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Found 10 results

  1. Twice now on NA PvE I've had cases where a ship and/or shipyard as spontaneously self-destructed. The first case was a Brig anchored in an lawless region. When I logged in about 8 hours later the only think left of the ship was frame. Company log just said it "was destroyed". Lost about 20 crew, 1000 gold, and all the associated cargo and mats. Oh, and my pathfinder was not able to harvest any mats. The sound and texture effects were all present but nothing accumulated in my inventory. So I was basically stuck. No way to do anything. So, yeah, thanks for that. So....I started a new pathfinder, and (oh, you're going to love this), traveled from the NW temperate freeport to an adjacent lawless region. Built a small base, and a small shipyard, and started a Schooner. Logout. Log back in about 8 hours later and the shipyard was GONE, and of course because my Schooner was half built it was left in pieces as well. Company log just says both were "destroyed". Note though that my starter Sloop was still anchored right next to base I had built, and the base itself was intact. Why do you keep destroying my ships? and shipyards? Seriously? What on earth could kill a shipyard in a PvE environment in under 8 hours (more like 3 hours given the time of the log entries). Grapeshot: you get one more chance. Fix this asinine bug or I'm outta here. Permanently.
  2. Greetings Shipmates! With the upcoming mega patch I know many of you are looking for a new community to call home. [A1] is a community a cut above the rest with a unique map design that has something for everyone. Are you looking to be a Pirate who terrorizes the seas and lives on their ship? We have you covered! Are you looking to be a Merchant who seeks out the rarest materials and opens up a trading port? We have you covered! Are you looking to be a Mercenary who builds an epic fortress and lays siege to your enemy’s bases? We have you covered there too! At [A1] we have implemented a groundbreaking map design and faction system. Our 7 x 7 world includes multiple Golden Age Ruins so all power stones are obtainable, a zone for the Kraken, Lawless zones, PvE territories, and PvP regions. Our faction system consists of 3 individual groups. Merchants (PvE), which are your more traditional PvE role, will spawn with 20% more carry weight and intelligence. Mercenaries (PvP), which are your traditional PvP role, spawn with 20% more HP and Stamina. Pirates (Lawless PvP), which live on ships or on land that is claimless in Lawless regions spawn with 50% more Oxygen capacity and Gold Find as well as 20% higher Melee. Check out this presentation that goes further into our upcoming changes for post mega patch. https://docs.google.com/presentation/d/1YUiAZ_jalWyp269jjC3sa1hZac-B3bYfTcak7LXRtdk/edit?usp=sharing Features: 7 x 7 world -Custom quests built by the community Weekly bonuses voted on by the community PvE, PvP, and Lawless Zones -Monthly events with epic rewards Clipping turned on for easier building -Unlimited Respecs Active admin team -All Power Stones Kraken (The Maw) Live map ( http://www.A1Atlas.com/ ) Merchant and Ghost Ships Grids are on dedicated boxes based in Canada Rates: Harvesting: 2x PvE & PvP / 2.5 Lawless PvP / 3x Bloodworks Taming: 2x Ship of the Damn: 0.5x Mods: A Custom mod built specifically for the [A1] community Pirate Quest Eco’s Atlas Foliage Eco’s RP Décor Server Link: 54.39.28.178:57600 Steam://connect/54.39.28.178.57600 Discord Link: https://discord.gg/srRjA9Y
  3. Kummba

    Claim vs Lawless

    Both have 10 days inactivity timer, so it doesnt really matter, but: Claim vs lawless + Alpha + bigger ressourceblock from buildings demolish ( +owner / - not owner) taxes (+ owner / dont mind not owner) Upkeep (- owner) ---- NOT OWNER Dont use new buildings for 24 hours, if someone claims he can demolish new buildings. lawless + faster ressource respawn +/- no alphas (tmp mb) + almost no ressource block - spam anyway - lag if overpopulated/overbuild + can not be demolished (except inactivity timer) Unlclaimed land vs lawless + Alpha (tmp mb) + bigger ressourceblock from buildings + mb less populated, therefore less lag ---- Dont use new buildings for 24 hours, if someone claims he can demolish new buildings.
  4. So, after watching dev stream and reading the patchnotes for march 20 update regarding the lawless areas, I came to a conclusion that: 1. there will still be lawless areas, free to settle 2. lawless area will be pretty much unchanged compared to now, with exception to new decay system 3. very unclear description of lawless decay system 4. unclear on whether pillars and foundations would have same blocking range or will that range be upped In conclusion, my logic is that, despite the no raid window and build everywhere (but demolishable by claim owner even off the raid time), claimed land will not be viable for non zerg tribes, unless they are willing to be slaves of zerg tribes and finally either integrate into them, losing their sovereignity, or try to de-throne them in a sneak attack, a mutiny of sorts, and take over the claim (possible if zerg tribe is falling apart internally or losing active players and alliances somehow). Because I doubt that if all zergs return, that non zerg will be able to actually maintain their claim. That is, they will - for a while. And then zerg will come, and losing everything or submitting will be the only available alternatives. Therefore, my logic dictates - go for lawless, and fortify your spot with some heavy and cleverly put AI defenses, walls, Foundations and mortars. Zerg will not bother by it as it will be preocupied with warring for claimed. Non zerg can be defeated more easily, and battleground is more even. Pros: no bother about claim, possibly more avoided by zerg companies, potential longer no raid lifespan Cons: raidable 100% of the time, unclear decay system, not sure if foundations would block any constructions of enemy EDIT: if the devs really plan to actively damage lawless builds over time, it would be fair to give lawless the auto-repair structure similar to those on pve islands which would repair structures in radius in same pace they get damaged by system - provided materials are placed into those; not make us hammer every single foundation. Pls discuss: lawless or not on PVP official. edit: At this point, would appreciate developer feedback to this and their answer on what are they planning to do with lawless: seeing how many people play on them, and that some lawless clusters even now have steady and active population - do you still plan to make us go from lawless, like many people think, or are you willing to let go of that doctrine and make lawless a viable place to live?
  5. With the news of resuse of the PVP claim system for PVE, which i heavyly disagree with (alliance gone for this--- sure), i try approach an implementable land system. Here a list of what I THINK should be the criteria: What it should do: *heavyly increase effort to grief (spam entities), preventing is a dream *make isand available for everyone (no, MMO does not mean u have to play in big companies) *improve server performance for everyone (make big buildings costy) *no taxes *make sure that buildings, if they can be build, are not demolishable form the start *have a mechanism to save smal buildings for a span of 3 weeks as of patch 20.1 (not any size of tho) What it not have to do: *prevent resource block or protection of resources (this can be done by player interaction) *reserve big future fortification space (this can be planned in advance) *promote PVP mentality in PVE (you just dont dominate in PVE, go PVP or quit) *force a playstyle to other people (ok every system does tbh) What I like to be implemented in the next update (wipe): I dont think the devs can come up with another system (time and resource constrains) for PVE then the lawless model from blog22 or a PVP-loan like from blog 23. So with what we can work with , my dream system is lawless with Rust like upkeep. *no landlords / claims at all *building prevention from buildings are larger then current lawless, but smaller then current other islands. *everyone can build everywhere (except near other foundations) *automatically upkeep from auto-repair structure *no auto-repair structure attached to a structure (not a radius) means it decays really fast (like 4-8h, repairable per pinwheel, hammer tho) *the more connected building parts the higher the upkeep per part (whole building cost/h increase exponentially with building size) *only two (maybe even one) auto-repair structure per company per island. *upkeep same for each tier of building (u may not be skilled in stone building, but u can farm every resource) *upkeep for gates really high For supporter of the blog 23 system, what do you think it achieve, make better then blog 22? ~~~ Kummba
  6. With the change making lawless structures decay, I don't think living in lawless will be viable. Notice that the auto-repair building is specifically listed as a PvE feature. Lawless PvP does not get that. We just get decay which we must fix manually. Which means going around to literally every part of your structure. Every wall. Every ceiling. Every floor. Every roof. Every door. And you whack it with a hammer. Every day. Forget layering. You need to reach every part of your building. If the devs want lawless to stay viable, we will need that same repair structure PvE gets.
  7. You can't spawn on beds in lawless zones because you can't place a claim.
  8. Hello everyone. I make this topic because i note that, tribes used foundation for claim a big part of lawless islands and in sea. It's just too much almost ridiculous. I just asked this: Please, tribes who act like this reduce this type of claim. I don't ask to removed all, but give more space for others. And if one member who claim like this can be explain to me why they claim so far i will be happy to read, because i dont understand and i want to understand. Thanks for reading and good game.
  9. How do I know when looking at the map which areas are claimable and which are not? Is there a method to its madness.
  10. Okay, I started in a freeport, collected resources, made a raft and traveled to another region stopped in a low populated area (as low as i could find given lousy wind directions, etc) did not park directly next to anyone, hopped on land and ran around looking for resources that didnt exist any way and eventually died or was killed by something and could NEVER respawn on my ship again. So, I think okay no problem i'll change home region to same and respawn nearby and run to get my stuff. HA! it dumps me in the ocean, usually at the base of some cliffs and ALWAYS across the region from where i need to be so I end up having no way to get back to my ship. Its like groundhog day over and over going back to freeport region collecting resources, make a raft and travel away and SAME THING over and over and over and over these lawless regions really have no resources to even get established and escape from. Boats along shorelines shouldnt have beds blocked!!!!!!!!!!
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