• Breaking News

    Thursday, January 31, 2019

    ATLAS Finding Space to Build

    ATLAS Finding Space to Build


    Finding Space to Build

    Posted: 31 Jan 2019 09:26 AM PST

    TFW your 56k modem can't load the images on your sails

    Posted: 31 Jan 2019 09:30 AM PST

    Happy New Year CSTG from K4

    Posted: 31 Jan 2019 11:27 AM PST

    CSTG's friends, Hello, everyone, we are k4's foreign pirate group.

    Although we are enemies that have been playing for a long time, we still want to wish you a happy new year. Scorpion CSTG generals and soldiers are fierce fighters. We MOSTLY HARMLESS and our friends will not forget our fights with you. We will never give up our rightful lands in K4.

    We all understand that the game is just a game for everyone to play together. Although we are enemies in the game, we may become friends one day in our lives. So we wish you a happy new year, good health

    submitted by /u/Irbs
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    Ten thoughts about the ships in Atlas.

    Posted: 30 Jan 2019 07:09 PM PST

    I am new to Reddit (this is my first post), and I'm not sure if this is the best place for this comment or if there might be some other Atlas sub-reddit that would be more likely to be seen by the devs. Anyway, I am writing to make some observations and suggestions with respect to the ship building and sailing mini-game within Atlas.

    First off let me simply say wow! The water rendering is visually some of the best I have ever seen in a video game, and the boat handling is (for the most part - see below) a pretty good approximation of the real thing. I'm not a hard core salty sailor in my adult life, but I did grow up sailing small day-sailer boats, and I have read a fair bit about and table top gamed larger sailing ships of the square-rigger era. So by way of bona fides, though by no means would I claim to be an expert, I do have that modest base of hands on experience, and acquired book and gaming knowledge to draw upon when making the following comments and suggestions for ways to further improve the Atlas sailing experience. So here is my short list, and if anyone wants to add to it by all means please do so.

    1. Number one at the top of my list is this: please, please, please devs, correct he way the boom swings on the handling and weight sails. It is visually confusing and more than just a little bit disconcerting to see these booms always swinging to the windward (wrong) side of the boat when I am doing anything other than running downwind with the wind blowing from my stern. The square rigged speed sails do behave correctly so this is not a problem with them, but the handling and weight sails swing their booms into the wind rather than to the leeward, and as someone who has used these types of sails on boats in real life, it is as I said rather visually disorienting to have them swinging the wrong way. I suspect that this might be a relatively easy fix in the code that might be as simple as adding a few minus signs to reverse the way the handling and weight sails render. Other than their visual behavior being wrong though, they look wonderful!
    2. Methods of coming about when sailing into the wind (this is also a big one). At present the square rigged speed sails seem to have all the advantages with few liabilities, making them seem somewhat OP compared to the other sail types. Currently all sail types are able to "tack" (change direction by turning the bow into and across the wind roughly 90 degrees or so until the windward and leeward sides of the ship change and another close-haulled heading sailing diagonally into the wind with the wind to the other side is achieved. In the real world, this is indeed how boomed sails such as the gaff rigged (weight sail) or the Bermuda rigged (handling sail) types of sail work, but square rigged sails are different and do not work this way. If you attempted in real life to tack across the wind with a square rigged vessel, you would get about halfway across the turn before becoming "locked in irons" i.e. having the boat's forward movement stalled dead in the water, and then pushed slowly backwards by the headwind pushing directly from your bow on to the forward facing (wrong) side of the square sail with nearly all maneuver control lost for so long as the condition persists (sort of like the in game experience of slowly turning the boat in harbor when the sails are 100% closed and nothing but the wheel control is being used). In the real world, to avoid becoming locked in irons, square rigged ships wishing to come about to a new windward (close hauled) heading use a different technique from tacking known as "wearing with the wind" or simply "wearing." When you wear with the wind, rather than attempting to tack into/against the wind, you instead turn the bow toward the lee, away from the wind source to a down wind direction and continue turning across the downwind direction until you complete a 270 degree turn from your previous course to the new up wind close hauled course heading (this is as opposed to doing a tacking maneuver and simply turning into and across the wind 90 degrees to the new course). This is a very important aspect of square rigger handling and its current absence from the game dynamics is notable. If the square rigged speed sails were required to come about by wearing with the wind so as to avoid becoming locked in irons from a tacking turn against the wind, it would not only add realism, it would also help to balance this sail type's in game performance, and help encourage a wider more diverse use of the other sails. What sail to pick when ship building (or refitting) really should depend on how you intend to use the ship and no one sail type should be all advantage with little to no disadvantage.
    3. There is a big hull size jump between the Schooner and the Brigantine and it would be nice to see another couple of additional mid-sized hulls added to fill the gap. Perhaps one that is slower and broader in the beam but able to carry more weight (more freight or cannons), and one that is more narrow in the beam with a lighter displacement but faster build. Adding a couple of more intermediate hulls (perhaps a fatter but slower one to the large shipyard, and a more narrow but faster one to the medium shipyard - or vis versa) would add significantly to the diversity of the game experience. This would allow for more specialization in ship building, making a more interesting game. Frigates, razees, cutters, ketchs, barques, true two masted brigs and brigantines, fluyts, carracks, and cogs, there are a lot of different possibilities from history to draw from as the game grows, and the potential diversity of new ship types is a very exciting mid to long term aspect of this game for me.
    4. More ship types... Not all pirates sailed the deep blue seas in European sloops and square riggers. Asian style junks and sampans with their batten sails, North African Barbary Coast galleys with sails and oars, and the sailing dhows of the Mideast and India with those lovely swept-back triangular lateen sails, and perhaps even Pacific Island style sea going war canoes and catamarans with crab claw sail rigs are all possibilities that really should be considered as additions to be worked in as the game grows and is further developed.
    5. Kudos to the devs for recently adding the availability of figureheads and bowsprits. At present these are just decorative features, but it would be nice to see them serve some more functional purpose as well. For example the bow sprits could add an additional 10% sail canvass in the form of foresails that could help increase the ship's speed or perhaps it's weight capacity. As for figureheads, these were often objects of ship identity, crew pride, and increased moral which could perhaps be reflected in a small bump in crew performance/an augmented crew level bump, or something like that.
    6. Having a sail option for the Dory would be a nice, functional, and historically correct addition. Perhaps the devs could add the option for the Dory to be able to add a small weight sail that can be stepped and unstepped/stowed for near shore coastal cruising (it would be handy to be sure). To counter balance the buff of adding sails, the Dory could be limited by making it less seaworthy if taken into the deep blue waters of the ocean beyond the shoreline shallows.
    7. Regarding sail points for Small (1.0), Medium (1.7), and Large (2.7) sails and the corresponding hull limits on the amount of sail that can be carried. It would be nice to see some further refinement of this sail point system, perhaps by factoring in not just size, but also type of sail (speed/handling/weight) giving each type a different point value within the weight class. So as to make the rigging selection aspect of ship building more interesting.
    8. With respect to crew accommodations, perhaps crew capacity could be represented by the number of hammocks hung in below deck areas. Hammocks could be craftable items (fiber, thatch, and hide?) which are then hung by the player (one per overhead ceiling tile) in order to increase crew capacity, with the ship's crew accommodation stat representing your boat's upper limit on number of hammocks you can hang, and thus the number of crew you can have manning your ship. Aside from being an added detail of realism, this would also help to fill in some of the large below deck empty spaces that one finds on the larger ships most especially.
    9. Speaking of beds, my friends and I have found it is necessary to place our spawn bed at the furthest forward part of our boats because when someone tries to spawn to the bed while we are under sail, the server lag tends to make them appear somewhere aft of the bed's location, and if the bed is itself located toward the stern then that means the person spawning in will often appear not on the boat at all, but out in the ocean behind us! It is not the most pressing issue, and I'm not sure what the code fix for this might involve, but it would be nice to be functionally able to place the spawn bed in the capitan's cabin at the stern.
    10. Storms and the importance of "scudding" before the wind with reduced sail. In real life sailing, getting yourself caught in a storm with too much canvass deployed is a very serious matter that can shred your sails, snap your masts, or even capsize your boat! at present it seems that everyone in game deals with the cyclones by simply trying to sail as quickly as possible around or through them with 100% sail deployed. This seems crazy to me! I think that if you try to sail with more than say 30% -40% sails while inside such storms there ought to be an increased potential for sail/mast damage. Course direction is also an important factor in storms with running side on to the wind (reaching or close hauled) being a big no-no as the force of a strong wind can heal you over. The preferred methods of sailing in a storm is to either run before the storm with the wind to your stern and with reduced sail ("scudding"), or in extreme high seas run the opposite way, directly into the wind with a "drogue" (an underwater parachute)/sea anchor deployed behind you to keep your bow pointed into the oncoming waves. Perhaps the skills needed to employ these heavy weather sailing methods, and to craft a drogue/sea anchor could be added to the skill tree for seamanship or captaining.

    Anyway those are my thoughts and suggestions at this early stage of game development, I am interested to see what others think, and I do hope the devs pick up on some of these ideas. There are a lot of different factors that enter into real world marine architecture: hull displacement/weight capacity (volume), hull shape/water friction (broad beamed or narrow). The hull's "center of lateral resistance," and how that relates to the mast/sail placement and the resulting (wind) "center of effort" (too much sail too far forward or aft and the bow or stern will tend to skid out and the ship will not hold true to course, while a balanced rig with the hull's center of lateral resistance and the sail's center of effort well matched gives the best, most responsive handling). Other factors include relative energy efficiency of different sail types when deployed at different angles of attack to the wind direction. And there are a number of other factors as well that go beyond my own modest but dedicated amateur knowledge base. Modeling these factors as correctly as possible to provide the right "feel," while also delivering a playable game interface will inevitably involve compromises. I am very encouraged and enthusiastic about what I have seen so far, and I am very much looking forward to seeing what changes the devs will introduce next.

    submitted by /u/Ned_Porkus
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    Tames stuck in boats: Disembark option OR Allow anchor lowering/raising animation cancellation

    Posted: 31 Jan 2019 07:23 AM PST

    Animals on boats are a pain and need improvement overall with their collision when you try to walk past them, flying out of the boat, getting stuck everywhere, glitching in between floors and staying stuck.

    The best way to get a tame unstuck in a boat is to sail another boat close to it and use the move onto *boat name* option, but that's not always a viable option when it's your only boat or your other boats are hours away.

    The only other way to get tames unstuck, is the lowering/raising of the anchor which pops animals up a bit. You often have to repeat this process multiple times (the bigger your boat, the more repetition you might have to do) and it often takes a long while because you have to wait for the anchor animation to be completely done before issuing the other command. Being able to *quickly spam* lower/raise anchor would make life a lot easier.

    I've had a lot of frustration while treasure hunting. I would try and do the treasure hunt with the discovery buff, but it often expired due to the time it takes to get my elephant (OP for treasure hunts btw) unstuck in my brig.

    OR

    Add a disembark option to animals, you know ... the same way you have an embark option.

    submitted by /u/SGjunior
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    Travel Failed Unable to Start Transfer

    Posted: 31 Jan 2019 09:45 AM PST

    Get this error every time I attempt to use a a bed or zone. Effectively stuck on a remote island and can't go home. Have tried restarting like 50 times. Using lots of different beds and freeports. Is there a fix coming for this?

    submitted by /u/trillabyte
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    Found a tiny lake with some fish in it ... [screenshot]

    Posted: 31 Jan 2019 11:07 AM PST

    Dear Devs #4, Please increase the durability of climbing hooks

    Posted: 31 Jan 2019 10:54 AM PST

    The climbing hooks are made from the same mats as most other metal tools and yet they last maybe a 5th of the use as say a metal axe. How can you justify that my basic axe can break 100 boulders and still not break, but a climbing hook breaks after maybe 1 minute of climbing?!

    And please don't 'fix' it by reducing the durability of other metal tools, I can feel you thinking about doing that just reading this post.

    submitted by /u/Pensive_wolf
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    Range resource box etc?

    Posted: 31 Jan 2019 06:48 AM PST

    Does anybody know the exact range of the larder, resource box, and ammo box

    submitted by /u/Stashf
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    Dear Devs, please allow use to rotate placeables and then place them.

    Posted: 30 Jan 2019 04:20 PM PST

    I find myself constantly struggling to place storage boxes, work tables and the like just where I want them because of the system we have now where you have to have valid space to place an item before we can rotate it the way we want it. and sadly we don't always have room to move our character in the right position needed to get the item where we want it.

    and simple fix that would allow us to rotate things as we are moving around and finding a spot to place it would really help a lot in some cases. please devs, it shouldn't be that had, after all Conan exiles(iirc) has that feature and it works rather nice over there.

    submitted by /u/Pensive_wolf
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    360 noscope with brigantine / done

    Posted: 31 Jan 2019 09:46 AM PST

    Dear Devs #2 + #3

    Posted: 31 Jan 2019 12:08 AM PST

    #1 was in a previous post, thought I'd keep this going as I think of more...

    • 2 - Please give reasoning as to why bolas can not be made by hand. They only require stone, fiber and thatch, so if we can make an axe, pick and spear by hand we should be able to make these also and not require a tannery to make them. or better yet, allow us to make them by hand please!

    • 3 - Please make it so we can change the color of the red X that represent our character position on the map to other colors (white, black, blue, etc.) as a color blind person it is damn near impossible to see on all the green island I visit, including my home island. Also maybe add a icon for the most recent mount we used, if ships are on the map it would b nice if at least our 1 most recently used mount as displayed on there also.

    Thanks :)

    submitted by /u/Pensive_wolf
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    Inventory control commands?

    Posted: 31 Jan 2019 11:45 AM PST

    I know i can use shift + click for moving 5 at a time or Shift + T to move a half stack at a time. are there any other tricks or commands like these what would be helpful to know and use?

    submitted by /u/bigboij
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    Lost parrot found! "Gilbert Gottfried" belonging to Ulfhednar - E10 PVE NA, contact info in comments

    Posted: 30 Jan 2019 10:31 PM PST

    About the new Claim Contesting, mostly on PvE

    Posted: 31 Jan 2019 04:30 AM PST

    I'm completely on board with having inactive characters die off after X time, but when Sleepers no longer contest territory, and you aren't able to log on until later that day only to find your territory and base stolen, kinda kills any motivation to keep playing the game. /rant

    submitted by /u/andraso
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    Probably the only one but i love climbing in this game

    Posted: 31 Jan 2019 10:12 AM PST

    Travel failed unable to stat transfer

    Posted: 31 Jan 2019 10:09 AM PST

    Won't let me sail into a new region on na pve???

    submitted by /u/BlastedHippo
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    Quality patch, 10/10, would swear profusely again

    Posted: 31 Jan 2019 12:39 AM PST

    Quality patch, 10/10, would swear profusely again

    Last patch destroyed our brig, one of our schooners, and glitched out our second schooner so I just fall right through it. I spent half an hour cooking and prepping the damn schooner for a trip out just to get kicked for the patch and log into this shit. Best guess is they changed something that caused our sails that were clipping through the ceiling to suddenly collide. A change like that is fine with me but I'd think a little friggin' heads-up would be in order.

    https://i.redd.it/2r1d64b71qd21.jpg

    submitted by /u/AuraZero
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    I was wondering why I never saw any treasure maps around my small island - Then I found this.

    Posted: 30 Jan 2019 11:29 PM PST

    fountain of youth, private servers

    Posted: 31 Jan 2019 11:27 AM PST

    ow does the fountain move if there is only 1 power stone island on a private server?

    submitted by /u/mdram4x4
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    Alliance/Coalition Influence Map [31.01.2019] NA PVP

    Posted: 30 Jan 2019 11:24 PM PST

    Does SotD Crewmembers have better reload and sail rotation than the ones you hire on Freeports?

    Posted: 31 Jan 2019 02:51 AM PST

    Title. I know they have better stats, but does their "wild" level affect to their reload on cannons or ship sail rotation.

    submitted by /u/dkcampo
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    #furry #reaction #darksideRP #atlas

    Posted: 31 Jan 2019 12:30 PM PST

    Supply ships?

    Posted: 31 Jan 2019 06:01 AM PST

    Hey what are yalls thoughts on a supply ship? My group just took out 5 ships to go retaliate against someone and the thing I noticed is as a whole we ran through our repair mats rather quickly, The gally just burned through them.

    So would a supply ship in the back help out enough to offset the construction of a ship with no guns? And what ship would be best schooner, Brig, gally?

    submitted by /u/Keebster
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    SOS PLEASE HELP

    Posted: 31 Jan 2019 11:42 AM PST

    Hello I'm trying to host a server on linux and for w.e reason I am hitting every and any problem you can have getting the server up! Anyone who could maybe walk me through it your help would be greatly appreciated

    submitted by /u/gustavofring13
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