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Found 17 results

  1. One idea, that I can't take credit for, that a member in my company came up with was NPC Lumber yards, mines, and what not that would help companies get out of farming and more on the seas. I really like that idea. I believe that if you made it so they didn't farm like a lot, but say 10,000 a day and then people could farm more if they wanted. That would help people enjoy the game. You could make it cost a bit in gold and a number of NPCs that would give you the max number of resources. A lot of what burns people out is the farming because you gotta do so much of it. Just an idea that could really help people enjoy the seas, which is my favorite part of the game, and less the farming aspect. Thank you for listening
  2. ChaosTwoActual

    Bear on boat glitch

    So I left my island with a bear and cannon cart on. It’s one of our 3 bears and precious. Shortly after leaving the island the bear started glitching around the boat. Sliding back and forth. When I got to the lawless island, through a server wall. I couldn’t get on the bear. I reloghed and the bear was gone... I want my bear back! Help! I have scoured the ocean between the islands many times to no avail! Devs please help
  3. Weather Balloons = A weather or sounding balloon is a balloon (specifically a type of high-altitude balloon) that carries instruments aloft to send back information on atmospheric pressure, temperature, humidity and wind speed by means of a small, expendable measuring device called a radiosonde. To obtain wind data, they can be tracked by radar, radio direction finding, or navigation systems (such as the satellite-based Global Positioning System, GPS). Ok So hear me out guys, a fellow guildie was thinking what if there was an item in the game similar to a weather balloon that could A. Forecast the Weather, and B. Give the direction of wind for a zone. Sometimes I get frustrated when planning a trip 3 zones away only for the grid winds to look like this <----- then ---> before I get to my destination. I was thinking not something that Shows the entire Grid but one that at least shows its own grid and the surrounding ones as well. Thoughts??? Sources: https://en.wikipedia.org/wiki/Weather_balloon Credit: Unclesid25
  4. Hi, we're exploring the world on our Brigantine, and I've noticed a pattern when one of our members logs off while we're still in motion or logs off and then we move. It seems that person gets left behind and wakes up in the ocean. To reproduce this problem: 1. Move a ship out to the ocean with company members on it 2. log off one company member while the other continues sailing OR 3. log off one company member then move the boat after they have logged off RESULT: When logged off person logs back in they are in the ocean where they originally logged off EXPECTED: logged off characters should be anchored to the ship wherever it goes if they log off on the ship
  5. Drevinum

    Improvement List

    Here is my list of improvements after a fair amount of playtime. Please consider the critics. The game have good potentials but you really need to step away from the copy paste all mechanics ARK had. You need to bring more new stuff. Specially how to interact with objects. Your E menu interface is not fun at all. Noticeable when sailing. My list of suggestions: 1. Cold = Death: If you decide to be on cold islands well fortitude won't save you, spent 8 points into it still freezes to death unless near 3 campfire with cloth armor. Also standing in houses require a lot of fire to keep warm. Increase fortitude resistance to elements House give resistance to all elements 2. Acid Rain: Rain comes together with cold fronts, as mention cold was already a huge issue and kills you a lot, being wet makes it even worse. I died in a warm freeport because a cold front with rain came. It is savage. Also spawning in rain 100% wet, 1 nano second in rain 100% wet. Make wetness scale linear instead of 100% wet when outside. The skill tree for resistance to coldness in water should apply to the coldness applied by the wetness bar. If wet you resist the extra coldness a lot better. Right now it is not even noticeable. 3. Building: It was not nice in ARK and since the game is more or less an exact copy it is still a pain. The use of T and Q to bring snap points and so forth barely noticeable and sloped half wall has a right and left config and it is pain in butts to pay attention to when to use the right one. Automate the half sloped walls to fit for left and right. Either make better visual for the use of T and Q instead half opacity white in left bottom corner or bring back old ARK building with blueprints instead of T Loom is huge scale it down! looks like a big shop. Longer time to pick up or always able to pick up. 4. Vitamine: So yes super cool idea but don't really work? I guess you want cooking to be a huge thing although the vitamine destroys it. You eat one source to the rim of overeating and vitamine overeating. The deplition of vitamine is far less than hunger. You get hungry much much quicker and whopsie daysie you are poisoned for eating to much of same vitamine. This can kill you. Remove damage from overeating same source of vitamine Sync vitamine depletion together with hunger depletion Make skill of lesser vitamine depletion to also make hunger deplete lesser. 5. Boats: They are bad, it is so hard to sail them! Anchor is impossible, you need to find that hidden spot with small text, sails well you need to navigate through the worst interface menu of all games to find rotation and sail lower and raise buttons. Instead you could bound them to the actual buttons. After pressing E on sails use W and S to raise and lower sails. Hold E to get Massive interface where you can quick lower or quick raise. Will make it more easier to sail. Afer pressing E use A and D to turn around sail to Left and Right. Will make it much easier. Sloops hole in middle totally useless unless hiding from acid rain. Can't build anything down there or take part of fire warmth. Add visual anchor spot to press E on, If stuck on land have sound effect and increase the turn speed for easier unstuck. When sailing instead of only a small picture of showing wind and sails, add some sort of wind blowing in a certain direction. Make a fancier picture. More animation and sounds during sailing. Like more water splashing against the boat when more rough seas and more bounce up and down on the waves with sounds of boat splashing down after a big wave. 6. Death: So there is a lot of glitches when it comes to death. If you die many times it clips through environment and you cant reach it. Fix the body clipping through building, minerals, boats and ground. Transfer all items button for all inventory management Make the death beam smaller and more centralized. Death beam animation of skull need improvement. 7. Resources: Well it is not that bad but some remarks here. When using sickle you get berries from berry bush and fiber from fiber bush. Why not get fiber from all bushes increase the rate of fiber gathered. Specially in the cold biome from cotton bushes barely noticeable. Increase fiber gain from using Sickle. When you harvest stone as an example you can hit anything near that stone. I got killed by a pack of elephants because I harvested stone on the opposite side of where an elephant stood. Spears also hits everything in its surrounding even behind you. Once again elephants killed me because I tried to kill a chicken! As a last mention please be sure to at least try to optimize things. 100 GB disk space and computers can barely run it. My friend gets black skyboxes and I run below 60 fps with GTX 1060 3GB where I could run ARK with almost 60 FPS with much higher settings in graphics. To me it seems to be the water causing a lot of problems.
  6. Amateur artist sets sail with nothing but his trusty Sloop and the wind behind him to use his cartographer skills in the world of Atlas. What do you know?! He's spent over 76 hours on his voyage to draw something on his map! Can you guess what it is? - Chae Lewis (NA PVE) How are your maps? Comment below!
  7. Ships are complex. I think most of the community here that has a passion for 16th - 18th Century vessels knows that, and I feel like I'm in the same boat when it comes to wanting a game like ATLAS to be an extremely enjoyable sailing/pirate/explorer game, because few are out there. I have a feeling a good portion of the community has at least made it into brigantines and I've noticed a growing trend of people wanting "more" to their ships, not just planks or hulls but more of what makes these ships unique, their sails. I propose an expansion to the current sail system in game: 1) Collidable bowsprits and figureheads: This needs to happen first, as of right now, bowsprits and figureheads are non-collidable objects in the game, so they can't be used for anything other than looking pretty. In order to add functionality to that section of the ship, they need to be collidables. This, in my eyes, adds some gameplay elements such as being able to add rams, paintable figureheads, and mountable bowsprits with jib mounts. 2) Max Masts: Masts weigh a lot and take up quite a bit of space. From a gameplay perspective, it's a simple solution to filling in all the empty space that missing due to a lack of auxiliary sails all over the ship. Large vessels should be about be able to have more for less, so sticking to more IRL mast amounts would be beneficial from a crewing and resource cost perspective. Doing this would free up some of that space needed for additional rigging and thus open up options for adding jibs, mizzens, etc. With this setup, ships would enjoy greater customization of sail patterns, as well higher speeds. 3) Jibs, Mizzens, Staysails, etc: Last bit would be to add all the little sails you can dot along rigging. There are tons of sail plans in real life and it's a shame ATLAS doesn't have these already. Sailing is fun and being able to customize your sail pattern with auxiliary sails would add some pretty fun gameplay to the game, both PVP and PVE. Someone has already proposed climbable rigging some there is no real reason to add that here, it should already be in the game IMO, but we'll see where the wind takes us. Thanks for reading!
  8. XingerKat

    Sailing Mini-Games

    Hello, please excuse me dear devs. We had a thought while we were sailing today. LOL!! We were thinking it might be fun to have some mini-games for the players that have nothing to do while sailing. XD Dice to give us a loot buff. Card games. Haha! Swabbing the deck to give the ship a sturdiness buff. Maybe like, a sewing game or something to give a speed boost to the sails! Arm wrestling. Maybe some chess or something. Just a bunch of little things. LOL Something to throw into the ideas pot! XD Thank you so much for all of your time and hard work!!! Loving it!!!
  9. Presently, the resolution for sail paintings is 256x256 pixels and the resolution for tattoos and warpaint is 1024x1024. In game, sails are obviously much larger than player characters. The result is stretched pixels that seem unimmersive and lacking. Please increase the resolution for sail images to a larger size so that we can paint beautiful designs on the ships we spend so much time sailing on.
  10. Cholo Slothman

    REAL sailing physics please

    Could you make the sails behave like their real life counterparts? At the moment the sails always have to be 'pushed' which makes no sense. Real sails only get pushed between downwind and 90 degrees to the wind. Once they start heading upwind they work like a wing! The pressure difference makes a "pull" effect which is why an upwind sail still curves. Also triangular sails are much better at upwind and square sails are much better at downwind. So instead of speed and handling sails we should have advantages for getting closer to the wind etc.. Eg: a boat with a triangle sail would be able to sail at about 25 degrees to the wind, whereas a square rigged boat can only get 35 degrees to the wind and is also not as fast. On the otherhand on the downwind straight the square sail would be much faster. This would also allow us to use the wind tactically in battles depending on our setup. It may also facilitated the need to only use certain sails for particular situations It would also be nice to introduce more sails that can be attached to the current masts: spanker, gib and staysail
  11. Giant whirlpools like this that damage but port you a large distance random 1/5 spots. rotating. Super windy/rainy, making insanely big waves. Blistering Heat as currently there is super cold. also add scurvy to those who are on sea too much. Random floating icebergs, then rocks to crash into not shown on map. Giant Turtles that move slowly and can build on somewhat, but then go underwater. Wind buffs that only you can see if you have Captain skill. giant water caves with unique resources/monsters to tame. Small scale NPC ships that do trade runs. being able to buy them out, steal crew, take over, or just kill for fun. Adding good or bad rep. Sailing should feel more adventurous and randomized, but rewarding like a Roguelike if you take a weak ship and make wrong choices. Never seen a trade ship yet.
  12. The 30% move speed with no wind at your sails just ruins sailing and removes any realism the game had. Yes, it was a total pain when you want to go in the wrong direction of the wind and you had to sail in a zig-zag pattern to get to where you wanted to go. But that's part of sailing. If people don't like it then this is the wrong game for them. I could see changing it to like 5% so you are never dead in the water but also hardly moving but 30% is WAY to fast. You have already nerfed the threat of pretty much everything else in the water. You are dumbing down the game way too much. If you want to make sailing easier just make the wind change direction more often as this is a much more realistic fix. But sailing against the wind with your sails concave in the wrong direction and still moving fast just kills any immersion the game had.
  13. I'm just trowing my overall feeling about the game as a solo player before quiting for a while. Its my way to help an Early Acess game that I liked dispite anything. First of all I'm a solo player in a MMORPG and maybe I should have not bought the game in the first place. I loved the land experience in this game. I feel that it evolved alot from Ark and converted well from a Sci-FI dinossaur game to a Pirate/sailing game despite the "jousting" combat agains wild life and the slow atacks used to balance it that feels a bit cluncky. So far so good until I decided to play the "real" game here and build my first, my second and my third ship... While I respect and understand the need to add danger in the seas with NPC ghost ships they're too much and too strong for a solo first-time sailor. All my 3 sloops never passed lvl 4 or managed to return to the shores that they were built and here are the reasons that they sunk and made me quit for a while: - The not so random Movment from SoTD while they arent aggro yet. Its an old inherithed habit from ark where parassaurs always runs from danger in your direction(bringing predators to you) the bronto that keeps walking over the iron node so you can accidentaly hit it or the predators that always choose the prey that will bring it closer to where you are. SotD randomly gets closer and closer to you or in your way even when they're not aggro so those aggron range tunnings are not that effective. - The Transition traps is also pretty bad. When you change maps the wind usually change a bit wich normaly makes you slower. The process itself is a bit slow for obvious reason and adding to that is very common to find a good amount of SoTD waiting for you in the other side. With the issues said above reaction may be late. - Ok you can be faster on your sloop than a ghost ship but its a bit useless when they spawn surrounding your ship and just keeps the same speed with moderate turning radius against the wind. - Travelling to a cold area and tis high probability of death. So you're ok in your region vitamin buffed and using your hide armor and fully invested in fortitude and you transfer in your sloop to the side area and its cold area, for some odd reason your buff is gone you start to die freeezing and the time the game took transfering your ship to a new server granted the SoTD that was waiting for you a cannon ball hit that will break your bed. I keep seeing people saying that they can handle SoTD just well that they use some miraculous setup in their ships so they outruns and out manuever the SoTD in their sloops.Thats why I kept insisting on this. For me, nothing of that worked. I may be too bad at this game but also I had no chance to learn. Never had a chance to finish a voyage and come back home no relevant experience adquired. Even on 2,5x rates is a bit annoying to grind all mats to keep building ships and get it sunk in few minutes. The end result could be different if i was playing in a group even if it was small but thats not my case and i expected to have a chance to get started in solo mode. My suggestions: Keep those SoTD to some given harder map square only so players can avoid . Another option would be not making it random spawn in every map but some sort of event fleet that keeps traveling from square to square with a server announcment when it arrives and leaves a given square. Thats all, keep evolving as the game already gave large steps in just few days. Its clear the effor to make this game better and great. But right now the SoTD just killed it for me. See you again when those ships are handled.
  14. Casually Aggressive

    POTD/Ghost ship spawns

    hopefully this isn't already posted 100 times on here already but, Is running into 7, i repeat 7, Pirate of the damned ships/Ghost ships with in 2-3 mins of each other really how this games spawning mechanic is supposed to work? we avoided 4 ships barely as the first spawned off our right side , then the second straight ahead taking away most the wind. then a 3rd ship off to our left effectively taking away all the wind lanes and surrounding us with all ships spawning 400-500 meters out. we thread the needle of the ship on our right and center as we near the N4/N5 boarder as the 4th ship spawns left and starts to circle left and makes a pretty abrupt turn right and aggro's toward us as we cross the boarder. it follows through the server line and is about 80% accurate on shots as you guessed it we make it through about 4-5 volleys of fire 2 more ships spawn ahead left and right of us . only option is keep the wind at our back and full sail to out run . we out run the original enough the cannons our falling short only to have both ships on our left and right to aggro and we start taking on water, repair, and have a final 7th ship spawn ahead of us and finishing us off sinking it. so really love that in a 5 min span we have to deal with 7 ships in less than 5 min . I feel like this is a pretty absurd amount of POTD/Ghost ships in such a small distance and to have them in such a small amount of space to react. I'm assuming this is not an isolated incident but would like to hear either way what everyone's experience is so far on actual ships that are not rafts .
  15. Bearz

    SAILING

    So I play with three friends and we started building a schooner ship, and we were allmost done with the ship, then a ghost ship spawns in and destroys everything we have built. Including the ship. Why is this happening? It makes it impossible to build ships in the game.
  16. Would it be possible to get rid of the radial menu and add sail turning with q and e? This would be infinitely more immersive and intuitive.
  17. Tempuro

    Game performance while sailing

    Just reporting another bug of something that's changed after the latest patch: sailing now has become quite a 'choppy' experience with FPS flying up and down. Even turning down the resolution didn't help.
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