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Found 13 results

  1. Ok, so even though I've spoken to players about the markets who have been able to get theirs working, I still can't get mine to work. I've followed some advice, to no avail. I'm putting in a link for a screenshot I took to show the placement. The foreground is the corner of the warehouse, and you can see the market in the shot too. My question is: Does it look like everything is close enough to the water/shore to work? I'm certain the warehouse is no more than 30 meters from the shore. Help and advise to get things running would be appreciated. Imgur Link: Imgur: The magic of the Internet
  2. Does anyone have problem when they try to edit the trading offer currently? I cannot edit or add new trading offer atm try to change the trade from iron to iridium into iron to copper, but all it give after trying to update it is a blank trading offer list
  3. A few mini-tips on farms and markets. You will likely need to INTENTIONALLY lower the efficiency of the farms by placing the foundations in order to prevent them filling up quicker than the warehouse can drain it. It will not auto-start once it stops. It will just drain and remain stopped. I have a farmhouse running at .3333 efficiency that stops after 12 hours, and another that runs at .6 and runs 24/7. It all depends on the specific farm and how many "nodes" its harvesting from, as well as the weight of the resources harvested. Mines, lumberyards, and quarries seem to fill and empty at a rate that keeps them from stopping. Only wood and stone farmhouses seem to have this issue. Warehouse trade ratios are averaged, and need to match at both ends FOR MATERIAL, but DO NOT need to match for ratio. If I set a trade of "Slate" for "Granite" at a 1:1 ratio. I can ONLY trade Slate for Granite. If my neighbor has a trade of "Granite" for "Slate" at a 10:1 ratio, we WILL TRADE at an average of our rates. I will send 5 Slate, and he will send 1 Granite. You CANNOT PREVENT THIS except by cancelling the trade route. If I set a trade of "Slate" for "Stone" at 1:1 ratio, I can trade Slate for any other stone. Averaged ratios still apply. Some 'evil' person can set a bunch of "Marble for Stone" trades at 1:100 and if you have a route trading your local stone for "Any Stone" in return, you WILL trade with them at a 50:1 rate. CHECK YOUR TRADE LOGS FOR FUNNY BUSINESS!!! To elaborate further, if I set a trade of "Slate for Gem" and my neighbor has a trade of "Gem for Gem" we wont trade. If they I have a "Slate for Sunstone" and they have "Sunstone for ANY Stone" we WILL Trade. RE-TRADE for profit!!! If you trade "Slate for Stone" and get a ton of Granite in return, set up a trade of "Granite for Stone" in return. You'll trade it back (and forth and back and forth) and possibly have an endless loop of trades. This will not affect total stone (If everyone is 1:1) but will MASSIVELY increase gold yields I have TON of trade logs like "714 Tin traded for 714 Tin" which is pointless for mats, but generates shitloads of gold. Gold earned is based on distance (in grids) but currently everything is 1 because there is only INTER-grid trading. Gold earned is PER trade, at either 10 gold for two different companies trading, or 5 gold for inter-company trades. (trading with your own markets) You can set a market to private and have a few of them on one grid and just set a bunch of 1:1 trades between them to passively generate gold. Warehouses will stop collecting (I think) if they fill on weight, but not on slots? This one is weird. Substitute currency! If you want to trade something to yourself, and dont want to trade with others, but have a public market, use a pseudo currency. (I use cannonballs) Create a trade of "100 cannonballs for 5k fronds", for example, and then on the other end do the inverse, then create a 2nd trade to send the cannonballs back "10 cannonballs for 400 cannonballs" This lets you "pay currency" to export a material back to yourself, without exposing it to others via "Fronds for thatch @ 1:1". Lets hear more tips and exploits! This system is SUPER broken in terms of potential gains and abuse. Issues : Limited to 20 trade preferences I wanted to have private markets to send goods back to my main base, and one trade hub, but the limit on trade numbers makes this impossible. Cant make an "Any stone for Any stone", so to export 3 different wood, you need 3 different trades. No "AND", "OR", "XOR", or "NOR" operators. Let me trade ALL but 1 stone for any of 3 other stones. If youre going to limit total trade prefs, let me at least make VERY specific trades. Only 1 type of mat for 1 other type. This is an extension of the prior. let me trade "Any stone" for "any wood, 3 types of thatch, and cotton" Just write better code. Literally 1st year college students with Python or a determined person with an Excel sheet could make a system that does this. Internal vs External trades, or specific trades per partner. I have a market that gathers a ton of mats, but one of them Iwant to send home (Strongwood) and not export to other people. This is impossible if I use a public market with 1:1 trade of "Strongwood for Wood". Instead i have to make a fake trade using cannonballs or some other material and then trade it back to myself. Instead of market being public or private, let TRADES be public or private. This solves both problems at once. Honestly, theres a ton of other issues, but the core functionality is already so broken and exploitable, that it needs fixed first. As a test, I set up a 100:1 trade "quartz for crystal", (I got the quartz in a one time go, i didnt have a constant supply) I received a 50:1 in return, then I retraded the crystal I got again at 100:1, and let it run for a few hrs to get myself a decent supply. My neighbor had a 1:1 "Herkimer for any crystal" trade this entire time. As a result, he got a teeny tiny bit of quartz, and I got a ton of herkimer. Now I have a Herkimer for Herkimer trade at 1:1 and noone is the wiser. Free mats? Please and thank you.
  4. Feedback - With the new structures and implementation of markets and the economy, solo mode could use a little love. So, playing in solo mode, I've paced the new structures. The farmhouse, warehouse and market. When initially placed, they properly function, and are visible. When I exit the game and then return, these structures become invisible. They are still there, still functioning and even have collision. You can't walk through the area they were placed. But they are completely invisible. Has anyone else experienced this or have a fix for it. It's difficult to deal with. By the way, is there any functionality of the markets in solo mode? Thank you.
  5. Fog Whisperer's presents - The Pussy Pagoda "Cat Shop" It's time to rebuild our customer base. Last season, under the name The Debalts in partnership with The Black Locks, we made a name for ourselves as the premier cat whisperers in NA PVE servers, maintaining the best prices and selection of these little companions. Selling out of our stock every swap meet. But now, these two companies have combined. And we haven't lost sight of our love of pussy cats! New Pricing Guidelines: Lvls 1-4: 100g Lvls 5-9: 125g Lvls 10-14: 150g Lvls 15-19: 175g Lvls 20-24: 200g Lvls 25-29: 225g Lvls 30-34: 250g Lvls 35-39: 275g Lvls 40-43: 300g Lvls 44+: 350g+ The Fog Whisperer's are located in F9 Bigsevain island, SouthEast tip, next to Tames R Us. May also contact: Savoir Faire#2284 in discord for pictures of current stock or reservations.
  6. Hello everyone, We are fairly new players and would like to buy a pair of high level Bears. Your price is our price ! Thanks for the help.
  7. Ahoy together We have a marketplace for animals, seeds, blueprints and resources Currently there are 10 bred bears for sale. Our offer is constantly being expanded. You can find us on PVP EU, Sector K7. Island Springland Enclave Coordinates: L: 36.52 B: 15.75 Discord: https://discord.gg/ Pq4qpCW We look forward to your visit
  8. Bonjours ! Nous sommes la compagnie The Untouchables, une toute nouvelle compagnie où beaucoup reste à faire mais avec un belle avenir que nous souhaitons partager ! Nous avons déjà pu produire un lignée d'ours avec un niveau de naissance de 90 sans mutations. Nous avons aussi de bonnes bases pour : Des Rhinos avec un niveau de naissance de 70 sans mutations qui arrivent bientôt. Des Éléphants avec un niveau de naissance de 66 sans mutations qui arrivent bientôt. Des Girafes avec un niveau de naissance de 71 sans mutations qui arrivent bientôt. Nous vendons également des animaux avec diverses stats pour lancer votre propre lignée ou simplement pour votre farm ! Nous pouvons également vous louer un chantier naval pour vos futurs bateaux avec 200% de qualité soit un niveau max de 52. Ou simplement vous vendre un bateaux ou un chantier ! Nous possédons également certains Bp qui seront en vente via un playershop sous peu sur les docks de notre base principale en F3. Vous pourrez aussi très prochainement acheter vos animaux 24h/24 via un playershop et un système de code sur nos docks en F3. De plus nous avons mis à votre disposition un dock (-30.93/61.92) pour Galion et Brigantine qui vous mène directement au plus gros spot d'Argent de l’île (relié par des tyroliennes aller-retour permettant un farm >25k) mais également d’Opale et d'Obsidienne ! Un atelier et une forge sont également disponible pour réparer vos outils ou fondre vos lingots grâce aux os des ours ou sangliers présent sur l'île. Nous restons joignables sur notre discord : https://discord.gg/bTQSUp Hello! We are The Untouchables, a brand new company where a lot remains to be done but with a bright future that we want to share! We have already been able to produce a line of bears with a birth level of 90 without mutations. We also have good foundations for: Rhinos with a birth level of 70 with no mutations coming soon. Elephants with a birth level of 66 without mutations that are coming soon. Giraffes with a birth level of 71 without mutations that are coming soon. We also sell animals with various stats to start your own line or just for your farm! We can also rent you a shipyard for your future boats with 200% quality, or a maximum level of 52. Or simply sell you a boat or a shipyard! We also have some Bp which will be on sale via a playershop shortly on the docks of our main base in F3. You will also soon be able to buy your animals 24 hours a day via a playershop and a code system on our docks in F3. In addition we have put at your disposal a dock (-30.93 / 61.92) for Galion and Brigantine which takes you directly to the biggest Silver spot on the island (linked by round-trip zip lines allowing a farm> 25k) but also Opal and Obsidian! A workshop and a forge are also available to repair your tools or melt your ingots thanks to the bones of bears or wild boars on the island.
  9. Black Harbour - Havre Noir / Marketplace - Place de marché Many animals for sale and FREE Discord & Pricing: https://discord.gg/4eqH5Z6 Our final bears level 119 available wild stats, Health 1401 Stam 1400 Melee 434% Weight 1618 Each levels give minimum : Health +45, Stam +140, Melee +2.7%, Weight +97
  10. Lista de animales y precios // Animal list and prices *las cantidades citadas a continuación son en oro // the prices are in gold. Lobo / Wolf ------------------------------------> 500g Osos / Bear ------------------------------------> 800g Tigres / Tiger ---------------------------------> 1000g Leones / Lion ---------------------------------> 1000g Elefantes / Elephants ---------------------> 1200g At:Captain TitoTorme
  11. So first off just a quick message to the Devs. Thank you so much. I have been playing ark since it was at this stage in its development and thoroughly enjoyed the ride and I'm looking forward to the ups and downs that atlas has in store. I've always wanted a water world styled ark map and this is it, with its own unique spin and flavor. So onto the Feedback/ suggestions. Claims:A topic of much controversy the claiming system has been bashed by just about every single player at least once so far, but why? Well besides the well-known issues with contesting i think the big issue is wasted space. if we have four companys make a claim each, in a square, without overlapping, we have a space in the middle that nobody owns and that nobody can now claim. look at any island and you will find at least one spot where a claim could almost just about fit. to fix this have the claims act more like a bubble. where the lines cant overlap but instead just smush into each other and try to fill the available space. alternately laydown a smaller square grid over each map, and have a claim take its respective square on the grid. this second method would reflect how actual claims work today. i think the second issue is how claims are actually contested. i was attempting to claim some uncontested land on pve na, and i spend a solid hour trying to find out why every time i dropped my flag it would say contested. moving back and forth up and down this way and that way trying to make sure my lines weren't overlapping anyone's claims. i finally found the issue, some lvl 4 pc had logged out in a bush inside the area i wanted to claim. this likely never coming back player sleeping in uncontested land that i could have claimed was stopping me from claiming. To fix this. making it so that a player has to also put down a flag or at least have their flag out to contest the claiming of unclaimed land would help, also making it that only people in the company that owns a claim or their allies can prevent the stealing of a claim as opposed to any rando would go a long way as well. Lastly on the topic of claims. allies can steal your claim and even if you are online and standing right under the flag you cant contest it. this needs to be removed to prevent blue raids. Trade. there should be some kind of trade goods. things like silks, spices, and relics. things that we can sell for additional gold. taking these items to the trade ports or to a merchant's vessel would be a great reason to actually have to leave the house. Free market. Having the Free Ports have some kind of auction house where we can sell our goods for a set price would go a long way. These are just a few things that i have thought about. if i think of anything else i will be sure to ether update this post or make a new one.
  12. I think this game really need a market in town where players can trade ships cannon ammo and resource and a trade mechanic for players.
  13. Having to option to create a market stall / trade stall to place for others to purchase resources / goods for a price. Example: Skill Tradewinds : Contruction Tree 8 Points Description: Enables the construction and management of a Trade Stall and & Trade Box, additionally enabling the player to sell items through the stall. Trade Stall (Wood Structure) A trade stall would need to be place in conjunction with a trade box, the stall would allow you to list items in the trade box for a cost in a desired currency, whether its gold or resources. Other players would press E to interact and would show the stall inventory and the costs would be listed like the crafting requirements tooltip. Trade Box (Wood Structure) A trade box would work similarly to a Ship Resources Box, allowing resources to stack to 500,000 and allow the resources to be pulled from the trade stall. Skill Tycoon: Contruction Tree (Requires Tradewinds, Esotary of Building) 8 Points Description: Gives access to further market structures. Enables Trade Market Enables Metal Trade Vault Trade Market (Stone Structure) Similar to a trade stall, though more elaborate design and stronger structure. Trade Vault (Metal Structure) Similar to a trade box, though more elaborate design and stronger structure. This i feel would promote more trade in the regions and potentially more pvp. The post I made on reddit;
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