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Found 27 results

  1. Hello, We are "Children of Aule" former Pink Fluffy Unicorns and Nessil, we are back with our animal families! For those who don't know us , we are animal tamers, breeders ( and color chasers ) and fine crafters. We will offer a wide variety of tames and breeds, suitable for everyones needs and budget. We will also hold auctions, and giveaways as well as host our famous gift channel. Discord link We sell from D6 and N6. In N6 we have a trading area with many tames not yet in discord. There are signs with the stats, so you can shop there even tho none of us is online. We are selling (up to) Wild Levels 75+ ( also level 55+ clean pair breedable (200%dmg, 2k7 weight, 660 stam)) Wild Levels 65+ ( also level 55+ clean breedable pair, 200% dmg, 2k2 weight) Wild Levels 88+ Crow Wild Levles 75+ Wild Levles 55+ Wild Levels 90+ (also level 93 clean breedable available) Wild Levles 70+ And as usual we also offer other animals as well such as parrots, monkeys, ostriches, cats, crab, shildhorn and Razortooth. We sell Crafted Items and Max ship level capable Mythical Shipyards in playershops in N6. We also build up to mythical ships: And we offer additional informations in several channels for: Makeing Gold Breeding Taming Sailing Colors Building So join now, Kumba https://discord.gg/ZZ4rMKU
  2. We live with pride in our guild's name. This seal we've carved into ourselves isn't merely decoration. It's the proof of our bonds as a family. Binding our fates together we put our lives on the line. Anyone that steps on that holy vow, be they evil or good, will be cut down. Even if you can kill gods, it doesn't mean that you can kill fairies! We have bent the seas to our will. We defeated the Demon of the Deep and made the Seas of Atlas ours again. We conquered Islands and build a town for all those who seek shelter or rest from the roughness of the Ocean. Now! This is it! Now is the time to choose! Die and be free of pain, or live and fight your sorrow! Now is the time to shape your stories! Your fate is in your hands! Be part of our Story, join our Adventures! Bring us back into the realm of Gods where we belong. We are located in B7 Brimingcona Haven. https://discord.gg/EYC7epU - sign up and join the biggest Trading and Event Discord on PVE EU.
  3. Is there some player shops on your islands? Or maybe you know where they are. Please tell me. I'm creating a trading route on EU PvP.
  4. Hottor

    pvp EU PVP WTB Cannon BPs

    Looking for cannon bps 160% plus. Medium or Large. Show me what you got!
  5. G.Bucklebart

    trade EU PVE Selling Bears

    I want to sell these Bears. All at EU PVE @ O5 @ North East Island click on link for more Information Only Pickup in O5.
  6. I have created a small web application to assist traders in finding other traders. You create your buy/sell orders and it gets listed between all other available trades. A prospecting buyer/seller can go through the list of available trades on their server, and contact the buyer/seller directly. Discord Webhooks can be added to link to a Text Channel on your own Discord that will receive live broadcasts of every order as they are placed. This is my first publicly available web application. I hope this will become a successful tool for traders like myself. Feedback is always welcome, and I will try to implement requested features in my spare time. This is the link to the web application: https://www.atlastrader.trade V2.0 (Current Version) Update Notes (2019-06-28) Did a complete rebuild of the application. Taking into account comments and observed behavior on the application. Removed the Tender system - People did not understand it, and they felt it made the process complicated. Added a messaging system to the Order directly. Added Companies - Create a company, join a company. Add your Discord Channel. Added Webhooks for Discord - The most important feature for this new version release. This links directly to a text channel on your own Discord Channel. Every order that is made is broadcast to this channel where you, and all your discord members can see what orders are happening where. V1.1 Update Notes (2019-02-23) Added to resource list: Blueprints, Animals, Weapons, Ammo. Added extra Info column to Order List. Added links to User Profiles in: Order List, My Order Tenders List Added GPS Long/Lat in User Profile (Use this where your base location is) Added "Times I Play" to User Profile (Ex. I play mostly on Sunday. Week days sometimes from 7pm to 9pm) Added a Time Zone selection to User Profile. Added menu Icons and removed menu items users do not have access to. Added a Help Menu with an F.A.Q section.
  7. DaCr33d

    pve Atlas Trade Helper System

    Here is a link to the main thread under general discussions: I thought I would add a link in here because it is related to trading, and it might get lost in the clutter on general.
  8. 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.
  9. Have a "Bulk Merchant NPC". NPC would only purchase or sell goods in "full stacks" NPC would maintain a set inventory of materials that is shared by whole free-port zone. NPC would maintain a market price of goods based on volume of trade. Goods prices would be adjusted accordingly; Sales would be +20%, Purchases would be -20% of market price. When interacting with the Merchant the initial information will be a Transaction Quote. Transactions would be placed in a queue, to prevent abuse. When the transaction end of queue it gives actual prices and a 15 second timer to accept. This could be started with a very simple implementation, by only allowing the generic versions of each item; Fiber Thatch Wood Sap Metal Alloy Flint Coal Stone Crystal Gem Salt Hide Keratinoid Oil Please consider this. It would really add a huge boost to the game with honestly MINIMAL EFFORT. It would: ...It would give a baseline for ALL in-game trading. ...It would allow any player who wanted to be any kind of merchant a starting point. ...allow captains a place to stock up on materials in a safer place. ...drive the sailing and adventure of the game without hours of grinding. ...allow for a somewhat smooth movement of money from gold-makers to material-producers ...encourage people to interact more, not flee from each other in the water. ...bridge the gap between large companies and small.
  10. TaylortheSwift

    pve blueprints, mythos, and gold for trade

    many blueprints of ranging rarity and quality, and a large stock of mythos/gold for trade message me on this forum with inquiries
  11. Before I present my suggestion let me give you an overview of what the game currently lacks: 1) Incentives to be out on the sea 2) A deeper economy / trade system 3) Resource gathering/generation without having to grind for it My suggestion to address these issues (it's not a magic fix that will resolve them completely) is to give people (islands/companies) the ability to establish trade posts. How would they function? Every island can support X amount of trade posts with a limit of trade posts per company (to give further incentives to smaller/outside companies to life on your island and having them around). The trade posts would be structures you need to built (on the coast) and have the ability to be upgraded (which could have all kinds of effects: bigger/better/more trade ships, further range of trade ships, bigger rewards/resource generation and so on). Any trade post on an island could be "linked" on a 1:1 basis with another island's trade post (ID based system which allows "invites" for such links or just be openly listed, both "owners" of the trade outposts need to accept it). Once the link has been established a timer will start which if not disrupted then "produces" NPC generated and manned (trade) ships. What will those ships do? In short: generate resources for both islands (or companies) involved (island owner could also get a trade tax). You'd be able to pick one (maybe more depending on trade post upgrades or other factors) of the available resources (from the destination island) for trade. There would be no additional farming (grind) required and you wouldn't need to put in any resources, the trade route would simply continue to generate a certain number of the resource you picked and store it in your trade post as long as your trade route/ships are "uninterrupted". The generated NPC trade ships would follow the trade route and be raidable by other players/companies. To incentive boarding and not just the destruction (pure griefing) of trade ships you could implement a system in which NPC ships that get boarded provide "loot" as reward to the pirates while the trade ship stays alive . The trade ship owner simply wouldn't get resources as "punishment" for not being able to protect his trade ship. Additionally one could think about having to pay a certain amount of gold to get that trade ship back into your own service. That gold could be part of any potential loot as reward for pirates. One important note: Any "loot" collected by pirates would go directly to some base structure. I think one of the biggest problems preventing loot based piracy is the fact that storing loot is counter productive for any attempt at PvP. You could also think about having a daily gold payment to your NPC trade ships as requirement for those trade routes. Gold that would be "lost" to you in any case but gets stored in the NPC trade ships which could be part of any loot pirates could get. To board a ship as pirate you would first need to bring down the trade ship to a certain fraction of its HP (maybe with sail HP as main factor) which would automatically slow down/stop the trade ship and initiate a "raiding window". To make trade ships vs (player) pirates not totally one sided and create some opportunities for PvP I think it should be possible for the owner (company) to spawn in on trade ships in case someone wants to board them (you would get a notification any time a trade ship of yours is attacked). This needs of course some kind of mechanic not to be abused. One approach could be that the trade ship only allows a certain number of "spawns" per time/raid windows and also a max amount of "deaths" for both defenders and attackers based on ship/crew size of those involved. If a defender gets enough "kills" and/or protects the ship for a certain amount of time the boarding attempt will have failed and give the trade ship a certain time in which it's protected from further attacks (again to prevent abuse). If as pirate you decide to just sink a trade ship that's also an option (maybe it could even be part of the war dec system) but there would be no "loot" as reward, it would be purely to target the economy of a (hostile) company. This is my general idea and I'm sure there are some holes left or different approaches you could take (there are a million other things you could do on top of it when it comes to trade) but I'm convinced that this game needs more content based around naval action and that players will never fill the void as "targets" for all the potential pirates out there. People certainly do make trade runs or haul stuff but it's too few people doing it and only leads to one sided situations which aren't rewarding for anyone. That's why we need an economic incentive to be out at sea, either to defend our own economic interests or simply to gain yourself by pirating actual trade routes. I feel like this game needs to get away from mindless grinding for all parts of the game. I totally think you need to motivate people to put in some "work" so things "matter" if you lose them but why isn't the "work" the more fun stuff or at least closely related to it? Give people the opportunity to generate an income through other means as long as they are willing to put in some effort and protect it.
  12. This is mmo-like suggestion. In the biggest mmo's chat has item linking system. Its simple, you can share your items name and description on chats. This would also give meaning to a new chat tab: Trade If the new freeport shop is online a Trade tab is needed to more effective.
  13. It would be nice if there was a way to open a trade window with another player. What I’m thinking is an option under the E menu, similar to recruiting, that one player initiates and the other accepts. It would then open a window very similar to a smithy in that your inventory opens on the left, you put trade items in the top-right section, and their trade items appear in the bottom-right section. Both players would then have to click on a trade button, and any changes to the items would disable that players trade button. This would allow for honest trading between players with very little chance of being defrauded out of goods/gold.
  14. Hello, A couple of my friends and I have been trying hard to RP on the official Na PvE. We have a dock, pub, and town all set up on the norththern part of the north eatern island in D13. Any of you that want to RP we are on usually around 6 pm EST. Hope to see y7ou guys here. We have trading posts up and have food and drinks. We are also trading animals like bears. Come say hi and get some Rp going!!
  15. So this patch note here for v18, February Update - New Feature: Player shops in freeports. Players can set up automated shops in each Freeport, listing loot for sale and naming their own gold coin prices. Would it be possible to make it so players can set up trades for one resource, for another? Example, I don't know how the system for the official patch one with gold prices, but it could be something like this Player puts 2,000 Granite(Stone) on his/her trade-offer/market, and wants 2,000 Slate(Stone) for it. When you put a resource on the trade / market, you can only get the other type of that resource, like Tin(Metal) for Copper(Metal), Roots(Thatch) for Fronds(Thatch), Opal(Gem) for Ruby(Gem) Player1 traded '750 Copper' for Player2's '750 Silver' Idk, just a suggestion someone could make a mod for this either way perhaps. Just to me sounds like an idea
  16. Because this game is billed as a "PIRATE" game (mostly younger) players have assumed a faulty and misguided persona of trolling and messing with people. I suspect what many of us have in mind for this game is more of the "Privateer" version of pirates -- Historically Pirates were not all "Criminal" -- many were hired by governments to mess with rival countries or companies. Piracy only thrives when there is a thriving resource trade -- Merchants!! <-- I'm sure this is in the works... Here are some ideas that might be fairly easy to implement: Craft-able MARKET (like the Bank) -- Allows players to put up resources, ships, animals, and gear, for sale on their own land. <-- also a taxable resource TRADE HOUSE/TABLE/CHEST -- Similar to above, but allowing for a safe trade/transfer interface similar to other MMO''s where two parties can put up their individual offer, and either accept or decline. Property TITLES -- For any "Claimable" (ships, animals, land, even chests or connected foundations) allow the player to generate a "Title" that can be put up for sale or traded to another player. Titles would just be another commodity. Issue LETTERS OF MARQUE -- These were given to captains of renown to "legally" hunt rival ships. <-- This would allow for a second layer of company interaction. Not allies, but a hired guns (cannons) <-- they could receive a (negotiated) cut of the profits, or run off with the loot and gain a price on their head. This would allow for limited PVP on PVE servers. If the player gets a price on their head, they are fair game for PC's as well as NPC's <-- It's important the the bounty be assigned by the game, not other players... this is just another avenue for trolling. AHRR!
  17. Lista de animales y precios // Animal list and prices *las cantidades citadas a continuación son en oro // the prices are in gold. Lobo / Wolf ------------------------------------> 500g Osos / Bear ------------------------------------> 800g Tigres / Tiger ---------------------------------> 1000g Leones / Lion ---------------------------------> 1000g Elefantes / Elephants ---------------------> 1200g At:Captain TitoTorme
  18. Ahoy matey, I am looking for some blueprints to tier up my company. We managed to sustain at least 4 different kinds of all ressources, so everything from journeyman quality would be awesome. We are especially looking for: Plate armor with HP, DMG and high armor values Hide and cloth armor with high values in Int, weight or maybe stamina Fur armor with health or fortitude and good insulation All kinds of high damage/dura weapons/tools/cannons (cannons: ship, swivel, large and balista) Sails with good stats (Medium and large, speed and handling) Planks/Gunports/Decks with good durabilty A Dinghy ship hangar Wood ceiling, wall, door and roof with high durability. What we can offer in exchange: We have a variety of ressources to offer like: 5 kinds of fibers, thatch, wood, keratinoide and hide 4 kinds of stone, oil, saps, coal, flint and gems Gold And if the BP is really good, maybe even some of our tames (Elephants, Rhinos, etc...) So if you are around L10, have something to offer and want to trade, just let me know here in the forum. Thanks! Br, Jaqen
  19. LORDSWARZ

    Gold wallet/ purse

    A wallet that stays after you die that cannot be taken from you. Maybe built into your compass, upgradeable by some sort of quest. Even if you could hold like 100 gold that would be such an awesome thing, making gold itself and simple small transaction trade a little bit more accessible between players. this idea came to me thinking about what it would take to make a legit trading post/ pub that didn’t have to be in a Freeport its a perfect game. xo, swarz
  20. Hey guys, we are currently trading Strongwood for other resources. The resources we are trading it for are Other Types of wood/metal/fiber. We are currently located at N8. Delivery to us would be appreciated. PM me for more info about prices and work out a deal
  21. The golden age of piracy occurred during a time when war and commerce were exploding on the sea. The English, French, and Spanish were in constant disputes over land. These nations often hunted and punished pirates (if they could find them). Trade was everything during the golden age of piracy. Without merchant ships to attack, there could have been no privateers or pirates. With that in mind, I would like to make the following suggestions that I think would appease and encompass several of the most active suggestion threads on the forums. Territory at Sea The sea in a given map sector belongs to the company with the largest non-anchored fleet. Ownership is determined every 30 minutes and lasts for 30 minutes. Upon taking control of the sea and when interacting while in or looking at the sea, the company that has an active claim has the option to set tax rates for trade and salvage and the bank to receive the tax. Tax payments take time based on the distance of the trade/salvage from the bank. This means no more sea claim flags. Trade When interacting with another player (E) or through the whistle menu, you are given the option to trade. Once two participants confirm their desire to trade, a pseudo-inventory appears for each player, allowing them to offer goods while also seeing the goods offered by the other player. A private chat channel is opened for the trade and accessible while trading. Each player has the option to "Accept" or "Decline" the offered trade. Both players must accept in order for the trade to complete. Any changes to the offered goods revokes the acceptance of a trade. Claim owners are able to establish a special tax rate for trade. Factions and Faction Ports Freeports are replaced by Faction Ports. A Faction Port is owned by one of four factions: Pirates, English, Spanish, or French (or something entirely new and dripping in lore). Each Faction Port is frequented by guard ships on the lookout for players with reputation that is considered undesirable by that Faction and will attack on sight. By default a player and company have no faction or allegiance. Trade ships and Ships of the Damned are replaced by faction-specific merchant and military vessels that can be sunk for large amounts of gold/resources. Ships of the Damned become a perk of Piracy that can only be "discovered" with a skill activation and are boosted in value and strength. By joining a given faction, a company or player gains access to: In-faction auction houses for trade Faction specific skins and items The ability to dock ships in the Faction Port The ability to purchase storage space for resources and items. Spend reputation and gold to request the aid of NPC-controlled faction ships for use against ghost ships or protection from other factions (follows for a given period of time, paid by the hour). Privateers and Quests Players are given the option to go on quests in Faction Ports ranging from privateering missions, salvage missions, whale hunting, and more. Missions requiring the player to track or attack a ship would provide a general area to search for on the players' map, and appearing in that area would spawn the ship. Reputation Interactions with players and NPC can cause one to develop a reputation. Killing a player that has not first damaged you would result in a reputation for murder. Destroying structures would result in a reputation for vandalism. Taking items from an enemy container: thievery. Attacking ships: piracy. Successful trades: trading. Defeating ghost ships: Captaineering. Taming animals: Beastmastery.... and so on. Factions would have their own interpretation of a players' reputation based on the faction of the victim or benefactor of these actions. Faction Ports would respond differently to each reputation, depending on faction. "Positive" reputation would result in additional NPC offerings and reduced prices. Reduced Visible Name Range & Flying Enemy Colors Each ship flies flag(s) on the rear mast. If in a faction and a company, both the faction flag and company flag are flown. The visible name range of players is reduced significantly. The current UI ship names are not visible at all. Instead the name of the ship is painted on the hull (high contrast based on paint color). Players can temporarily paint over the name of their ship. Upon sacking an enemy ship, the player is given the option to steal the enemy flags. The player can then fly these flags on their own mast for a limited time (perhaps 2 hours?) to confuse players and NPC ships.
  22. Trade is an absolute necessity in a player driven game such as Atlas, especially player-driven trade, and thus it needs a gameplay environment and infrastructure that will incentivize, encourage and support trade where it works on both PvE and PvP? But how and with what will we achieve this, and why would it work? I don't think it's as hard as it may seem, consider what would happen if all land claims would require a cost and upkeep, a cost in terms of materials used to craft it (possibly a small amount of gold as well), an upkeep paid with gold. It would seem that players/companies would have to focus on activities that would yield gold, one way or the other. Whether that be through hunting, treasure, building and taxating their good infrastructure, trade and piracy, and quite possibly other sorts of venues. But the important part here is that you can't claim more than you can support, and with claim flags being made into a thing you have to craft and with good reasons to support it, it would suddenly be very different and people wouldn't just around and spam-placing flags. Also, there is the question if a land claim should be contestable if its upkeep have been paid for, I do think that land claims that have it upkeep paid for in it's latest upkeep cycle, should NOT be contestable, as this would make it easier to maintain land claims as long as you maintain a steady supply of gold. Did you notice some keywords above that would be important to focus on? ..Treasure Hunting, Building and Taxating Infrastructure, Trade, and Piracy! Exactly why would these be important to the context of creating a gameplay environment and infrastructure that incentivizes, encourages and supports trade? All of these will be able to yield the player/companies with gold, and will be important if one wants to claim and keep land, one way or the other. All of these aspects are aspects that fits nicely into Atlas, and they also will have an actual self-balancing aspect to the game as well. Because, one can only keep as many land claims as one is able to keep paying for with gold, and what the player/company does to obtain the gold, are up to the players. I think this would both encourage, incentivize and to some degree support trade, especially if the food/water/vitamin, health and death system is also implemented as suggested above. Because with this people are forced to play in a more thoughtful and cautios way. It would also make various professions a lot more valuable and desired by other people, like for instance medic, farming and cooking would suddenly be a lot more important. Especially if land owners and owners of certain building could also create jobs and set the wage. With the route of characters being very specialized in terms of skills, Trade would suddenly become even more important for people. It also means there would be a lot of people who're not skilled other types of disciplines, such as beastmastery, building buildings on land, wagon or shipbuild, armors, weapons & firearms, etc. This means that people would trade their skills or their goods, for gold or otherwise. But hey, what about Piracy, that doesn't incentivize, encourage or support trade!? That is to some extent true, however what do you think Pirates do with what their loot they don't need? They trade it for more profit. But it does have another important effect, and that is traders need to be able to protect themselves and their goods, either through hiring people to protect them and their goods or be capable themselves, both on land and sea. So people could also make a living through selling their service as a mercenary. But... Isn't piracy illegal and there are no punishments for it!? I'm glad you brought that up, because there certainly should be some laws against it in the game and it should be punishable through game mechanics and gameplay, but this is a topic for a different time, and likewise with making the piracy skill tree both land, ocean and -shipbased, I have intentions on bringing those up soon, so don't worry about those for now. I am interested in knowing your thoughts on this @Jatheish and the community as well. Perhaps others have ideas similar to this or ideas that will support this even further.
  23. So first off just a quick message to the Devs. Thank you so much. I have been playing ark since it was at this stage in its development and thoroughly enjoyed the ride and I'm looking forward to the ups and downs that atlas has in store. I've always wanted a water world styled ark map and this is it, with its own unique spin and flavor. So onto the Feedback/ suggestions. Claims:A topic of much controversy the claiming system has been bashed by just about every single player at least once so far, but why? Well besides the well-known issues with contesting i think the big issue is wasted space. if we have four companys make a claim each, in a square, without overlapping, we have a space in the middle that nobody owns and that nobody can now claim. look at any island and you will find at least one spot where a claim could almost just about fit. to fix this have the claims act more like a bubble. where the lines cant overlap but instead just smush into each other and try to fill the available space. alternately laydown a smaller square grid over each map, and have a claim take its respective square on the grid. this second method would reflect how actual claims work today. i think the second issue is how claims are actually contested. i was attempting to claim some uncontested land on pve na, and i spend a solid hour trying to find out why every time i dropped my flag it would say contested. moving back and forth up and down this way and that way trying to make sure my lines weren't overlapping anyone's claims. i finally found the issue, some lvl 4 pc had logged out in a bush inside the area i wanted to claim. this likely never coming back player sleeping in uncontested land that i could have claimed was stopping me from claiming. To fix this. making it so that a player has to also put down a flag or at least have their flag out to contest the claiming of unclaimed land would help, also making it that only people in the company that owns a claim or their allies can prevent the stealing of a claim as opposed to any rando would go a long way as well. Lastly on the topic of claims. allies can steal your claim and even if you are online and standing right under the flag you cant contest it. this needs to be removed to prevent blue raids. Trade. there should be some kind of trade goods. things like silks, spices, and relics. things that we can sell for additional gold. taking these items to the trade ports or to a merchant's vessel would be a great reason to actually have to leave the house. Free market. Having the Free Ports have some kind of auction house where we can sell our goods for a set price would go a long way. These are just a few things that i have thought about. if i think of anything else i will be sure to ether update this post or make a new one.
  24. Devs, you have done an amazing job at designing a game that incentivizes trading but a huge problem is we have no safe trading mechanics. We need 2 things. 1) A safe way to trade with other players. AKA a trade window. 2) Auto trading so people can set up trade routes. Something simple like you have to go get a crew member and then you put them in front of a stall and pay them to run your afk shop. This way if Jim on island A has a butt-load of copper and I on island B have a butt-load of silver I can just put a bunch of my silver in my shop and Jim can come buy it. Then I can sail to Jim's island and buy his copper. Without either of us having to be online at the same time. This will create an actual economy within the game. Which is a huge feature this game is missing at the moment. Even more so because you have the underlying structure set up for it.
  25. Tom Bombadier

    Trade Stall

    Wouldn't it be nice if you could load up some extra resources into a building and people could stop by and trade gold for your extra mats at a price you set? Gold can just be the starting point, but you could eventually set it to request other materials as payment. This would making trading safe too, as you wouldn't need to drop items on the ground where other players could steal it. Another benefit is you won't even have to be there to trade! You could be out sailing and someone stops by to trade, convenient.
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