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Found 29 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. Hi guys, thanks for your time and any help. I'm putting 8 medium cannons on the back of my galleon manned by mpvs. 6 work 2 dont. 2 randomly shoot fish like there on aggressive I cant control them when I'm piloting and manually aim. All cannons on entire ship are the same settings. All crew are passive. I cant control them and they just constantly aim and shoot at fish birds anything. I have tried many many things and I'm all out of ideas. I linked a video below. https://xboxclips.co/nismo-the-gamer/26466635-e618-4787-a061-84bedb939fe2#
  3. Below are some overall suggestions that could be added to the game to make it more interactive and fun. Freeports should have more NPC interactions such as taverns and stores for accessories. Also no decay time should be issued but instead gold should be paid to anchor a ship and that way people can't hide in pvp at free port and attack and then just leave and repair and come back. Mini games should be incorporated as well. We should be able to craft card table and dice to play on the long journey with no wind with our crews and allies. there should also be npc on lawless islands that can be captured for bounties and turned into freeports for gold and other items. The ship of the damn should actually be galleons with crews that can be boarded and attacked. The ships themselves could have the chest with all the loot and we would have to fight on the decks of the ship hand to hand if we decided to board, LIKE REAL PIRATES. NPC OR CREWMEMBERS I have noticed when playing the npc when following literally go everywhere and are difficult and frustrating to control. There follow system should be coded basically to follow the exact path of the leader. Building structures such as stone large walls should have more base hp. I understand the masterwork lengendary and mythical wall do but 24000 for a common wall is literally a volley from a galleon. My belief would be that common would have atleast 150000 or equivalent to a small ship yard worth of hp and it goes up from there. HP of builds should all be equal, the only difference should be the durability of the structures such as planks and walls should increase based on quality. Crewmembers should be able to auto pilot boats without having to be on the boat. So basically you literally assign the crew member and tell him the direction and he travels in that direction only and never turns. So players who are traveling long distances can actually fast travel off the boat to do resource gathering etc and the boat continues on the path. This is risky but is the choice of the player keep jumping back and forth from the ship to redirect the auto pilot. When wiping an island and claiming it, everything in the islands circle including that in ocean should be deleted all the way to the ocean floor. I recently wiped and island and there were still wall and sturctures built in the bays of the island that didn;t get wiped and they had their original timers.
  4. Greetings, I have a server crossplay and I wanted to see if it could be done that any existing "NPC" vendor not spwaneado can change the price of their items through Game .ini taking advantage of the topic, they know if the damage of weapons Thank you very much: D
  5. If you want to build a land cannon pill box or put npcs on swivel cannons the option for example on cannon, Target ships only does not work they shoot everything in sight none of the cannon setting work.
  6. We live in the polar and there are no berrys in the polar.. so we are forced to take around 140 k berry every week from freeport to feed all npc .. this task is not only boring but it takes long too. A easy solution to the problem would be that the food larder has priority of the silo so that big close groups of npc don't eat so many berry of the silo but eat them from the food larder .. A other easy solution would be that you can put vegetable in silos... I hope you consider this suggestion as in our group we are fighting every week to who should go take the large amount of berrys.. Or even better complety remove the feeding npc mecanism
  7. When I tried to level up my crewmembers health it didn't increase. It still continues to stay at 100.1 health.
  8. After building a couple of defense towers with cannon I was wondering whether there is any way by which NPC controlled cannon can outrange a cannon bear player. It seems that placing cannon higher up (such as in a tower), does not result in a greater range.
  9. While playing Atlas, I can't help but notice every time I'm in a freeport how empty the towns are. Sure, there are a few vendors and a shipyardsman around the area, but it's a town. There should realistically be more people than this. I think a great addition to the game that could probably be added as part of the 4 phase roadmap is more npcs and more abilities for npcs. Right now, the crewmembers are too simple. You can get them to follow you, stop somewhere, change their stance from passive to neutral or aggressive, and seat them on cannons or sails. They're people, not tames. They should be able to be given tools to harvest resources or told to bring you something. They should be able to tend farms. As for the freeport towns, I think adding more npcs that walk around and do things would make the game more interesting. They could live in the houses that make up the town. They could give you quests for rewards. There could even be some settlements on some of the larger non-freeport islands. Please comment if you have any ideas to add to or change this.
  10. How can you most conveniently place NPCs behind the cannons you want. I build a defense tower with cannons in the top and would like to put NPCs behind all the cannons. I could assign a couple of NPCs behind the cannons (they seemed to teleport to the respective cannons), but now I do not see any assignment anymore for the other NPCs even though there are cannon available for them. Also the NPCs do not move over the ladders so it seems I cannot get them any closer. How can I still get all my NPCs behind the cannons placed in my land cannon tower, it seems such a hassle atm. Does anyone have advice regarding how to tackle this issue?
  11. With the newly added change to flag and addition of the silo having NPC on your island have become a lot easier, but I feel like there is a very essential part of the game that could benefit a lot from other additions, with the NPC as the focus. NPC resource workstation. Make them require placement on the ground, have a radius that prevents the same workstation (Company, Allied, or Enemy) from being placed, only the same one, not other variations. Make a variety of them, one for gathering wood/thatch, stone/metal and lastly fiber/berries, just to cover the very core resources Make them generate the "default" resource, same as you get when demolishing or on gathering on a Freeport. Make the NPC on the workstation require 1 gold every hour, making it extremely expensive compared to other NPC gold costs, and have it generate wood or thatch (using the above idea), have it generate 100 of the selected resource. Making it generate 100 times more in core resources than it costs in gold. Having something like this in the game that would reduce the common day race to gather the very essential resources you need for anything else, and would enable people to spend more time on other activities if so wished. It would still not remove manually farming for resources, even if one packed them as close to each other on an island as possible, then you would still need to farm for anything related to Blueprints, since the default resource do not count for them, and still farm for anything not covered by the workstation and maybe even just to farm more than the workstations can provide on a day to day basis. Even if introduced at an abysmal gold to resource rate, then it would reduce some of the mandatory farm whether you log in every day or only a few times a week. Resources would be sitting there waiting for you. If food, in a form what would be compatible with what the silo or flag can feed NPC, then it would even generate directly to the silo or flag to automatically sustain itself and its fellow NPC. The rates, and numbers I have mentioned are just to give an idea of how it could work, and I know that different stations, and resources would need to have different rates, to make them equally useful. I also realize it has been mentioned before in other posts, on different forums, but I wanted to give my take on it.
  12. Really there are two suggestions here... 1) A UI, even if very basic, that shows where the panels are most damaged. What I imagine is when you pull out the repair hammer, panels gain some kind of COLOR that is not shading the actual plank, but instead replacing the plank textures with a color. IE GREEN TO RED. Similar, to when you push H and can see where your crew are. The current process of running around and manually looking at each plank just doesn't feel right since there just isn't enough visual indication of whats damaged and whats not. Obviously if we were in the ship and saw planks busted up we would know which ones need repair. The issue is only multiplied when planks are painted and you lose the shader. 2) NPC's should repair EVERYTHING when docked, and when you're docked and repairs are initiated it would be nice to get some kind of countdown or timer to repair completion. Also, if possible, what mats are needed. For example, in the F screen perhaps it says what you need for repairs. These are only suggestions and since Im not a programmer/dev I haven't the slightest clue how difficult these would be to implement.
  13. 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!
  14. Now before this gets picked apart by random people on the internet who just want to troll around and insult people for their opinions let me start by saying that I love this game. However i do have some suggestions i think would be amazing if GS integrated them into their current system. Most if not all of my opinions would greatly improve the experience most solo/small companies have in and create unique and fun challenges for companies to overcome. Since this IS early access I figured this would be the only time to throw some suggestions out there. And again I am not a programmer/developer so I don't know how difficult these suggestions would be to implement they are just fun idea I think about while playing that would improve the game in some way. More crew options For starters this is one of the most ambitious games I have ever played and has a ton of potential but as stated above a few tweaks to the system could help this game topple most other games in the genre. First of which is the crew system. As it stands now the crew system is pretty good, go to a Freeport or kill ghost ships to acquire more crew to man your ships or mount guns to defend your base. But I would suggest building upon the foundation of the system and AI of the crew to add more immersion and customization to the game. Similar to what the thrall system is in conan exiles, GS could add crew npc's that are not just static npc's the the same behaviors. I suggest adding a system that implements new crew that are proficient in different categories. I.e. crew members that are better suited to man sails but not good at maning cannons or turrets. Or npc's that are well suited for base defense so you can leave an army of npc's in your base to defend it while offline on cannons or armed with swords/bows/guns on foot to meet the invaders. The Ai could possibly function similar to the army of the damned. And while stationed or positioned where they are best suited, the npc's would receive a buff of some sort maybe extra damage or faster turning on sails ect. (And I know you can spec into Captaineering to get talented crew but this would save on skill points) Just picture you are a solo player and you have a little base a few defensive structures but not much else around to keep you safe. Now a bigger crew tries to raid you. They blow up your defenses and storm the beach. But this time you have an army of crew members armed to the teeth somewhere in your base to help fight back. This creates a little more excitement and protection for the little guys and more gameplay for the bigger tribes where they can't just overwhelm the solo/small tribes with little to no resistance. Or on the open ocean you have crew on board not just on sails or cannons but armed with fire arrows and swords to help you fight back enemies when they board your ship. And they will hopefully be good enough to actually put up a fight while defending. Drop anchor at an enemy base and have a horde of npc's follow you into battle. While currently you can place crew on the steering wheel. What if you improve on the idea by being able to program a destination. You can have trade routes that will allow the auto pilot to sail to the nearest free port or a marker that you place. Allowing for smaller companies to send automated shipments or supplies to other bases or ports. And similar to the current playershops can sell goods when they are docked. Don't like farming or just don't have the time or man power to farm hundreds of trees for resources? Have crew members specialized in gathering. These crew members could be set to wander and gather wood/thatch/stone ect around your base and place the resources in a designated resource bin. (This can be done in some way in a similar way like pretty much any RTS in the past almost 30 years) These additional crew types would cut down on the grindiness this game has and improve the overall gameplay especially for smaller companies. Now how would you acquire these new crew? Simple, for starters go to a Freeport like normal to get lower grade (common) crew in each specialization. And I have to point out conan exiles again. But for higher tiers you would have to complete harder and more time consuming quest or tasks. I.e. killing ghost ships, completing dungeons, quest, going to the power or any other new content added later. This will give more incentive to complete more endgame task and detract from the zerg mentality of pvp and add a little bit of strategy to the game. And again this can be done in some way. If you look at gameplay from conan it has already done similar things with the thrall system. To top it off it would pull farther away from just the basic taming system in place currently with animals and make it stand out as more than just "ark 2.0". Could even add a new talent tree specifically for crew so you can either spec down the beastmaster tree or the crew tree. In short this would improve QOL, allow smaller companies to actually stand a chance and not get destroyed so easily, cuts down on the monotony of farming and adds additional gameplay mechanics. GIVE ME MORE SHIPS! Naval warfare is a big reason why a lot of us play in the first place. And while the current ships are enough for early access I think many of us would get bored of the current variety we have now. How many schooners and Brigs can we build before we get tired of the same in game models? Granted there are tons of customization options and builds can try, but how about new ship types or skins. Skins may just be a cosmetic thing like what you guys are working on for the steering wheel. Would be awesome to see some viking, Greek, or Romam ship skins if not just whole new ship designs. For example a whole new category of ship with sails and oars/oarsmen. Built for speed with possibly having rams on the front for ramming enemy ships for massive damage. Adding rams of some form would drastically change naval warfare as it is in game currently. Having to sacrifice speed and weight to place a heavy metal ram on the front of your ship. Forced to make tactical decisions whether to add a ram and strip down some decks or add stronger oarsmen (crew) for speed. Could be similar to the rhino if you command your oarsman to pick up speed in order to land a crushing blow. Speaking of decks. How about the ability to customize the decks we have on ships. As in a cargo deck that, like the cargo racks from the may update reduce weight of items or workstations put on them. Or a deck designed to preserve food and refuse spoil timers for traders shipping their goods. Or a weapons deck that increases damage done by any cannon/torpedoe placed on it. (this would help disrupt the current meta of placing a ton of cannons on ceilings to overwhelm your opponent). or a deck with temp control for when it gets too hot or too cold. Not saying the current old English/British styled ships are a bad thing, I know it's pirate era they are going for just think it would be interesting to see new ship designs. Maybe make new content around the new skins/ships so when you see one you know that crew did something challenging similar to the submarine and the kraken. These things and more are buzzing around in my head almost every time I play. And you could update the game almost monthly like they did ark back in the day. Again, I know most of this is a long shot but still think these are cool ideas that if implemented could possibly increase sales and the longevity of the game and keep people playing. This has been my TED talk...
  15. hello there is how you guys create an option for npc of collector poop seems a simple thing and would help a lot in the game
  16. @Jatheish (At first: sorry for my bad english, i am just a woman from germany, trying my best to write down my opinions in english) I see what the online player count is dropping down. I talked with a lot of people in different ark/atlas communitys about - why they dont log in. And i tryed to find some solutions for bigger problems. So just some brainstorming ideas. Let the players create a usefull city, a trading routes, habours and so on Bank System: Let the people up- and download gold to the own account, let them use every tribe-bank or ally bank for this. Taverne Food selling. Lets craft every tribe NPCs whos is only able to sell food, so a tavern makes sence. And buff the cooked food to something its worth shipping resources from around the world... and don´t down them to a 5-stack. Habour and growing citys Everyone can build a nice habour but for what? Look who is the bigges tribe or wich tribe hast the most landclaims in a sector. So THIS tribe, is able to place NPC Vendors or Auction buildings. If a tribe is able to create a player-friendly habour ... it will start to become a big trading habour /center. If there is enaugh space to land /anchor with ur ships, if u finde a lot of trade stuff and maby u will finde some land to rent from the tribes, for a small outpost, storage... something great can grow. Crafting a nice habour and make ships anchor. Give us a component for a quay wall, where ships can anchor. It is a pain in the ass to build a harbor and at the end the ships can not anchor. Dont let us waste tonns of struktures in the deep water to get the ships anchored. Landclaims (Idea is just for PVE. i dont know enaugh about PVP Server to make a suggestion there) U need a better system. Its not ok to run all the time to save ur claim (PvE) but also just loging in all 3 Weeks to make ur land save, its also not ok for the rest. So make some stats to check, how aktiv a tribe is/was last 24 hours / last week. Check up how many ingame hours a tribe has last 24 hours, last week. Check how many ships moving hours they have, how many ships released, how many tames got used and so on. Dont tell us exaktly wich faktors are how importent, so people dont find to much easy ways to use the mechanic in a wrong way. If u know how aktiv a tribe is and how many players are aktiv in real.... use that informations to manage how many flags they need = can hold easy and drop down the save-time for the flags. Use something like online hours or tribe aktivity points. Maby a tribe can have 1 Tribe Flag wich is save for 2 Weeks. Then set up more flags (save time 7 days) per 8 hours playtime/aktivity ... no mather 4 persons play 2 hours a day or one play 8 hours a day. If the tribe has 48 hours playtime / day - they have 6 more flags with 7 days savetimer. If they drop down the playtime to 24 hours / day ... drop down the savetime of each flag (not the one main tribe flag) to 3,5 days savetime... so they need to be more aktive or remove some flags to have more savetime. Land for rent Lets talk about why rent land/space to other players. If an enemy try to claim ur land. The tenant get an information also. The tenant has a kind of right to claim the land as first. He can take over the land before the enemy gets it. Maby let it cost an amount of 1000 Gold. (First renter on the flag, has the first right) Give this renter a chance to say "save the claim for the owner" - so flag stay save, without beeing claimed and for no money. Old ships standig around for weeks , blocking ur habour. If a Ships isnt moved for 3 days - let player klick on it to say "remove ur shit". The owner tribe get an information in a new log (tribe log is to full to find this info) , or mark it in an other color on the map). The owner tribe has 3 more days now, to just move it 1 meter (or just anchor it again) to show... its not and un-loved ghost ship, its in use. If they pass the 3 day timer... lets decay it between 1-3 more days, depents on how big the ship is. Let the people removed compleatly. If a player dont logged in for 4 Weeks. Remove them from the server. Compleatly... also from tribes and so on - clear that shit. Look into their stuf, so the tribe dont have bad penalitys cause of that. Ships - personal owner. Give the option "personal owner" to ships. Let the Ship Creater choose, its an tribe ship or an personal owner ship. And as an personal owner, u can unclain a ship, so everyone else can claim it and can choose claim as personal owner or as tribe. So we can build and SELL ships! TRADE SYSTEM! We realy need something like a trade window for an save share. Without taxes, or something like an auktions house. Just to say "take this and give me that", without the need to drop stuff on the ground. If i wanna sell a ship: I need something like a ownership notice, put it into a trade window and if the buyer put the right amount into the window, everyone can klick "ok", so we have a save deal. Same like resources. Use a selling box, put in the stuff u wanna sell and close it (say ready) ... buyer put his payment into the other side of the box and say ready, and if both klick a last "ok", the deal is done. Breeding 48 hours is a way to much. Temperatur... its to heavy to manage the breed, the babys dying to fast cause of the normal changes of the temperatur and u cant do anything against the warm/hot. Having 20 pinguins and 30 fires and looking into it for 15 - 48 hours - that cant be the right way. Sorry, but our tribe needs to work in real live. We can do it as a tribe, of cause - but if everyone needs to sleep or work... there is nobody who can manage it ... so we need some people without a work to be able to breed? In Ark i loved to be a breeder, but in atlas, its not possible if u have a real life. Ship Autopilot. I can put an npc on a ship weel and use the auto pilot. But why the hell it stop working, so far i leave the ship - so its useless? Of cause i know, it will just drive forward... yes i know, it will drive into an isle , will do nothing agains ghost ships (ok, i can set the npc on auto fire with cannons!) and will be a blind pilot. But if there is an autopilot - lt me use that! I wanna set it on drive strait forward and i can jump onto the bed on board if i think the npc need help. (i can see my ship on the map). If i loose the ship... its happed... let it be MY risc. There are a lot more ideas, but i am not sure if any one importend will read and think about it - and i dont wanna waste my time
  17. Insane things that have to be corrected in the nearest patch. Article: NPC, Animals, Ship, Construction 1. NPC 1.1. NPC's undead ships (onward NPC-u) spawning just next to the border of the locations. That has to be changed in urgent. One way is to make the specific zone around the whole area where NPC-u could not spawn and trying to leave (except the battle situation). The second way is to make an indicator (like red colour zone on the wall if the area behind in other location near the border contain NPC-u near). I'm sailing in a small ship and smart enough to avoid a fight with NPC-u, but in present time Players do not see dangers on the opposite side of a wall of the edge the location. # Lost 3 just crafted ships in Lawless region just in that time when changed location. Last time had 3 NPC-u spawned next to me and opened fire on my weak vessel. Became scared to change location and thinking to finish the game due to the fact that gameplay prevents me to play freely by sailing around the game's world. 2. Animals 2.1. Crocodiles - first insane shit in the game - too big, too fast, too aggressive. Needs: make it smaller than a shark or equal, keep it move fast but on short distance or totally slower than now. 2.2. All behaviour of predators have to be change - animals have to tie to the environment what they control. What living on the land have not to attack players in the water (specifically when a player on the ship next to the land. When the player on the ship or in the property, predators attack property not more than a specific time (5 - 10) then change target or drop aggression (for none-predators) <now I'm a very often wake up in death inside my property due to the fact that predators attacking constantly>. Wild Predators could attack predators as well. Wild Predators attacking when the player or none-predator animal comes too close and when predator starving, in other time just wandering as none-predator animals. # At this moment with the present system very hard to settle down in warm climate regions. 3. Ship 3.1. Ship's constructive must be stronger than now and more customizable. Ships must be difficult to destroy and take due to the fact that ships have to be as a home, base, weapon for Players. 3.2. Need to add more types of small ships (min 2) and one medium size to provide players who love to travel alone more interest. Need to add more constructive elements (like half of half stairs, thinner elements of the wall, door, window (please add a square variant of the window), etc., add more points to connect additional elements to modify vessel, specifically for small ship (like sloop with very very narrow way to move on it around. 3.3. Ships could be possible to sell to NPC in towns to sell to the players or sell directly to other players with the name of crafter (as other craftable things). 3.4. Experience of the ship has to be more valuable - provide more options to modify (like speed, invisible for npc's, etc.) to make the player associate with it and feels like a part of it. To be interested to continue sails on it even if it is small ship and be no as trivial consumable. 3.5. Ships could not be destroyed when anchored next to an island during the month (see Paragraph 3.1 and 4.3) to provide Players to have a break time for Vacations or do something in real life. 4. Construction 4.1. Construction elements have to be limited - no other possibility to add a base element of building on the ground whatnot connected to the first. Add road element (limited in 50 pcs) to increase controlling space and increase movement speed between settlements of Players. 4.2. Increase the off time from 4 days to 6 to provide Players who working 5 days peacefully return to their settlement. 4.3. The number of ships owned by player limited by one (see paragraph 3). 4.4. The number of flags owned by player limited by 2. 4.5. Shipyard (dock) abandoned (empty) by owner must be available to craft the ship for other players and became the owner of it (owner have to decide to deconstruct dock or present to other Players). 4.6. Time to pick up constructive elements (specifically for ships) have to be changed by a system that Players can pick up any elements in any time during the constructing time. 4.7. Things like a bed, box, chest, Smithy, bag, barrels, tables, chairs, etc. have to be movable to the inventory of Player any time to place on the new place. Not under the list: would be great if add the book of recipes where Players can add some unique one and what can safe knowledge permanently for the player and be moved as an inheritance by the quest for the player when his character will die of old age. And a new character of the Player has to find this book (NPC quest giver in free town) to receive this knowledge and continue to collect. Recipes in the book could be modified by removing regular grade to the better and better what the Player found and add to it. # With present gameplay Players staying on the ground most the time and grinding resources instead of enjoying to sail. I think the game about sailing and NOT mining, digging, grinding resources (ok with gold)! But first, do something with NPC's undead ships to do not loos the ship of Players just because they stay on the other invisible side of a new location during the transfer time (see Paragraph 1).
  18. Well, there's already mermaids in Atlas...so why not their more obscure equivalent, the cecaelia? They could be hostile sea witches (Yes, just like in The Little Mermaid.) who are typically very predatory towards players unless you have a slain mermaid's heart (new item) on your person. If you do, they may be willing to barter with you and offer a variety of services, including a temporary tame. Unlike mermaids, they would be capable of traversing on land...but are slower than when they're in the natural environment. --------------- DISCLAIMER --------------- I currently have satellite with a whopping 1.0 Mbps internet speed, so I can't play Atlas and, currently, have to live vicariously through watching others. The details below are subject to being completely impractical and imbalanced due to specifics that I'm unaware of...so take that into mind while reading. This is all based upon someone on the outside looking in, hoping to eventually be on the inside...one day...someday...hopefully. Ultimately, this thread is just to add cecaelia, in whatever form that may take...likely much less complex than what's detailed below even if they're considered. --------------- DISCLAIMER --------------- Natural Abilities: Ink: This ability works differently depending upon whether or not the cecaelia is under water. If they are under the water, they will produce a plume of black ink that makes it impossible for anyone within the cloud to see. Although this can affect larger groups of players, the effect immediately wears off once players leave the cloud. If they are not under the water, the cecaelia will expel their ink in a projectile spray, attempting to directly target an individual's eyes...blinding them for x duration. Note: This ink is expelled from their mouths. Suffocate: The cecaelia has a grappling attack that utilizes their eight tentacles to envelop small enough prey, including humanoids. This attack can potentially knock a target out, allowing them to drag unconscious players from land into the ocean depths to feed upon...or deeper into the depths if it's initiated within the ocean to begin with. If on land, they'll wrap you up and drag you away by using their humanoid arms to crawl across the ground with you in tow. Passive Water Breathing: As one might expect, the cecaelia can breathe under water. Passive Air Breathing: As one might expect, the cecaelia can breathe on land. Passive Fast Swimming: As one might expect, the cecaelia is an extremely agile swimmer. Passive Mermaid Tracking: Cecaelia are proficient mermaid hunters, capable of sensing their presence from a considerable distance. The purpose of this will be explained within the "services" section. Sea Magic: Typhoon: The cecaelia conjures forth a small typhoon, the effects of which are pretty common knowledge. The more cecaelia within the area, the larger and more dangerous the storm can be... Red Tide: The cecaelia creates a massive algal bloom toxic to all life, including humans. Not only will this cause issues to any within the water, but the toxins released end up in the air, causing various effects upon inhalation. Likely, this would be a slow damage over time and decreased lung capacity. Kiss of the Abyss: The Kiss of the Abyss could be considered a blessing...or a curse, depending upon how you look at it. Those affected by this strange ability are mutated in a way that makes them more suited to an aquatic existence. Visually, they develop gills upon their throat, larger lips, oddly-colored skin, and bugged out fish-eyes similar to Deep Ones from H.P. Lovecraft mythos. For the duration of the change, they can swim X% faster and breathe under water...but they dehydrate much faster when not submerged within the ocean or fresh water. Thankfully, salt-water can be drank just as easily as fresh and staying submerged nullifies the need to drink at all...until the mutation wears off, of course. Furthermore, this effect is applied automatically if grappled by a cecaelia, as they prefer to feed upon live prey in the comfort of the ocean depths...so they need to make sure you're still wiggling by the time they get down there. They can, however, imbue this curse from a moderate distance as well...just for giggles. Services: (+x mermaid hearts per tier) T-1: Gold: The cecaelia will gladly trade hearts for gold. T-2: Kiss of the Abyss: The cecaelia will administer the Kiss of the Abyss, at an extended duration. T-3: Temporary Tame: The cecaelia will serve you on your adventures, or to procure more hearts for their final ware. T-5: Elixir of Youth: The cecaelia will provide a fountain of youth alternative to your aging plight. Cecaelia are capable of creating an elixir of youth in exchange for x mermaid hearts. This addresses an issue brought up in the following thread by providing an alternative means of regaining your character's youth that's more practical and less lag-inducing...but could still be a very daunting quest. Unlike the Fountain of Youth, the elixir won't provide you with any sort of stat boost...but can be obtained earlier on in your life. Lore: Potential lore could be that cecaelia are, in fact, humans who were drowned by mermaids only to then be "saved" by some dark primordial-deity of the abyss...who gave them the chance to avenge themselves and hunt down the creatures who robbed them of their former lives. Granted great power over the seas, and forms attuned to an aquatic existence, they are then set forth to act on behalf of this enigmatic entity who's desires remain unknown. Their fate explains what they desire, and why they are so willing to quell their hunger in exchange for something a little more succulent. Bonus: This is just something fun that's highly unlikely, but it would be neat if there was an absurdly-rare chance of becoming a cecaelia, if you were killed by a mermaid. If this were to happen, it could be interesting to gain access to a new discipline involving sea magic...where you could gain the powers listed above, and perhaps lesser powers not utilized by the NPC versions. Until you do, you would simply start out with the natural abilities of the cecaelia and the extra ability to take on your previously human form at will...for obvious reasons. I imagine it would be an option where you are given the choice between death or rebirth by this enigmatic entity of the depths...and perhaps it would come with some penalties to balance out the new life you now lead. For example, perhaps a weakness to fire? An increased dehydration rate? I don't know, maybe weaknesses wouldn't even be needed. I expect that, beyond the enjoyment of being such...it could open up a lot of role playing possibilities where you have a group working to eradicate the seas of these elusive invaders hiding under plain sight...witch-hunters and the like...whereas pirates would employ them for their mystical capabilities. ...or perhaps imprison and enslave them for the same reasons. It would be even cooler if you could customize your appearance as a cecaelia just as you would upon your initial character gen, but that's a stretch beyond a stretch beyond a stretch...heh. Anyway, just a thought! Enjoy the rant. Attached are just two random examples of cecaelia obtained via a simple Google search, to help with visualization:
  19. I have seen several problems with this sail, but I would also like to highlight this separately.
  20. Npc don't listen t wistle/can't enter radial menu
  21. Npc does only eat berries in food ladder or they don't want my pepper anymore? They eat it when in inventory.
  22. This suggestion will help larger companies regulate their lower ranking members. At current, if a member goes out and builds a gally . . . then stocks it with NPC crew, there isn't much from stopping your members from poaching those NPCs from your ship, to stock their own. Locking them down with an activation rank wouldn't resolve the issue because it prevents members from using the ship (which is a different topic, with both good and bad qualities). Most companies do not have a problem with NPC's being used by company members, the issue is from the NPC's having no tracking system (a ship's log COULD be handy, showing who removed things from your specific ship), and then they are MIA for the services they were meant for. I would love to see the option for admins in the action wheel to Assign to Servitude on: ________. the mechanic from there could be that if assigned in that manner, they can NEVER be moved to a different location (a nice drawback, tit for tat situation) or simply that only an admin, or set rank member could move them from the Assigned location. This would clear up the "i was trying to whistle the ladder, I don't know why all the NPC's are in the water" situations, and add a welcome addition to Company governance, which sadly needs a bit o' work.
  23. @Jatheish Will AI crew ever be able to use meele or ranged weapons?, would realy like them to slash things with sword insteed of fisting anything they see, blow enemies faces off with blunderbuss or snipe stuff with flintlocks/carbines. It just kinda sucks that they only can wear armor to make them slightly more tanky but they are otherwise only cannon/sail operators and nothing else, even if given plate armors they propably would lose to 1 fully equiped player with real weapons insteed of fists. Also it would be nice to have them more behavior options, right now, they only chase stuff across the ocean or stand still. It would be nice to have them an option to stand ground but still able to fight, for example so we could put them on left/right side of deck to shoot or on the nest so they can snipe. Or have them they can walk arround but only on the ship, not jump out into the full of sharks and manta rays waters and especialy, stop chasing birds and whatever. To not make them an aimbot gods, give them a reaction delay when using ranged weapons and make them not aim for head but for center mass.
  24. Maybe it's the lag, but the movements of many NPCs are unpredictable. Lions, Tigers, Wolfs, Birds are moving to fast to aim them. Cats and wolfs also changes their direction so often and unpredictable, that this makes no fun to fight them. Please check the Movements on the live servers and do whats neccessary. There is also needed to reduce their movement speed i think.
  25. I was wondering, are you able to equip nps' (hired crewmembers) with a gun (carbine)? If so, how do you equip the crewmember with a gun?
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