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  1. SERVER RATES: 2x Gold 2x Fishing Loot 2x Breeding 3x Experience 3x Harvesting 3x Taming Speed 4x Drop rate 5x Stamina 5x Fortitude 5x Intelligence 7x Health 7x Carry Weight 75x Baby Growth 125x Egg Hatch Speed OTHER INFO: 43 Grids - PLENTY of room for claiming and expanding Grid mix of PvE and PvP Max Player level 150 Max Ship level 52 All Boss islands Working Kraken Mermaids Trenches Treasure Maps SERVER RULES: 1. Be Respectful of other players. 2. Each company may claim two islands. One in PvE and one in PvP 3. More to be added on a needed basis. For full information, come check out our Discord and visit with the community! https://discord.gg/4TgejxR
  2. Hi everyone, A-Calc developer here (taming calculator and companion app for Ark: Survival Evolved for 7 platforms). And now i have developed a taming calculator and companion app for Atlas game. I hope you enjoy it A-Calc Taming & Companion Tools Main Features at a Glance: • Taming calculator and guide for every tameable animal or mythical creature in Atlas and all coming DLCs • Animal taming and feeding intervalrate multipliers for unofficial Atlas servers - e.g. "0.5" / "2" / "5" / "0.25" • An all-in-one cross-platform Atlas wiki guide & taming calculator • Always newest Atlas Dev Kit data and personal testing data • Knockout details and calculations • Atlas Wiki links • Overviews with useful informations • Engrams (skills/feats), recipes and dyes, patchnotes • Admin Commands (Cheats) • Available in different languages: English, Spain, French, Italian, Russian, Polish, German and Portuguese-Brazilian Coming soon: breeding times, animal stats, animal trainee level calculation, animal spawnmap, more overviews. Showcase & Changelog Downloads: A-Calc Website Google Play Store Apple App Store Windows App Store Happy taming and explore the world of Atlas
  3. MrWednesday

    Throwing Weapons

    Given we have 'Basics' and 'Secrets' for most weapon types, why does 'Secrets of the Bow' lead into 'Basics of Throwing' ? My suggestion is a 'Secrets of Throwing' - and it includes throwing hatchets, and javelins (an upgrade from the basic flint-tipped spear). Hatchets would only stack to 5, be shorter range, but higher damage vs unarmored. Javelins could stack to 10, longer range, and slightly more damage vs armored. And while Strong Arm currently applies to 'all projectile' - it makes less sense to give it to bows, as bow damage would be determined by strength of the bow, not the person, and would then form its own tree with Throwing weapons.
  4. In the Captaineering tree, how is the Ship Maintenance skill applied when multiple people have it? Myself and 2 friends have the Ship Maintenance skill. Does it matter who pilots the ship? Does the effect stack? Or is it applied due to clan usage? Ps. Reddit couldnt help me ao im hoping someone here can.
  5. So we recently started playing and after gaining a few levels decided to check out the skill trees and plan out our specializations so we wouldn't be wasting precious skill points with pointless overlap. Only to find that there is literally NO WAY to do this. The skill trees are a hopelessly tangled spiderweb of prerequisites with either no way to spec your way down any one tree without filling out half a dozen others, or requiring you to buy seemingly unrelated prerequisites to get to the skills you want. What is the point of "specializing" as a beast master to tame beasts of burden for your company if you're the only one who will be able to ride them? Why volunteer to be the blacksmith if everyone has to learn all the crafting recipes anyway in order to use the higher level equipment you make? What in the heck is the point of forcing your character to learn how to breed tier 2 animals before they are allowed to ride tier 3 animals? Why do I have to waste 9 skill points increasing my crafting speed in order to unlock stone structures? Why do I need to learn hand to hand combat before I can hand feed a chicken? Who knows!!? Please please for the love of RNGesus, tidy up these skill trees. Separate the "use" skills from the "crafting" skills, it;s redundant and frustrating to be forced to learn all of them or none at all. Let us create roles among the crew. THIS is why players are spending more time on land at their base camps instead of out exploring and pirating. They have to grind halfway down a dozen skill trees in order to get anything done!
  6. This might not be what the game needs the most right now, but I think there's not enough interesting feats to use with melee weapons. There are like 5 feats in the weaponry skill tree, 3 of them are just buffs to your attacks. So we end up with Circular Slice for swords, and Tremendous Force for Maces. Come on, we need something better than just spinning once with a sword or hitting the ground really hard with a mace! The Pike doesn't even have a usable feat. At least give us 1 more actual feat for each weapon. Maybe a lunge for the sword where you do a quick jump forward with a stab, inflicting bleed/stun. An impaling charge with the pike which you can change directions mid-charge, dealing big damage based in distance traveled, maybe even dragging players along like when they're grabbed by lions. (BTW why is the pike's main attack a horizontal slash? Make it a thrust with no forced movement and camera lock like in ARK! Maybe a bit slower for balance). The mace can have like an uppercut where the user jumps with the momentum of the upward swing, moving a little forward while knocking up/inflicting massive torpor to the target. Maybe more weapon types would be cool. A lot of icons in the two-handed skill tree represent a two-handed sword being used so I'd really like to see that implemented into a real weapon in-game. The blackjack and Throwing knives have special uses but maybe they should get some love too? I don't really know how tho. Those are my ideas. All of them have a bit of mobility to help with the rather static movements of most weapons. Hopefully I'm not suggesting something that's too hard to implement.. Sure, they're not historically accurate, but this game wasn't meant to represent historical pirates anyways. You know, with cyclops, magic, undeads and all of that. If you have anything you'd like to say, feel free to do so .
  7. Leapdave

    Skill trees suck

    Rework the skill trees so that it focuses on interesting player preferences and choices instead of forcing you into certain paths everyone has to start in the same place (survival)... boy, I wonder what I'm going to pick first! (I bet it's survival!) Everyone takes building (except you 3, I know) because it's on the way to so many other things. That's not an interesting choice. Also currently you have to pick beast mastery or you are wasting your time (not a good thing) Redesign skill trees so you start anywhere you want and make choices that are interesting, add more feats (I'm sure players would be happy to help with ideas if your don't have any) and fewer required picks that you may never use There is plenty of replayable content with player interactions. focus on character development and improving the gameplay you have rather than throwing more pve content at us and then SELL US COSMETICS!!! (Ever heard of fortnite? Allow yourselves to make money!)
  8. aBash

    I have an idea

    Hello, i'm sorry about my bad english. My idea is to implement a Profession system. Like a Buildmaster, Housekeeper, Saylor or Crafter. The system is like the following, you have to lvl up to lvl 50 or 60 and a minimun age of 40Years then when skilled the right Skilltrees, you can learn a Profession at freeport, like a School or university, that can't be reset, so this profession and skillpoint it's need are imprinted. other skillpoints of regular skilltree can be reset normaly. and the profession opens a new skilltree. This is a nice "Endgame" content. Maybe it takes a while to learn this, so the Char is blocked for a Houre or two. but it have to costs a lot of Gold. And it's cost get improved how often it will be used by a Guild/Clan or bigger Guilds have to pay more so that small guilds get a nice balance ;) For example Buildmastery -> able to build a carpenters shop where can build bigger woodwalls like citywall of woodspikes or better shipparts. maybe a table were can put Crewmembers that will be needed to craft this big stuff. next lvl of Buildmastery then a "StoneShop" were can be build a original citywall of bigstone citywalls like a Fortresswall. But this walls don't want to be a item. You only craft a blueprint, with this one u can plan the wall in world and it's need a defined amount of Crew and time to build this one :) For the Housekeeping maybe the good cooking recieps for lvl one, lvl two then better Skills for breeing and all around the animals, extra taiming abilities like longer time for bola or a ability to get poisentooth of cobra to craft poisenes arrows ;) For Saylor improved navigation, cheaper Crew recruiting of crew of damed, loger time to pay crew if he the captain on a ship. Maybe a new shiptype that only can be build by this profession, also with crewmembers. Maybe u find more professions like a farmer, who can get more Stuff or can buff the Elefant or Rhino to get more Stamina or much more resurces. I think more then one Profession on a char is to overpowered. and the higher tiers needs higher Crewmembers lvl to use this :) Tell me how u think about this idea.
  9. In order to make the game more enjoyable and playable here are some Quality of Life Improvements. 1. Remove E as a dismount from ladders. Ladder mount delay and E having a double use so painful. It is unneccessary. Just use jump. 2. Craftables should be level unlocks. Being able to play the game is hidden behind skill points. I should be able to play the game alone and craft mortars, stone structures, gun, ships and tame & ride everything at level 50. Make skill points improve quality of life for those disciplines. 3. Improve field of view and targetting while mounted to Artillery. Puckles and swivels not being able to shoot down below ~15° makes them almost useless on mountains and slopes. I don't think that is intended. Also mortars and cannons are impossible to aim out of K mode if you are shooting downhill. 4.Allow the naming of NPCs and allow NPCs to mount multi-seat tames. Or adjust following. Currently it is incredibly painful to move NPCs up ramps. Also naming NPCs would be really useful for monitoring what ship they are stationed too etc. 5. Adding a 'docking station'. Docking station will automatically pull your ship into position at a dock without the painful manuevering. Another thing. Add a key binding for changing sail direction while using NPCs. I think it is really annoying having to change rudder and sail direction seperately with shift held. If i could chose the keys that change sail direction I could manuever my ship much more effectively
  10. So at the currect game state underwater salvage is a big gamble. You either get no underwater mods and its fairly easy but this is rare. Most cases you go down with no armor due to diving suit taking it all off and have to deal with multiple underwater mobs (Sharks, jellyfish, Eels)All making it nearly impossible to do underwater salvage. Your best offensive option currently is a bow but even with 30% damage increase with the strongarm perk you have to shoot about 20-30 arrows to take out a single lower level jellyfish or shark making it good for about two mobs if you dont miss(due to bows breaking after 40 shots) making them practically useless. What I am proposing is either two new weapons being either the Harpoon Gun which should do massive damage to underwater mods but not work at all on land, or the crossbow dealing more damage underwater than the standard bow and being more durable. Now both of these weapon are already in Ark so its a simple reskin and port to be done. Also having a better arrow type maybe some kind of underwater arrow that has no range on land but better range and damage underwater could be very usefull. My other proposal is a skill in the pirating skill (since most of the salvage skills are in their) that increase your damage against underwater mods by 30-50% and making you more damage resistant to underwater mobs while in the diving suit only (since you cant equiped any armor with the diving suit). Now all of these proposals being added to the game would make salvaging wrecks a lot more enjoyable and really have no negative impact on gameplay or PvP balancing. Plus everyone ive brought it up with in the official Atlas Discord has agreed with me. I hope whoever is reading this can also agree with me. Even just one of these changes being added would make a significant difference and all of them shouldnt be hard at all to implement into the game, especially a new skill. Thank you for reading and i hope you consider this, for all of us underwater salvages we will thank you!! Happy Sailing! P.S. Diving Platform having only 100 health is a joke with the resource cost. A small storage box has around 50× the amount of health, literally makes no sense. Please fix.
  11. MrWednesday


    Armor So for 4 skill points, I can get Intermediate Armor Studies, and wear up to Mythical quality Armors. I can then, later, for 8 points - take Advanced Armor Studies, and wear up to Armors of Mythical quality. And I've found that .. Mythical always comes before Legendary, but Mythical items take more materials, plus a special material to craft. Firearms First rank of Pistol Steady Aim text says: Reduces the shaking of weapons when projectiles are fully drawn (Bow/Spear). Which is the same as Steady Aim from the Archery tree. The other ranks of this seem to be properly written.
  12. Captain Varghoss

    Skill tree nonsense

    Not really sure it's a "bug" so much as quality of life and failure of logic. The skill tree is confusing anyway, but certain parts make less sense. 1.) Players are unable to even view locked skill branches without spending the points to unlock. This is obviously a problem for planning skill progression. 2.) Spending points just to unlock a tab without gaining any new skills or bonuses seems to be a pointless waste of points. 3.) Some skills locked behind other requirements makes sense but others don't. Example: In order to unlock Beast Mastery I have to spend 2 point on Hand to Hand Combat then 3 more points on Beastmastery JUST to unlock the tab. Why do I need hand to hand combat for this? It's not something I needed at all. So far I'm 5 points into this and haven't gained anything. After that I have to spend another pile of points on taming, commanding, and riding tier 1, just to unlock tier 2 riding so I can ride someone elses tame. This doesn't make any sense at all. Riding skills and maybe command skills, sure, but I have to learn how to tame so I can RIDE something already tamed. Other skill trees have similar restrictions and ridiculous prerequisite skills. What is the point exactly of having people skill up in VERY SPECIFIC ROLES if no one else in the company can use the products of their labor? When everyone in the company has to spend 12+ skill points just to ride a tame, it's not very job specific. There should be some very specific skills in the main tree for basic skills, building thatch, building tools, riding/commanding tames, cooking basic meals, building a raft, etc. BASIC SKILLS. These skills should grant the basic needs AND unlock the associated tab to further enhance that particular skillset. For example, Beastmastery (which has no dependency on something dumb like combat skills) should unlock the tab AND allow you to command and ride tames with saddles. Under the newly unlocked beast mastery tab there would be skill trees for better riding skills (stamina bonus, better speed, more damage/harvesting, etc) as well as a skill tree for taming. This would allow one person in the company to be the "beast master" and tame things with bonuses and better speed, higher levels, etc because he trained for it. Meanwhile EVERYONE can spend 3-4 points in basic riding skill and use the tames he has worked so hard for. The alternate solution is that you double our skill points gained so we can train everything, because that's the only way to actually access the stuff. If we all have to be taming experts to ride something, then we should all have the points to unlock that skill tree while also pursuing shipbuilding or whatever
  13. Maybe add skills like woodcutting / mining / sailing. You gain exp while doing this task and become slightly better at it. just saw that there is a suggestion section now, can't delete post though. My bad.
  14. tankezone

    >>SKILL BUG<<

    Nature's Cry gives you a damage boost, but when improved, that damage boost disappears, i.e., lvl 2 or "improved nature's cry" does not work at all.
  15. Hey Mods, Just a few points about the Army of the Damned. Bug: Damage modifier (I have +60%) doesn't seem to work - I was doing the same amount of damage as someone who doesnt have this skill learnt Spawn rate is insanely high Suggestions: Me and my crew were killed and beds lost so we cant respawn on ship eventhough we were all offline at the time As you attack one ship another 4 come into range and attack you They shouldn't be able to attack unarmed or smaller ships such as Rafts, Dingeys, Sloops & Schooner unless you attack first They shouldnt be able to come so close to land Any advice or updates would be greatly appreciated
  16. Invictvs


    Are skills still screwed? Can't really play this game with 2-3 people anymore, unless they fixed it. Have they adjusted skills yet?
  17. Does anybody know if the crew perks form the aforementioned skill tree (Captaineering) work on live crew members, not AI. Like the Talented Crew perk and such ??
  18. Alrighty, we've tested the new skill update, it sucks... time to change it back!
  19. KniFeeH

    Music notes

    Music should be a big thing in a pirate game, I was glad when i saw that there were instruments but I was disappointed when I realised you needed ¨ammo¨ to play it. The fact that you can find music notes around is fine, but the fact that they expire after ONE use is not okay in my opinion. My suggestion would be to either: -Make the notes last forever -Make the notes last x amount of times -Make a generic song that can be played even without notes -Be able to make music notes Good sailing!
  20. If you take the advanced breath, swim speed, and water temperature talents, and then go swimming, the buffs are functional. If you die, and then try to go swim again, the buffs don't work.