilst the majority of your player base is stuck on rafts going through a rinse and repeat of sailing/dying/restarting due to broken bed spawns. A second contributing factor to this issue is the lawless area spawn points, whilst i understand that lawless areas were opened up as spawning areas in the beginning to get more people on the server, you have essentially added to the land claiming issue given that you can not claim territory in these areas now which take up a considerable portion of the map. Lastly in relation to the land claiming issue, another big issue i have found is If you are contesting land belonging to another player and having to wait 1 hour and 30 minutes you need to remove the ability of another Company not involved in the contesting to place their own flag in the contested area. I spent 1 hour and 10 minutes contesting land only to have a random person place their flag next to mine putting a stop to me contesting. This just doesnt seem right when werent able to get on not from our own doing. I have a company over 10 people and majority have already started quitting the game. It is not fun when you can not advance due to these systematic issues within the game. Wipe all the land titles after the issue has been addressed, If you give ample notice those who are established can be ready to re claim where they are located and in the interim store their valuables on their big ships they have.
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