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Found 46 results

  1. Sovereign Snow

    ships Suggestions For Ship Changes

    1. Permission To Come Aboard The current setting; "Nobody but company and allies allowed on ships" feels like gauze on a hemorrhaging wound. As it stands, without allying with EVERY player who wishes to view your ship design, catch a ride to another region, or just hang out, nobody can help others. I propose a new setting which would bypass the company and alliance setting temporarily to allow individuals onto your ship, with strictly your permission. 2. Assign To Repairs / Unseat All As it stands, NPC crew-mates begin to automatically repair your ship when unseated and the ship is anchored. This causes NPCs to be free-floating on your ship's deck, occasionally glitching through and drowning or teleporting up and down getting stuck between decks. I propose an additional, man-able position on the ship meant for repairing. This should stop NPC crew-mates from disappearing or dying by glitches. Additionally, I propose a command be added to the HUD while at the wheel of your ship and through the lieutenant podium to "Unseat All" NPC crew-mates. 3. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 4. Flags Create a new Flag item to be crafted in the Loom to place anywhere on your ship, preferably at the top of a Sail mast. 5. Send - To / Send - Off As it stands, Ships give players the ability to interact with their tames and "Send To Ship..." I propose another ability should be added to "Send Off Ship..." for those cases where someone's tamed animal got stuck inside of a structure they built on the ship. Alternatively, add a targeting system for where on the ship, or off the ship, that the tamed animal be sent to when interacting with the "Send To Ship" option. 6. Captain's Deck As it stands, a Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 7. Improved Respawning @mKHammerBro Better Ship structuring to prevent falling out the back of a ship in motion. This happens often. Through Decks and through the back wall. Alternatively, re-code the Ship itself to act as a Respawn point, and change the Ship's accommodation level to improve how soon it can be reused as a respawn point. Maybe this will solidify the player's position on the boat when respawning at full sail. 8. Anchoring @mKHammerBro Increase Ship's anchor length to allow deeper anchoring. Larger ships can't get close enough to anchor sometimes. Maybe a craft-able mod or purchased at a Freeport. Additionally, stop beds and other structures from preventing anchor drop. Many can't anchor their own ships inside their own territory because of a random person's ship or raft anchored nearby. 9. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 10. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 11. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 12. More Structures on Galleons @Vostik Vostik's Galleon is comprised so far of only ceilings, roofs and walls. and They can't even place a ship resource box anymore, yet I see a vast open space in these images still to use. Increase the structure limit on Galleons. https://imgur.com/a/Mz7F2TT 13. Knots @mKHammerBro When building your ship and rearranging sails and what-not, players are asking for a way to measure their speed. To truly see which sail and sail-set-up is faster. This system would obviously be Knots, how to tell how fast your ship is actually moving. 14. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 15. Additional Sails @Grodgen Auxiliary sails: Jibs, Mizzens, Staysails, etc: Currently we only have access to main mast sails. It limits the potential of ships. Ships have tons of sails on them, including these smaller or medium sized ones. Have them take up sail a small amount of points like masts but provide enough bonuses to the ship to make them viable. Lateen Sails: We have square sails, gaff sails, and mainsails in game right now, however, we are missing lateen sails, which were used way before the other three became popular. 16. Collidable Bowsprits / Figureheads @Grodgen Collidable Bowsprits / Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual bowsprits. If you like any of these options, please reply "+1" an don't forget to Upvote the post! I'll be adding ideas posted here by others and tagging them for credit so this post gets bigger and noticed! Thank you for taking the time to read this @Jatheish! Regardless, loving the game.
  2. PLEASE fix, this is nearly game breaking for people who pvp. Sail max velocity doesn't do a damn thing on speed sails. Sailed 2 brigs, one with 120% speeds and one normal, same speed, this has been mentioned many times now and still no response? Dev's please at least reply and let us know you are going to fix this? Thank you.
  3. Captain James T. Kirk

    More Ship Choices

    So far we have 4 possible ship options. One of those options being a HUGE jump and none of the ships having any specialized use. Given the current naming, it would be possible to add a few classes of ships in between what we already have access to. Currently we have: Sloop Schooner Brigantine Galleon For a wider range of ships (both cost wise and having some specialty ships) you could add the following ships: (Specialized) Bilander Barque (Specialized) Windjammer (Specialized) Man-o-war What you would have for your new list now would be as such: (Breakdown of newer ships below) Sloop (Unspecialized, wartime/merchant ship) **Unchanged from current** Schooner (Unspecialized, wartime/merchant ship) **Unchanged from current** Bilander (Specialized merchant vessel) Brigantine (Unspecialized, wartime/merchant ship) **Unchanged from current** Barque (Unspecialized, wartime/merchant ship) Galleon (Unspecialized, wartime/merchant ship) **Unchanged from current** Windjammer (Specialized merchant vessel) Man-O-War (Specialized Wartime vessel) To break down the new ships a littler further we'll look at base stats and current costs: (Max gunports combined for both broadsides) Sloop: Base Stats: Weight: 3300 Crew: 3 Sail Units: 2.0 Decks: 1 Schooner: Base Stats: Max 10 gunports (28 planks total) Weight: 9000 Crew: 14 Sail Units: 4.0 Decks: 2 Bilander (Specialized Small merchant vessel): Medium Planks Base Stats: Max 8 Gunports (36 planks total) Weight: 17500 +300 Crew: 16 Sail Units: 6.5 Decks: 2 Brigantine: Base Stats: Max 12 Gunports (40 planks total) Weight: 15000 +200 Crew: 16 Sail Units: 8.6 Decks: 3 Barque: Large Planks Base Stats: Max 32 Gunports (54 Planks total) Weight:22000 +250 Crew: 38 Sail Units: 14 Decks: 5 Galleon: Base Stats: Max 52 Gunports (74 Planks Total) Weight: 30000 +300 Crew: 59 Sail Units: Decks: 6 Windjammer (Specialized Large merchant vessel): Large Planks (giant shipyard) Base Stats: Max 20 Gunports (86 Planks Total) Weight: 55000 +500 Crew: 29 Sail Units: 22 Decks: 5 Man-O-War (Specialized wartime vessel): Large Planks (giant shipyard) Base Stats: Max 102 Gunports (138 Planks Total) Weight: 45000+400 Crew: 112 Sail Units: 25 Decks: 7 This in our crews opinion, would add to the diversity of ships as your traverse through atlas, giving a more immersive feeling of the game.
  4. Ars Nova

    Ship Levers

    A lever for ships. For operating lights. So you don't have to manually run around and turn them all on/off.
  5. I know this is an issue for most people but my server been fine for over 2 months and since this update all my players including my map went black. I personally can still see the claim flags circles and the boats we have in the circles (not the ones outside of a claim flag circle). I re-uploaded the cell images and mapimg files to the server, tried clearing my image cache map from my client but none of this worked. Actually when I cleared my map image cache from the client it didn't re download the files from the server which leads me to believe it's a port issue. Since we didn't change any ports on the server and don't have access to it cos it's rented from a hoster this leads me to believe your so called optimization of the server has messed some ports up. We also have the many reported bug where we get stuck on the steering wheel of our ship. Also invisible and partially invisible AoD ships (floating cannons and some parts of the ships) AND I've also been attacked by an invisible wild animal. Thanks for the optimizations, they really improved our gameplay....
  6. ■ Air limit - In admin mode and using "Cheat Fly", when it rises enough and touch 'the roof of the game', the admin dies. It is not normal. ■ Damage of wild animals to structures, when they are born inside the base - Wild animals of normal level, do too much damage to stone structures. - It is not normal for wild animals to be born within bases. That does not happen in Ark. Restricting spawn in player structures has not been contemplated? - See for example: ■ Broadcast - No sound is produced when a note is broadcast (cheat broadcast blablabla). That makes many admin messages go unnoticed. I can not find the place to configure that option if it exists! ■ Destroy / Killaoe - The "Destroystructures" command is very dangerous. If the admin is wrong at the time of executing it it deletes the entire server. The "killaoe structures 2500" was more practical (killaoe <type> <radius>) - I had two great scares when typing that command. Please enable the KILLAOE command. It is much more effective and better control can be exercised. ■ Boats (Ship) - The boats sink for no apparent reason and without the reason being seen in the LOG. ■ Player bug (he is very serious!) - When a player leaves the server and leaves his body lying somewhere normal, when he returns to the server his body is underground without the possibility of recovering his loot. It is very annoying and the administrators are in the need to continually compensate the aforementioned players. It is a very important theme. Thank you for your attention. Regards
  7. muffinrag

    Ship Sank for No Reason

    I know there are a few other posts about this, but none of them seem to match my issue. I was sailing home after scouting some treasure and deciding I wouldn't be able to get it. I was on my sloop, with just me and my lion. Some basics: The ship had been anchored for at least 12 hours of real time when I started sailing, giving it plenty of time to be at full health. I had been sailing for maybe five minutes when the sink occurred. My ship was well below its weight limit. With only two "crew" aboard - me and my lion - it was also below the crew limit, thus not over-encumbered in any way. I received NO indication that my ship was taking on water, or damaged, or sinking. There were no enemy ships in sight, no Damned, not even any player vessels. I was sitting there checking my other treasure maps, when the ship just fell to pieces around me, stranding me in the middle of the ocean, miles from any island. In a desperate bid to save my level 42 lion, I tried swimming to the shore anyway, but ended up running out of water and getting attacked by a shark. Sob story aside, there is no conceivable reason why my ship sank, so I'm a little bit peeved. Other bugs I can handle - not being able to turn or walk after respawning? Sure. Die again and it's fixed. Get trapped on a boat sail, unable to stop manning it, but also unable to interact with it? Log out and back in, problem solved. But these boat glitches are destroying huge amounts of property that took a lot of work to obtain.
  8. TheSzerdi

    Capturing Ships

    The system sucks. It's currently impossible to capture a ship unless it's abandoned. Selling captured ships was the main source of income for pirates. The piracy tree end tier skill sucks too. One minute off the capture timer with a ninety second cool down. The whole system needs to be replaced. Alternate system one: Each deck of a ship has a capture zone that must be held for X time. You can capture them in any order, but must hold all of them at once for Y time to claim the ship. The zones can be re-captured by the ship owners. Alternate system two: All enemy NPC's and players must be off the ship. Claim flag like the current system, but much shorter timer (30 minutes or less). You must remain on the ship to capture. Enemies stop countdown, but do not revert it until all claimants are off the ship. Anchored ships have an additional separate claim requirement that ends in a minigame to break the anchor before the main claiming process can begin.
  9. Welcome to JetEye Paradise! We host gaming servers for various different games! Currently our servers are running Atlas on a 7x7 grid which is split between two servers located in Thailand and central USA. You can seamlessly sail between these servers and venture across the entire grid. The rates are 10x Tame, 5x Harvest, 3x XP for PVP and 5x Tame, 2x Harvest, 2x XP for PVE. Power Stone quests have been implemented and tested fully. If you have any questions or issues, use either the reporting channel here or on the Facebook group JetEye Gaming Servers. There are currently 50 slots per server. To Join, Search for JetEye 7x7 PVPVE Modded. The direct connect info is 173.218.175.149:26002 for one of the US servers and 146.88.54.96:26552 for one of the Asia servers. Feel free to invite as many as people as you would like!
  10. I've seen a few older posts containing parts of what, but they are a bit incomplete (imho). I know people usually get angry over posting relevant things in older threads for some weird reason, so I made a new thread instead. 1. Why does it need a rework? - Ships with ridiculous platforms with most guns on top deck facing fore or aft, all with large cannons. - Almost no-one in pvp is using gunports - Galleons with 6 masts look horrible and are totally unrealistic for the era that inspired the game's setting, even if it's not set on Earth. (17th or 18th century) - We can't create any proper rig due to lack of headsails, staysails and inablily to attach gaff sails to the back of square rigged masts - The large masts look too small on a galleon. - The gunports look a bit too large. For people who think a game full of 6 masted warships is not an issue: https://en.wikipedia.org/wiki/List_of_large_sailing_vessels As you can see: - Not a single warship ever had more than 5 masts. - Not a single pure sailing warship ever had more than 4 masts. - The largest and latest pure sailing warships, when pure sailing warfare technology was at its pinnacle, right before steam engines were introduced on warhsips, only had 3 masts. - Even the hybrid steamer warships from the 19th century in this list, that had more than 3 masts, had their rigging reduced to 3 masts at some point. I did not find examples of 15th through 18th century merchant vessels with more than 4 masts either. So do you now understand why any Age of Sail enthusiast will cringe at the sight of a 6 masted galleon? In my opinion, the ingame galleon with it's maximum of 52 gunports and about 54 meter long gundeck, looks alot more like a 3-masted 4th rate ship of the line, than the earlier 4-masted galleons. Either way it should absolutely not have more than 4 masts and preferably only 3. 2. Solutions: 2.1 Sails - Add a very large mast, with royal sails and if larger shipclasses are added, add huge masts aswell. This would both allow for having a 3 masted galleon aswell as have the masts look large enough for the galleon and potentially larger vessels. - Adding jibs and staysails It would allow to have a proper Bermuda rig for sloops, a proper Schooner-rig or just about any proper rig that needs headsails. - Separate mast and sail placement. This would for example allow for an actual brig rig with 2 square rigged masts, a gaff sail (spanker) attached to the mainmast and jibs between the bowspirit and foremast. It would also allow for a square rigged sail to be put on top of a gaff rigged masst for a proper brigantine rig. - No weight sails Because it just doens't make any sense, remove a weigth sails and suddenly a ship can carry less and starts sinking? Similar to weight reduction on tames. 2.2 Cannons and combat - Remove the large cannon or restrict placement to lowest deck and increase range of medium cannons to at least match the range of SotD. It would make people actually use gunports and give us less ridiculous looking designs. The largest guns were actually put on the lowest gundeck, closest to the water, where the ship was at it's widest, to prevent capsizing when firing them. Could also not restrict placement and make ships capsize when firing large cannon broadsides from top deck. - Add fore and aft gunports and possibly restrict cannon placement (not sure about the latter) No more 10 cannons platforms at fore and aft. - Make cannonballs protrude the hull and damage, or just make the bow and stern weaker: Turning your bow or stern into an opponents broadside becomes a bad idea and people would want to actually use their broadsides as much as possible and try to do "T-mavoeuvers" for max damage, while at the same time trying to avoid allowing their opponent to execute this manoeuver. - No weight difference for cannons between openend and closed gunports. Opened gunports in high seas would just mean ur ship is sinking very slowly because it takes on water. I mean the ships sink with one plank removed, but keep afloat with all those oversized gunports open? And why does it say submit a bug report, when i'm posting in suggestions?
  11. Although I am loathe to distract the developers from fixing critical gameplay issues with suggestions, I see so much low-hanging fruit to make shipboard life more enjoyable and realistic for us, as well as give even more depth to the skill trees and customization options. Shout out to the Reddit r/playatlas community who helped trim and tune this list. Boatswain or Bosun - An NPC assigned to the Ship's Resource Box, who will act as a standard repairman/sweeper (when anchored) until all the planks are fixed, and will then switch to repairing EVERYTHING ELSE. Unlocked via the Captaineering tree. Wheel Lanyard - A hotkey to lock/unlock the wheel/rudder at its current angle, even if the pilot leaves the wheel (for one-man shows, shifting sails, and large ship maneuvering). No skill requirement (this isn't rocket science from a RL perspective, we used a 3 foot rope with a loop on my boat). Chock or Bitts - A player-mountable fixture on a ship that would allow a thrown grapnel to apply force to the ship rather than the player when anchored to a solid object (like the shore or another ship). This could be used to assist dock maneuvering of larger ships, helping tow stuck ships, and boarding actions. Unlocked via the Seamanship or perhaps Piracy tree. Ship's Compass - A heavy, placeable fixture mounted on a ship that provides a permanent heading tape to the pilot (just like sextant buff, but without the minimap). Unlocked via an advanced Sextant skill. Wind Pennant - Placeable flag, counts as .1 sail for placement purposes (to avoid spam abuse, and overtaxing the animation system). Visual indicator of wind direction when stationary. Unlocked via the Seamanship tree. Thole - Snap point oar only mountable at bottom gunports (instead of a cannon) can assign an NPC to improve turn and reverse maneuvering at low speeds. Unlocked via Seamanship or Captaineering.
  12. Ahoy! I would like to introduce you to the A1 Unofficial Atlas Server the absolute best Unofficial Atlas Server in the World! A little bit about A1: A1 is an amazing community full of friendly and awesome people where we have a lot of fun, laughter and good times. With over 3+ years of Ark Server experience and 13+ years of various other server experience we have been rooted in game server hosting for over a decade! We strive to provide a great unofficial server experience that strikes a perfect balance between fun and difficulty. A stress-free environment where you can play your own way, with a community where everyone helps each other. Good news Sailors! January 25th 2019 we launched our brand new and improved 6x6 Unofficial Server! What does this mean for you? On Jan 25th 2019 we started fresh!! A great opportunity for new adventurers to join our ranks, find themselves an island and enjoy this amazing custom made server in either a PVE or PVP zone 6x6 Atlas Grid provides a large playing surface for many players to enjoy together Newly Custom Built 6x6 Map: Map Info: 6x6 Atlas Grid Fully Integrated PVP & PVE Zones Contains 100% of Islands from the Official servers Rates: PVE High Security 2x, PVP Null Security 3x, PVP Low Security 4x (Sotd's PVP Area) All Power Stones on the Map Center Maw End Game Location All NPC Ship Traders Much much more to explore! Fully Integrated PVP & PVE Zones Explained: With the A1 Unofficial Atlas Server we want to cater to a wide audience of players and with our integrated PVP & PVE server set up we can do just that. Taking a note from the successful EVE Online PVPVE mechanics we have decide to separate zones for both PVP & PVE servers called High Sec PVE, Low Sec PVP, and Null Sec PVP. The more dangerous the zone the higher the harvesting rates. The Low Sec PVP zones have wondering Ships of the Damned separating the PVE & PVP zones, companies/sailors should cross with caution! For more Server Info or How to Join: Hop on and get to know us in the Atlas Chats on our Official Discord: https://discordapp.com/invite/srRjA9Y More Information can be found on our Reddit: https://www.reddit.com/r/A1Atlas/ UPDATE: A lot of things have been going on with [A1] recently so I want to give everyone a quick summary of everything.1. Atlas- Administration (gold + patrons) and leadership have been working on designing a well balanced 7x7 map- We are trying to launch these changes to line up with the next major patch that should come to Atlas- We are currently working closely with @ghazlawl to develop a specific A1 mod that will come with the new 7x7 map, we are very excited about this. We are also working with him closely to develop and alpha test the Pirate Quest mod.
  13. I am missing one key aspect of the pirate fantasy and that is stealing ships. Of course it would suck to come online and your ships are not only destroyed but even worse, they are stolen. So here is my idea: Every ship is claimable like it is now but with one change. If the ship is not anchored, the further away it is from any coastline the less time is required to claim a ship. So from the current default time of several hours down to 1 hour minimum if in open waters. If a claim occurs in open water the default of 1 hour is increased/decreased by +-10% for every crew member the defending group differs from the attacker. The moment a claim flag is placed on a ship it can't be scuttled and parts cannot be demolished. For example: If the defending ship has 5 crew member (npc, tame or player) and the attackers get on board with 5 members aswell it is evened out and the claim time will be 1 hour. If the attackers have 6 members on board. The claim time is reduced by 10%. (Of course the numbers are just an example more or less might be better/worse) So what does that mean? Finally we can board enemy ships and steal them. It would require a lot of skill and strategy. This would open up new strategies and possibilities for PvP and Roleplay. Your ships would still be safe in your harbor because of the insane amount of claim time. I have never seen a ship without crew in open waters. So it would bring a new aspect to PvP. Not only stealing a ship. But what about stealing it back? I would love to board enemy ships, fight on the deck, kill the crew to get an advantage over the other crew. If this is a viable strategy, it could change PvP fights. Would love to see rope shots for ballistas to actually attach your ship to the opponents (but that might be too much) So what do you guys think?
  14. (because 'Feedback&Suggestions' seems to be worthless for making suggestions...) With the wipe coming up it would be the best time to make changes to the ship building, mainly cannon placement. The wipe would get rid of any old ship designs out there and everyone would start design ships to the change – no old shotgun ships that cannot be removed outside of a wipe. One of the main concerns with how ships are being build with guns is, that people mount guns in front and/or back in such numbers and ugly designs it not only is unrealistic but also plain ugly. You have made such nice ship designs with gun ports and everything. For that you definitively looked at real world ships of the era. I for my part never saw a real world ship of those times with such one-sided gun placements. Having the same gun numbers on port and starboard is obvious, as you never know on what side the enemy will come in range. You would be at an disadvantage being one-sided. I am not a specialist in ship design, but I would guess that if it would be technically feasible to build a ship with all guns in the front or back some navy (more than one ship) would have done so and used it. A tactical maneuver in the real world for gun boats is to 'cross the T' on the enemy, whereby your ships would face the enemy in a line with their broadside, while the enemy line is moving towards you with their front. Thereby all your ships and guns will face the enemy while only the enemy's first ship in the line can only use it's front cannons on you. If the current Atlas shotgun ships would be a real thing, getting ones T crossed would be not a tactical disadvantage, but desired - hence current ship meta in Atlas. My suggestion would be for the wipe to limit cannon placements on ships to the gun ports ~ no placement without snap points. In a next step you should add more snap points to the ship hulls/planks. I would suggest making every blank above the water line able to be a gun port. Also make the most upper plank (gun port or not) have a snap point at the railing above deck – same as with the snap points for dinghy and diving station already. Mainly to have the sloop able to mount guns at all, but to also have more guns to add to the other ship classes. Finally make the most front and back gun port blanks of the ship to have different switchable designs (pressing T) – the normal gun port facing to the side and one that faces to the front/back to allow guns in that direction. This would come down to: Sloop – 12 guns (all on deck) with max 2 to the front and back. Schooner – 28 guns (14 on deck) with max 4 to the front and back. Brigantine – 40 guns (20 on deck) with max of 4 to the front and back. Galleon – 74 guns ( 22 on deck) with max 6 to the front and 10 to the back. Another thing I would suggest is to allow the mounting of the large cannons on the same snap points as the medium. Otherwise with this changes large cannons could no longer be put on ships. As we would get rid of any gun not placed in a snap point you could reverse the weight reduction of guns in gun ports. As far as I understand it this was introduced to promote the use of gun ports vs. the ugly gun walls. This would help in promoting different ship designs for different uses. A gunboat with all (large) cannons mounted will not be a good cargo ship. A cargo ship will have only minimum number of cannons (maybe only in the back to shoot while fleeing). Multipurpose will be something in between. Basically you would double the number of ship classes (armed and un-/less-armed version) without adding new ships. This would promote having multi-ship operations – warships protecting cargo ships, etc. Not so sure about the Ballista with this idea, but I guess giving them only the deck snap points would be enough, or not? Oh and by the way, could we get rid of building material being used as armor platting? It looks ugly, has no real world comparison – the ships planks are its armor. Maybe make a armored version of the current planks with more hit points and more weight? I would also suggest to not make much change to the current base crew and weight numbers. You should have to customize the ship towards it's use. Having enough additional crew to use the deck guns should need leveling towards that. If needed only adjust cannon weight, so that a full large cannon ship design (with armored blanks?) is at the extreme low end of cargo capacity, or will be slowed down if it is having cargo. One optional suggestion to better help in the customization is (as suggested already somewhere else) to be able to put ships back into shipyards for re-design (maybe even for wrecking operation giving back the planks and or full (?) material cost) and maybe also to re-spec the levels for a gold cost, etc ? Again - in short - please consider with the coming wipe to limit cannon placements on ships to snap points (gun ports) only. With that you have every option to 'add' more guns later to your ship designs without antagonize anyone later by taking things away from anyone or not being able to get rid of unwanted designs without a server wipe.
  15. Castellane93

    ships New Ship Types, Version B

    The followup to my new ship types post, but with a different take on the entire ship system in the world of Atlas. Version A post here: So, a constant debate throughout these forums, is the "inaccuracy" of ships in this game. A lack of essential sails, ship classification based on mast count, etc. A ton of good commentary on this, and some that feels a bit aggressive for unnecessary reasons. That being said, I think a possible solution would be to push away from having ship types classified. To apply this idea, it would be changing the names of the current in game ships, and renaming them more appropriately to their size. For example: Sloop = Small Ship Schooner = Medium Ship Brigantine = Large Ship Galleon = XL Ship The advantage of this approach, is that you have a bit more control in the type of ship you have, depending on how you equip it. Another example, In the real world, Brigantines and smaller schooners had a very similar hull size and shape, the difference was the sail configuration. By building ships by size, rather than by name, you can decide while building if you want a 2 mast schooner, or a brigantine. Now there are more than 4 universal ship hulls that were used throughout history (obviously), So a way to incorporate that into this style of ship building, would be to incorporate different versions of the ship sizes, for example: Small Ship, Small Long Ship, Small wide ship, etc. This could accommodate different ship types through history, and also encourage some cool ship builds, with distinct advantages. A large long ship for speed, a medium wide ship for hauling, etc. Hopefully this actually seems coherent and not just some idiot rambling.
  16. Castellane93

    ships New Ship types, Version A

    Good morning everybody, I have done a bit of research and would like to contribute some ideas on new ship types. I have two different approaches in mind, and therefore will have two separate posts about it, so that voting and responses may reflect appropriately in the suggestions list. For play style clarification, I mainly play PvE, and have focused my 400+ current hours in the game on ship building. I have tried to find options for all size category's, and all company sizes that seem to make sense to have. I will focus simply on ship types, and not on sail configurations/sizes, as I will talk about that in my 2nd post a bit more. NEW SHIP TYPES: The East Indiaman. Already in game via a mod by @Dakar. This would be a great addition, as it sits in that space between the current Brigantine and the Galleon. The Junk. Coming in all different sizes, the one shown here reflects a small to medium one. I think it's a good alternative to the schooner, and could be focused as a lower cost hauler. The Corvette. While this could be added in as it's own thing, I feel that renaming the Brigantine to Corvette would make more sense, as the current in game Brig is closer to this, than to an actual brigantine. More on that debate in the second post. The Frigate. This is the one that I wish for the most. Sitting between the current Brigantine and the Galleon, a dedicated fighter. 14-18 guns per side, possibly even top deck mounted gunports, 4 decks, pure joy. This post contains a lot less info than I had planned to provide, but ship research is finicky, and depending on the region you originate from, similar ships and their feats can be categorized as the same. More on this in the Version B post. Photo credits to http://brethrencoast.com
  17. Love the game, really do. It's been a roller coaster of a ride so far with a few memorable moments. The combat is very fun and having ship attack a shore base while you are on the shore is a thrilling experience, that's for sure. But enough of that, I need to get this off my chest.... (pun intended) Firstly, White and Red meat... Not animal and fish meat. Guys, there's such a thing. Chickens are white meat, as are fish. Humans, pigs... WHITE MEAT. The rest, red meat. This is a change that needs to be in the game and I cannot believe there's such a thing as 'animal meat' when it's pretty obvious that having white and red would be both more realistic and offer far more variety. Birds would also give white meat. This is a real life thing, it really is! Pork is white meat... I can't stress enough how much this actually bugs me. The crocostimpy cannot be hit by a tame head-on. It simply has no hit box on it's nose, so extending that sarco bounding box a little would be nice Refertilizer: PLEASE make it a thing in this game. Having a new tribe member run out and cut all my trees down around my base was heartbreaking, it really was. I'd love to be able to regrow them and turn my base into the beautiful paradise it once was because it's now this ugly grey box on a hill and I hate looking at it. So much so that I don't even want to log in any more. It's really that ugly and offers me no natural cover at all. The barrels are nice, so is the way they get water and I really love the piping system. I'd really enjoy seeing a Distillery in the game, so as to make a more potent grog and give the game a little more realism when it comes to crafting some items, rather than have a mortar and pestle. In all it's been a fantastic game so far and I really can't say enough about how much I've enjoyed it... RED and WHITE meat guys. Pigs are white meat, so are humans... Chickens are the same as fish in terms of meat.. (snakes too) so this would be a welcome addition and I'm really shocked this isn't in the game, I really am. I don't like the 'steering wheel' either because we all know it's a helm. We don't go calling a joystick a steering wheel for the sake of a few simple minded types, do we? I'd prefer to craft a helm and put that on the bridge... Alas matey, we can't all have it the way we like it but seriously, it needs to be called what it is for the sake of all the pirates out there who call for a bit of immersion. All in all, it's great despite the many masses saying otherwise. Having to go into the water for 'white meat' while chickens cluck around me is the only annoyance I have really.
  18. WInslow

    Animal transport

    I would like to suggest a structure that can be added to boats, unique per vessel, that can vary based on the size of the ship. The structure can be an animal pen that has limited space, each tame will still be counted toward total ship crew but each tame type would count toward a specific amount of space in the secure structure. The structure would need to be on the top deck of the ship. Example, the structure on a brigantine would have 10 effective animal slots. An elephant, giraffe or rhino would cost 5 slots. You could safely store 2 large creatures. A bear would cost 3, so 3 bears. Horse, cat, cow, bull and sheep would cost 2, so 5. Shoulder pets and chickens would be 1, so 10. This would be a way to store creatures for either long voyages or for safety. Each creature gets a unique ID associated with it. The stored creature would drop inventory (except saddle) and would have food storage slots for animals. Their effective weight would still count toward total ship weight, and the structure couldn't be destroyed by the radial menu while it has animals in it. It could still be damaged from PVP and ships of the damned, upon destruction it would release the animals and they'd be relatively injured and/or panicked. We are losing tames while crossing over zone borders. Tames start to glitch, go through ceilings, fly off vessels or sink to the ocean floor and die. This would prevent a lot of vanishing tames, tames lost at borders or those that end up dying when you are trying to get them on board. Sure, you can build a platform and walk them on board now but if you are out harvesting or adventuring you risk losing them when sending to a ship, or whistling them on to a ship. It's just unreliable and glitchy. There could also be a variety of stables, barns or other structures for bases where we could store tames. Same damage rules would apply, similar limits. Other games have structures like this where you can store pets, tames, livestock etc, in a somewhat safe place. (Life is Feudal comes to mind)
  19. first off, sorry english is not my native language. One of the biggest problems with offline ship-sinking is about the *one damaged plank = sinking* Suggestion: If you anchor your ship for the night, it gets a buff, after X straight hour/s, which makes it impossible to sink with just one damaged/missing plank. You actively need to destroy 1/4 of all planks to make it sink and be able to salvage it. Pros: - it is a lot harder to sink anchored ships - not possible straight after battle - you can still steal the resources inside the ship Cons: - i don't know, but there are always cons.
  20. I have taming and Piracy. As a pirate, I can make cages, nooses, handcuffs, etc. But the last ability in the Piracy Tree... is USELESS in PVE. How can I claim a ship that I can't even get on? Instead we get the floating "bug" and you can't do anything except die or hope someone grapples you out. Also, having to knock someone out to handcuff them... sure... that's cool. But they can still run away when they wake up. Grappling Hook isn't exactly great looking (or efficient) when dragging someone to a cage or something. Maybe enable the Bludgeon to be able to knock out anyone in PVE (does no damage, just increases Torpor). It would help when trying to arrest and punish bad visitors. But... basically almost the entire Piracy Tree is useless. I have abandoned boats in my Harbor that have been there for weeks and I can't even claim them as a pirate! This needs to be fixed. Especially for PVE. Pirates and Captaineering people should be the only ones that can board/claim ships... While they are anchored. Consider each ship has a flag and there should be an appropriate flag timer. Of course Pirates with the last Skill can declaim faster. This will help fix the abandoned boats issues in PVE without having to wait for 3 weeks of inactivity when it only takes 1 spawn to "reset" it for another 3 weeks. Treat each ship as flags, just like land claims. Pirates can claim ships faster. Cannot be claimed until the flag timer runs down due to inactivity. The more ships the company has, the lower the timer is... just like with land claims as they are now.
  21. The island I live on once had a player count of over 85 every day. Then Chinese companies repeatedly rolled in and sunk ships while we got at most 5 hours of sleep. Most of them left for this reason. Today once again, a company rolls in and sinks EVERY ship on our island while we slept. Some companies are small, some have 20+ people in them. None of it matters when youre offline. We had two towers with 15 NPCS each in them. All with varying distances on range, the ships had cannons also manned, costing me almost 1k gold a day for defenses. None of it mattered. If you're going to allow people to offline raid your ships, then cut the cost on them by 60% so it doesnt take 4 hours smacking trees and fiber to gather the resources to replace them. This is why people are fed up. The common answer, "Join a LARGE company". Well from the many people within large companies, that spend hours smacking trees, only to have the box they drop the wood in Pin coded to admin, or any other number circumstances, no thank you. This game is labeled as an MMO but with now tiles that take 30 minutes to get across, featuring a population of 20 PEAK hours, its not so massive anymore. The mechanic for offline raiding NEEDS to be fixed through either balancing, or some other way. Ive got 500 hours into this game at this point, and am just about ready to hang the towel.
  22. Kappinski

    Selling Ships

    There should be an option to change the ownership of a ship without the necessity to claim. An option where you give away your ship voluntarily. Wit that option you could sell ships to other players or tribes. Why should you do that? Well for gold or for roleplay. You could banish people from your tribe and set them out in the ocean on a raft that they can actually interact with.
  23. Thor Ragnarock

    Changeable sail rigging

    So my idea is fairly simple... Make a "Small Mast" "Medium Mast" "Large Mast" which can be placed on the ship as they currently are. Then take the sail portion and call it "Small X rigging" Medium X rigging" and "Large X Rigging". Allow us to then apply the rigging to a sail. If the wind is with us on a trip we can run with speed sails south and get to our destination. The wind has yet to change so we removed the speed rigging from the masts and switch it out for maneuvering so we can sail into the wind better. Obviously the rigging has weight so we lose some free weight on the ship for carrying cargo but it allows us to modify our ships on the go. You could essentially add a timer of some sort for the removal of the rigging by a minute or something and then have a timer for applying the new rigging. This leaves you slightly vulnerable for a moment but keeps your from removing and throwing on sails in the middle of combat or something like that. I realize this might be some effort in the way you apply paint and images to a sail. Not sure if you can have that applied to the actual object of the sail or how that works on the back end but I assume it couldn't be too much effort to have that info save to the actual rigging itself and if you remove/replace it this will change the coloration/image base on whatever the rigging was set to. This also plays into the idea of being able to change your colors/sails. You are out looking like a lonely merchant by day but when night comes you swap out your rigging and fly the black sails.
  24. I'll throw this up here to see if anyone else has experienced this or perhaps a dev can resolve. The problem I'm experiencing is the message "Can't Place Wood Wall Hook: There are too many structures on this platform!" Here's the problem, I CAN place another wall hook, just not where I want. I am on a Brigantine and in the middle of the boat I get the above error. In the front of the ship, I do NOT get the error and can place a wall hook. I can also place a wood wall hood in the rear of the ship. In the area it tells me I can NOT place a wall hook, the game WILL allow me to place walls, ceilings, boxes, etc. I thought perhaps I had placed too many wall hooks in that area, but after looking, there are 0 in the middle of the ship on any of the 3 decks. The only thing I can think of is that somehow the cannon ports are blocking placement of the wall hooks within an area of effect as it seems the wall hook "dead zone" is between the cannon ports and goes through all 3 decks. Any help on how I can get some light in the middle of the ship would be very helpful.
  25. Any more types of ships coming? If I could please suggest a type of ship? A husbandry type of ship, mainly for animals. Very little spots for cannons and such. Maybe easily accommodates a lot of stone, thatch, and wood, enough to even trade with real pirates. Maybe a special ship that keeps animals where they belong in stable slots so they don't bounce around and get lost.
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