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    Captain's Log 19: The Golden Age of Piracy

    Ahoy Pathfinders!

    Over the past week, the crew have been engaged in deep discussion over our core design and philosophy of the game. We’ll be making changes based on your feedback and our internal reviews over the past 5 weeks. This Captain’s Log is going to go take a high-level look at our plans going forward!

    :pirate_mask: the Golden Age of Piracy! :pirate_mask:

    We recognize that the game has a lot of fun mechanics and gameplay that players enjoy, especially when you can live out your dreams of being a pirate. However, the feedback we often receive is that it’s too tailored to large companies, alpha groups, and hardcore players. 

    A large number of you have expressed that you are unable to make enough progress to reach this stage of the game, due to our hardcore design. Our thinking going forward, with the community’s help and feedback, we plan to make the game less punishing and reduce the steep climb required for players to reach the parts of the game which make it special. This means we’re going to be changing core systems to ensure that those who do not have as much time to invest or play in small groups or as solo players are still able to experience the highs seas of ATLAS. 

    For those of you in large companies, worry not, as you are still a fundamental part of our design and key to the game’s vision. We believe there are changes we can make which will make the game more immediately accessible for everyone and overall more enjoyable, without detracting from the heights that large and dedicated groups of players can achieve. All players will be able to experience the best parts of this humongous shared persistent world, whether you’re a solo player, a small group, a large company, or a multi-company alliance.

    Some of our design changes will revolve around:

    • Allowing players to experience the ‘piracy’ side of the game immediately, whilst not trivializing the content.
    • Making sure that solo players and smaller groups feel safer when logging off, or that after they’ve taken a break they can come back and know that it won’t be such a difficult feat to get out on the seas again.
    • Incentivize companies to neutralize their territories, inviting others to make use of their land so that both can benefit.
    • More MMO aspects: player markets, player-specified automatic trade routes, additional quests, and daily missions

    and we'll be continuing as always with:

    • Continuous focus on bug/exploit squashing, stability, and performance.
    • Relevant QOL and Content additions to meet game and community needs

    We plan to have our first real serious round of adjustments with this philosophical change in mind around March (as we’re already well into preparing the February content update so that’ll proceed with some changes), and this will continue relentlessly going forward. 

    :hook: patch galore! :hook:

    Complete Patch Notes

    Between now and February’s Mega update, you’ll see a number of patches which will help improve various aspects of the game based on your feedback.

    V17 - ETA: LATE FEBRUARY

    The update has had some slight changes to make it more aligned with our goals. Some aspects of the update remain as we see them as a necessity for the team to develop and understand core elements, such as the underwater experience with trenches and the submarine. Additionally, some content creation has been well underway for some time, and it isn’t the most efficient move to scrap them! However, the Mega March update and the ones to follow will focus more on our core design changes.

    Planned Patch Notes:

    New Features and Content
    - New Feature: Daily Missions for players with unique and powerful rewards
    - New Feature: 7 more ‘Main Quests’ which upon successful completion will provide their own unique Skill unlock
    - New Structure: Guillotine. Hanging your foes in a noose taking too long? Off with their heads! 
    - New Feature: Curses. Tied to the execution of players
    - New Creature: Giant Crab. It can carry heavy loads, along with players, tames and wild creatures
    - New Vehicle: Submarine. Explore the depths of the ocean in this small scouting submarine. No weapons on board, but it does have claw arms to help harvest the ocean floor and explore (demolish) shipwrecks
    - New Structure: Bookshelf. Store and sort your high-quality maps and blueprints.
    - New Environment: Deep Ocean Trench. A new area to explore, guarded by powerful underwater creatures and home to the new Giant Crab
    - 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.
    - New Cosmetics: Multiple Armor sets to customize the look of your company and crew! Provided as a permanent unlock for completing the Quests in addition to skill rewards.
    - Ship of the Damned will now come in multiple size variations with different stats and difficulty levels.

    QOL Changes
    - Reorganized claim flag notifications, so they no longer clutter up the entire HUD when lots of messages are flying by
    - Territory map will now display allies as teal-coloured
    - Character creator now has a Height slider to make it easier to set your character's desired height
    - Any dead ships (shipwrecks) from your Company appear with a unique icon on your map now, so you can find the wrecks
    - Global territory message updating
    - Currently contested claims will be indicated on the minimap
    - ‘Search Members’ field added to Company UI
    - Players can now mount a sail to directly control the sail's open/close amount and rotation settings in a more intuitive way.
    - NPCs will be added to Freeports which will allow players to redesign their character's tattoos for a gold cost

    And of course, note that these notes below will be a given on a regular basis:

    - Server and Client performance improvements
    - Server and Client stability improvements (crash fixing)
    - Bug fixes & balance changes

    GPU PERFORMANCE IMPROVEMENTS

    In the coming days, we’ll be releasing a special beta branch which players can opt-into for a minor client-side update which should increase GPU performance by approximately 25%. We’ve been thoroughly testing this internally and it feels like it’s in a good place, however, we would like some feedback from you guys before shipping it live. When the client is available to download, we’ll put up a thread with instructions on how you can download it. You’ll still be able to play on the latest Official Network or the latest Unofficial Servers even if you’re using the beta client! 

    WOOD, STONE, SAP, AND EXPLOSIVES

    Our initial thought behind the change was that we wanted to buff Wood so that it was closer to Stone in terms of strength, so that early and midgame players would be at less of a disadvantage if they weren’t using stone. Whilst we’re not going to be entirely walking back this change, we think we may have overshot with our changes and as a result will be making some adjustments in an upcoming update.

    We plan to address the availability of sap and also look at base defence which means possible changes explosives, and other gameplay mechanics encompassing raiding to see where else we want to make adjustments. It’s something we’re still exploring internally but plan to have patched relatively soon. It’s possible that our first round of changes may not be enough, and if so don’t worry, as we’ll continue to adjust as necessary.

    WILD CREATURES

    We want to make some adjustments to the power of wild creatures, including on Golden Age Ruin Servers. First of all, we wanted to hone in on the strength of alpha creatures. As of Monday, we released an update which significantly reduced the amount of power that Alpha creatures held, as well as how common they were. Going forward, we’ll be adjusting spawn-weighting across the map for all creatures so that you’ll encounter less giant groups wanting to murder your face. After making those changes, we’ll see where we need to go next but believe it’s a step in the right direction.

    PVE UPDATES

    There are some PvE specific changes we want to make as soon as possible. First of all, we want to create two server options, which will be enabled on our Official Network.

    • Sleeping/logged off players will no longer be replicated on any grid (similarly to Freeports). This should improve server and client performance, as well reduce some cases of griefing.
    • Force destruction of any character that hasn’t been logged onto in 3 weeks (2 weeks if it’s a Homeserver).

    We’ll also be fixing a bug which allowed sleeping characters to contest claims, even if the claim has been inactive, so going forward only logged in characters will be able to contest claims.

    LINUX SERVERS

    Not much of an update here, we just want to acknowledge that our engineering team are looking into the major issues reported on Linux Servers and we hope to have these resolved as soon as possible. Thank you all for your feedback and reports, it won’t be long until you’re setting sail on the high seas of your unofficial servers!

    COMPANY RANKINGS

    Large companies are very much still a major part of the vision we hold for ATLAS. We believe that being able to conquer and maintain large territories is an important part of the game and we’ll be rewarding those who are able to do so. By this weekend, we’ll have released a patch that does the following:

    • List current top 5 companies in-game on the map (names, soon to be flags)
    • Have a historic archive of companies for when they ruled the ATLAS, using both in-game days and real-life time
    • Special Cosmetic Icons will be given to members of top 5 companies, which can be turned off on a per-user basis

    large_wood.pnglarge_rock.pnglarge.bronze.pnglarge.Silver.pnglarge_gold.png

    • Unique Cosmetic Figureheads will be granted to the top 5 companies and will remain persistent as long as the company maintains their ranking within the top 5 ASSETS

    large.ATLAS_WoodFigurehead_CU.jpglarge.ATLAS_StoneFigurehead_CU.jpglarge.ATLAS_MetalFigurehead_Copper_CU.jpglarge.ATLAS_MetalFigurehead_Silver_CU.jpglarge.ATLAS_MetalFigurehead_Gold_CU.jpg

    • Resolving the bug which prevents some Company Flags from displaying on playatlas.com!

    We plan on introducing more features in the future to expand on how influential large companies can be with their territories, as well as additional incentivizes to be a part of the top 5 rankings. We’re toying with the idea of a neutral Company Hall, for the strongest and most influential to hold their diplomatic meetings, whether it’s over trade, peace, love, or war, because we know much you love your large gatherings ;)!

    Lest we forget, a quick round-up of all the updates the game has seen since the previous Captain’s Log:

    :anchor: released patch notes :anchor:

    :skull: current v16.26 :skull:

    - Resolved a save-load issue with appended inventory engrams (Devkit Issue)
    
    v16.25
    
    - Fixed Water Spout inventories not appearing on PvE servers
    - Eliminated frequent server crashes
    
    v16.22
    
    - Alpha Creature damage has been reduced by 50%
    - Alpha Creature resistance has been reduced by 50%
    - Alpha Creatures are now 25% less common
    
    v16.21
    
    - Server optimisations for structures (approximately 8% gain)
    
    v16.2
    
    - Dragon Tame Token costs 40k gold as intended
    - Old "permanently unlocked" Power Stone Artifacts are removed (it was a bug that they were, some weeks ago, granted as a permanent character default item)
    - Tamed Dragon movement speed reduced by 33%
    - Tamed Dragon health reduced by 10%
    - Tamed Dragon stamina reduced by 78%
    - Tame Dragon Fire has 45% less lifetime
    
    v16.14
    
    - Fixed a server crash related to demolishing structures
    - Fixed an exploit with Grapeshot that allowed it to be shot rapidly
    
    v16
    
    Server Changes
    
    - Player Movement Optimisation for an approximate 15-20% performance gain on servers
    - Server Launch Option which locks the Fountain of Youth to one Golden Age Ruins server:  -AlwaysActiveFountainsOfYouth
    
    Balance Changes
    
    Land
    
    - Stone Structures crafting costs have decreased by reducing the metal cost by 55% and reducing the organic paste requirement by 25%
    
    Ship
    
    - Steering Wheels are now considered 'stone' when it comes to their defence type, so they cannot be hurt by fire and take less explosive damage
    
    Creatures
    
    - Dragon now has 65% less HP when Tamed
    - Dragon now takes 40% more bullet and explosive damage when tamed
    - Dragon now recovers stamina 25% more slowly when flying
    - Dragon can no longer be healed by Nature's Touch
    - Dragon tamed timer reduce from 8 hours to 6 hours
    - Dragon Fire Damage reduced by 50%
    - Dragon Token cost increased to 40,000 gold coins
    
    v15.76
    
    - Retroactively fixed an issue which destroyed all sails on rafts
    - Retroactively fixed an issue which would prevent rafts and ramshackle sloops from sailing
    
    v15.73
    
    - Fixed a bug which allowed players to place multiple steering wheels on boats
    - Fixed a bug which allowed players to bypass the Ship Sail Unit Limit. This is a retroactive fix.
    - Removed the initial stamina cost for blocking
    
    v15.67
    
     - Fixed a case where Steam clients sometimes were unable to connect to the servers. We recommend hosts upgrade to this version.
    
    v15.63
    
    - Discovery Zones now provide 1 Discovery Point per unlock
    - Resolved some connection timeout issues.
    
    v15.61
    
    Server Changes
    
    - Server optimisations to increase performance by approximately 5%
    - Optimized transition data cleanup in Redis to avoid DB bloat.
    - Server Listing for non-ATLAS servers has been rewritten and will list non-ATLAS servers immediately.
    
    Fountain of Youth and Aging Changes
    
    - Fountain of Youth is only usable if you're over age 90.
    - Fountain of Youth is now available on two random Golden Age Servers.
    - Old Age debuff has been reduced by 50%
    
    Bug and Exploit Fixes
    
    - Fixed a bug which made it so that beds and boats would not display on the map if they weren't in a company.
    - Fixed a bug with the Drake which allowed it to phase through structures
    - Fixed a bug which allowed players to have more beds on their boat than permitted, this is a retroactive fix.
    
    Balance Changes
    
    Land
    
    - Increasing explosive damage to stone structures by 2.5x.
    - Increasing seige structure damage to stone structures by 60%
    - Wood Land Structure has been buffed to provide better resistance to siege weapon types by 40%.
    - Wood Land Structures have been buffed to provide better defence against all non-explosive/siege damage types by 50%.
    - Stone Structures crafting costs have been increased by adding metal cost, and changing fiber requirement to organic paste, which requires both fiber and sap to craft
    - Thatch Structures have had their crafting costs reduced by 3x.
    - NPCs mounted on Puckles are now invincible
    
    Ship
    
    - Ships can only receive damage from collision encounters with other ships if they're of the same or a greater weight class (deals with cheesy cheap ramshackle builds to sink bigger boats).
    
    Galleon - Weight class 5
    Brig - Weight class 4
    Schooner - Weight class 3
    Sloop (Ramshackle) - Weight class 2
    Raft - Weight class 1
    Dingy - Weight class 0
    Creatures
    
    - Drake balances adjustments (10% less HP, 10% less damage, and double stamina cost for using fire breath)
    - Magical tames can no longer be used in boss fights and will be destroyed when used inside the dome (Drakes)
    
    Misc Changes
    
    - BattlEye has been updated to now support Windows Insider Builds.
    - Resolved multiple Devkit crashes.
    - Updated latest translations: German, Spanish, Italian, Russian, Turkish, Ukranian, and Chinese
    - Discovery Zones now count as 3 Discovery Points instead of 1. Players no longer need to discover all zones to reach max level. Not a retroactive change. This value can be adjusted for Unofficial Servers here:
    
    Game.ini:
    [/script/shootergame.shootergamemode]
    MinPointsPerDiscoveryZone=3 

    This is just the tip of the iceberg for our upcoming plans and over time we’ll be sharing more and working closely with you to ensure that ATLAS gets one step closer to becoming one of the most ambitious persistent online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure!

    :map: Dynamic atlas maps round-up :map:

    The ATLAS Dynamic Maps is a system that monitors live in-game territory ownership and indicates which companies dominate over the lands. 

    Each week with our Captain’s Log, we’ll be including an image to monitor the progress of the maps, taking note of any exits or new arrivals and any drastic changes in the overall claim. 

    Those who will come to dominate the ATLAS may very well become clear in the days and weeks ahead, though maintaining a large Empire will likely come with its own longer-term challenges…

    The companies that have occupied islands for a certain period of time will soon gain the automatic privilege to name them on the in-game and web maps, as it is their land! 

    Remember you can don your Company’s company flag by stylizing it in the game with a paintbrush! Upload your own images or design it how you like, with the top company flags always being visible on https://map.playatlas.com/

    [EU PVP] The Whale's Wrath

    large.1020182575_Week6-EUPVP-TheWhalesWrath.jpg

    Held: French & Ships, Bad Company, ETERNIA, The French Monkeys, IVANARMY, and ENSLAVED.

    Arrivals: Frogues Orientales, Goulou Goulou, Future, and Les Spectres.

    Departures: XSM???, BLDX DouYuTV 56887, Chem B, and LEGION.

    [NA PVP] The Kraken's Maw

    large.545826069_Week6-NAPVP-TheKrakensMaw.jpg

    Held: Dynasty, High Seas Booty Bandits, TPG, CSTG, Barry Sails, OWO, No No No, and The Federation

    Arrivals: The Cartel and Black Butterfiy ?BB???

    Departures: SNC, and Destiny.

    And whilst there isn’t active PvP on PVE servers, we’d like to recognize the following Companies for their claims!

    [EU PVE] The Siren's Call

    large.82692834_Week6-EUPVE-TheSirensCall.jpg

    Held: Compagnie des Indes, Rum ueber Bord, Future Company (HUN), Fenrirs Dogs, SouL SanD, Dos Bros$ and SwiftS.RU.

    Arrivals: Phantasia, JomsViking, and Black Hand

    Depatures: Paragon, Tacorsair, and Woelfe des Rudels.

    [NA PVE] The Hydra's Den

    large.1272794165_Week6-NAPVE-TheHydrasDen.jpg

    Held: Scales & Sails, The Exiles, Atlas Shrugged, East India Trading Co, Paragon, Narcos, Lotus, and Darksea Dawgs.

    Arrivals: Without Divide and Sons of Orion.

    Departures: Dead Men Floating and CN- adilt supplies.

    :skull: Show 'n Tell Showcase #3 :skull:

    Avast, Pathfinders and welcome to the results of our first Show n' Tell Showcase 

    Yer entries to the Showcase shivered our timbers. 'twas a challenge to select jus' a few! We look forward to seein' what the community create in the future. Keep yer one good eye cast on the Creative sub forum and have your mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos ready to share for next week's Showcase. Congratulations to our winners who have scored themselves cash prizes!

    Winners

     

    TOTRIDER

    large.TOTRIDER2.jpg

    large.TOTRIDER.jpg

    Totrider's thoughtful tour through their Company's building process, ships and village really impressed us. The dedication and time involved is evident and something of which they should be proud. You can check out the entire post here

     

    VADEARLST

    large.VADEARLST.jpg

    This ominous homage to the hangman is spot on with the composition, tone and colour. It reminded us of the cover of a Viking metal album!

     

    TACTICALNATTY

    large.TACTICALNATTY.jpg

    The ambience in this serene pic is palpable, we want to pay it a visit.

     

    SEEROWER

    Where's the bucket?

     

    MIEKKA

    large.MIEKKA.jpg

    We think this quaint build and its' extensive adjoined harbour is pretty cool. Blackstorm Castle best castle!

     

    Honourable Mentions

     

    MAKO

    large_MAKO.png

     

    MASTERA86

    large.MASTERA86.jpg

     

    MELORA

    large.MELORA.jpg

     

    COBOLMOON

    large.COBOLMOON.jpg

     

    MOETEL

    large.MOETEL.jpg

     

    That wraps up this weeks' showcase. Congratulations to those of you we've featured! We’re looking forward to seeing what amazing new art the community can come up with next week!

    Sail across to the submission thread if you would like to check out all of the past week's fantastic entries. 

    :wheel:

    Alrighty, that ’s it for this log! Thank you so much for becoming a part of our crew and we can't wait to show all you scallywags, landlubbers, captains, and seadogs what lies ahead!

    Happy Sailing,

    Grapeshot Games

    🏴☠️For the latest dispatch on #playATLAS keep yer one good eye trained on this here information🏴☠️

    Natter n' chatter on Discord: https://discord.gg/playatlas
    Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas
    Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas
    Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas
    Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame

    Edited by Jatheish

    • Like 9


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    So after this change, Lawless is technically safer than claimed. 4 vs 3 days. Are there any consideration to this? Like extending the 3 day timer? In ARK you could get up to 16 days, here you are now down to between 3 or 4 days while you mention improvements for solo/small companies they actually get the opposite. A solo player even on PvE wont have a base if they are off for a week.

    Edited by Shintai
    • Like 1

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    Decent log, but if I may offer feedback, @Jatheish, on the balance of stone vs. wood and defense vs. offense.

    Currently, the balance is heavily skewed towards offense. It is, by any account, extremely easy to break into bases, not to mention sink ships. Explosives are very strong and cheap to make in large quantities. Cannonball from any regular ship cannon can penetrate the strongest walls in less than a minute or so.

    Making wood stronger, comparatively, isn't a bad idea, but it shouldn't have been to the detriment of stone. You should have made wood stronger - certainly - but also done the same with stone and it'd have been a good idea to think about the introduction of a next-tier material, something like "Reinforced Stone", with a lot more HP and durability but higher cost to craft. Likewise, tougher planks wouldn't be a bad idea.

    As far as ships go, boosting the resistance of planks on higher-tier vessels wouldn't hurt. Combat, right now, is very fast. A few cannon hits and planks go flying. If you want smaller crews to keep "livin' the pirate life", give them a better chance to keep their vessels alive by shoring up both ship and static defenses.

    Lastly, adding more stuff on the seas should be a priority: merchant ships (carrying rare goods) we can attack, reducing the weight of gold coins, etc., etc.

    Edited by Meloar
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    we are still having issues with "Demolish Allowed" from kicking someone out that was causing problems. We can not build or anything. Are you planning on looking into this anytime soon? @Jatheish

    Edited by Grizz87
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    @Jatheishif you plan on makeing those cosmitics under company ranks only available to company's with globe rank 5 or gold wahtever your calling it please reconsider making them behind a company level up machinic (like clan level in destiny.) where as your company fights outhers and makes trades and such you lavel up this is also a way to introduce a seasons event with disturbing gameplay. You can have it so all company's can reach the level and get that seasons cosmetics.  You can also in this system have a play rank system where every on can reach a new level and unlock a personal cosmitic for that season

    Edited by RNG Anarchist
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    Jat as a long time hater and fan of your team and their works i wanted to say this is an amazing patch note.. I would like to think this should address all or most of the complaints i have seen running rampant and even complained about a time or two myself.. lol But seriously this is awesome.. Thank you guys for thinking of us little guys! 😄

    Also side note.. Not sure if you guys are aware but there seems to be a bug with cloth armor pieces turning into bps while you wear them???  Though not a deal breaker it is odd and can sometimes be annoying as i have to die to get the bp unequiped and then remake the cloth piece that turned into a bp.. Also not sure if this applies to any other armor sets but cloths hats and pants for sure.. Hope this helps you guys out! And thanks again fellas keep up the great work on this amazing game! 🙂

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    As a PvE player these daily miasions and new quest are extremely exciting. More MMO focused content is what these game is crying out for and these mission will keep giving me incentive to log in every day. Shame me entry didnt make it into the showcase but there are some awesome entries so its understandable. Keep up the hard work, this game has so much potential!

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    6 hours ago, RogueLdr said:

    Glad to see you're still working on the ship sinking griefing. However, anything you can stay about raft spamming? The protections help us keep our ships but it also protects raft spammers and rafts in prime spots that have been abandoned for weeks.

    We're going to be introducing a natural decay on PvE servers for abandoned boats, as well as on Golden Age Ruin Servers on PvP Realms. If these boats haven't had activity after a certain amount of time (probably a couple weeks) they'll be destroyed. We don't expect it'll be needed as much on Golden Age Ruin servers on PvP, however, we know there's an abundance of Ramshackle Sloops and possibly rafts which players wouldn't want to use materials to sink so we expect it to make a difference :).

    6 hours ago, Zadira said:

    @Jatheish As a PVE player, it is very difficult to have any fun in the game when wild snakes can move right through stone walls. We do have collision removed on our server. Would that cause that to happen?  In Ark  the animals are not able to move through walls if we have collision removed.  Is there any way this can be fixed?  

    Definitely not something that's intended, we'll investigate.

    5 hours ago, Winter Thorne said:

    I"m hoping this will be restated.  It's not clear at all.

    We’ll also be fixing a bug which allowed sleeping characters to contest claims, even if the claim has been inactive, so going forward only logged in characters will be able to contest claims.

    If I have a claim, what specifically do I have to do to keep it?  

    Claims should only be unclaimable when a player hasn't been active in that claimed area for 3 days, if you've been actively playing in the zone then you'll be safe from having it unclaimed. Only once the 'inactive' timer has gone over 72 days, will a claim on a PvE server be unclaimable by another group. Previously, even if this were the case, sleeping bodies were having an impact on it and that isn't by design.

    2 hours ago, Grizz87 said:

    we are still having issues with "Demolish Allowed" from kicking someone out that was causing problems. We can not build or anything. Are you planning on looking into this anytime soon? @Jatheish

    Could you elaborate? 🙂

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    EA Ark In one month started at 80k and held it for 3 months.

    EA Atlas In one month started at 50k and DROPPED to 25K.

    You better get over this resistance to admitting when you are wrong and messed up and start 'walking things back'. Your pirate game is sinking and going the way of DnL. Start listening WC erm GS or this will be your biggest failure yet.

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    So if i go on vacation for let's say 8 days, and i come back can people claim my flag and home i created/sleep in or just flags i don't sleep in?

    And is there any documentation about the rules of flags how long before someone can claim a flag you sleep on, Or not can claim it?

    If there is no documentation about that get it up in the WIKI asap please, there is to much confusion about flag timers 

    And why not just  limted the number of flags 1 person can have would solve alot of stuff and people can still have control over there land/home when going away for awhile but not claim an entire island/grid at the same time!

    Talking about PVE btw PVP different story probly.

     

    Thanks!

     

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    @Jatheish can you please give more detail on this:

    3 hours ago, Jatheish said:

    Some of our design changes will revolve around:

    • Making sure that solo players and smaller groups feel safer when logging off, or that after they’ve taken a break they can come back and know that it won’t be such a difficult feat to get out on the seas again.

     

    Edited by Redrick

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    It is harder to play with a smaller crew; and you give large crews these special rankings?

    Land claimed doesn't mean they're a better crew; this is just really dumb, and not well thought out.

    Lastly, i hope this means you're going to be removing the age mechanic, when you mention making the game more aimed at a casual audience. That is the mechanic that hits jobbies the hardest. Not only that, the majority don't like it... So, there is that too.

    Edited by Tina Toothpick
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    Agreed on scrapping age.. They need to stop trying to fix the unfixable, with something as unnecessary as an age mechanic.. Look at how many players they lost trying to crowbar the FOY in. .. 

    The issue isn't the FOY, it is the stakes you put people under when pursuing it that is the real problem. Don't hold our characters hostage, and force to pursue something we might not want to do.. It works fine with the vitamin system working like that, since it is only a small task to undertake.. Having to sail the ocean for hours for the POTENTIAL of removing the debuff is ridiculous. 

    And there are all walks of people who dislike the age mechanic for different reasons; it impacts cosmetics, stats, time spent, all these people are just going to be furious at the game for what is essentially no reason.. Because you want a bump map and a debuff on a timer. Just drop it and save your game.

    Edited by Adfax

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    Currently have the biomes with the easiest climates also the most resources. I think that biomes with bad climates or many aggresive animals should have at least as many resources as the easier biomes.

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    19 hours ago, Jatheish said:

    This means we’re going to be changing core systems to ensure that those who do not have as much time to invest or play in small groups or as solo players are still able to experience the highs seas of ATLAS.

    Hope you guys, will think of some changes on the fountain of youth in that case. Maybe adding a Fountain that doesn't give you buffs but is easier to reach? I know a lot of solo or small groups that just gave up on reaching the fountain. Don't know if all islands are difficult like O7 but, people with less time can't always wait for the fountain to be on an other island.

    i hope you're going to balance some things for solo player or small groups, so they really can enjoy the high seas, as you said.

     

    Will you guys do something about people that just stay in lawless regions? I don't think you guys wanted most of playerbase to stay in these regions. You could just limit the structures a tribe can build in lawless areas, or adding dmg over time on structres in lawless areas or smth like that xD

     

    Atlas is a real fun and good game, if you adress some minor bugs and do things like you mentioned, it will become a real great game.

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    Quote

    Will you guys do something about people that just stay in lawless regions? I don't think you guys wanted most of playerbase to stay in these regions. You could just limit the structures a tribe can build in lawless areas, or adding dmg over time on structres in lawless areas or smth like that xD 

    We are living in lawless and it is by far not that easy. It is impossible to secure all the land, so an oppenent can easily build a base to start his attacks. In claimable land, you just put flags everywhere and a attacker has hardly a chance to build up a base to start his attacks. And please do not tell me, foundation spamming is securing land. You can remove a foundation easily. So we have to defend "our" land a lot more actively, than the land-owners with one sleeper in a bunker.

    Lawless mechanics are fine, at least for us.

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    8 hours ago, Jatheish said:

    We're going to be introducing a natural decay on PvE servers for abandoned boats, as well as on Golden Age Ruin Servers on PvP Realms. If these boats haven't had activity after a certain amount of time (probably a couple weeks) they'll be destroyed. We don't expect it'll be needed as much on Golden Age Ruin servers on PvP, however, we know there's an abundance of Ramshackle Sloops and possibly rafts which players wouldn't want to use materials to sink so we expect it to make a difference :).

    Definitely not something that's intended, we'll investigate.

    Claims should only be unclaimable when a player hasn't been active in that claimed area for 3 days, if you've been actively playing in the zone then you'll be safe from having it unclaimed. Only once the 'inactive' timer has gone over 72 days, will a claim on a PvE server be unclaimable by another group. Previously, even if this were the case, sleeping bodies were having an impact on it and that isn't by design.

    Could you elaborate? 🙂

    I think Jat needs some sleep.  :classic_laugh:

    Here's what I think he's saying -

    If a player hasn't been active in his claim for 3 days, that land becomes claimable by someone else.  Once the inactive timer goes over 72 HOURS,   (3 days =72 hours) someone else can contest the claim.  Sleeping bodies don't count toward the 3 day timer; you have to actually log in.

    If that's the case...wow....please rethink quickly.  3 days is not nearly enough time -  vacations, illness...so many things can legitimately keep an active player away for more than 3 days.

    If it's 3 days, you'll never see all the beautiful builds and landscapes we'd like to see in the game.  It'll be shanty town coast to coast, with people constantly on the move.

    Hoping I'm wrong....

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    9 hours ago, Jatheish said:

    Claims should only be unclaimable when a player hasn't been active in that claimed area for 3 days, if you've been actively playing in the zone then you'll be safe from having it unclaimed. Only once the 'inactive' timer has gone over 72 days, will a claim on a PvE server be unclaimable by another group. Previously, even if this were the case, sleeping bodies were having an impact on it and that isn't by design.

    I am assuming that 72 days should read 72 hours. If I get this right, a solo PVE player cannot go on vacation or a business trip because after 3 days his/her stuff is claimable.  This is not a buff to solo or very small company  players. That is the very opposite of buff.

    The changes to inactive player characters and their assets are very welcome but this is just punishing a section of your active playerbase. You might as well put a disclaimer on the Steam page - Solo players not welcome

    Hopefully I misunderstood your intention. Could you kindly clarify the direction you are taking in this matter.

     

    Edit: I just noticed Jatiesh posted somewhere else upping the timer to 2 weeks maximum. Number of flags will diminish that timer to a minimum of 3 days. Better, albeit I would have gone with a 3 week timer as a 2 week vacation is the norm, at least in most of Europe.

    Edited by Fefu
    New info

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    Yeah that’s not going to work, seriously 3 days of not being active on a claim it will be able to be stolen from you. No, if that’s going to be the case I’ll uninstall now and save myself the aggravation of losing everything I have because I went on vacation. You are catering to companies who have multiple players, so there is always going to be someone online to defend claims. If this is truly how you plan to treat solo players or husband and wife companies then your going to lose so many people.  No one will begin to build or strive to have anything because they can’t take a vacation for a couple weeks. I’m calling bull. 

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    33 minutes ago, Winter Thorne said:

    I think Jat needs some sleep.  :classic_laugh:

    Here's what I think he's saying -

    If a player hasn't been active in his claim for 3 days, that land becomes claimable by someone else.  Once the inactive timer goes over 72 HOURS,   (3 days =72 hours) someone else can contest the claim.  Sleeping bodies don't count toward the 3 day timer; you have to actually log in.

    If that's the case...wow....please rethink quickly.  3 days is not nearly enough time -  vacations, illness...so many things can legitimately keep an active player away for more than 3 days.

    If it's 3 days, you'll never see all the beautiful builds and landscapes we'd like to see in the game.  It'll be shanty town coast to coast, with people constantly on the move.

    Hoping I'm wrong....

    Just make it so you can extend a flag timer by adding gold to its inventory. In other words if you know you are going to be gone for a week then you need to extend the timer for 4 days. Lets say its 200 gold per 24 hours per flag. That means your flag needs 800 gold in its inventory to stay claimed. 

     

    However I firmly believe that smaller companies should be working in alliances which are larger and not worrying about land claims. Land should really be controlled by the large companies as this is realistic. If you are a small company (i.e. 1 or 2 people) then controlling land SHOULD be difficult, this forces smaller groups to play together and at least create alliances. The problem is that the game offers so much freedom that ATLAS has some many markets to cater to; solo, small groups etc etc. If they make land easier to hold for smaller companies then it has a knock on effect on the large companies that land is too easy to hold and they take up all the space. Balance is the difficult thing and I feel 3 days is fair.

    Edited by Captain 420

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    37 minutes ago, Captain 420 said:

    Just make it so you can extend a flag timer by adding gold to its inventory. In other words if you know you are going to be gone for a week then you need to extend the timer for 4 days. Lets say its 200 gold per 24 hours per flag. That means your flag needs 800 gold in its inventory to stay claimed. 

     

    However I firmly believe that smaller companies should be working in alliances which are larger and not worrying about land claims. Land should really be controlled by the large companies as this is realistic. If you are a small company (i.e. 1 or 2 people) then controlling land SHOULD be difficult, this forces smaller groups to play together and at least create alliances. The problem is that the game offers so much freedom that ATLAS has some many markets to cater to; solo, small groups etc etc. If they make land easier to hold for smaller companies then it has a knock on effect on the large companies that land is too easy to hold and they take up all the space. Balance is the difficult thing and I feel 3 days is fair.

    I'm not sure if you're talking about pvp or pve, but I think claims have a different purpose depending on the server type.  On pve, the only reason to free up someone's claim is because they've left the game, because there's no fighting over claims there.   Putting a gold cost on a claim doesn't have anything to do with whether a player is active.  Usually something like that is added because you need a gold sink, not to influence claim time.

    I completely disagree that land should all be controlled by large companies on pve.  (Not sure how or why you feel this is "realistic")  Your idea that smaller companies should form alliances to become bigger and control land isn't bad necessarily, but there's no mechanics behind alliances that allow an alliance to share a claim, as far as I can tell.    There's no way to do that.  I think alliances are a much better way to manage land than making everyone belong to huge companies, though.  The devs have said they'd like to have towns and cities in the game.  I think it would be better to put some mechanics behind those and let companies ally with others to create them, rather than doing everything through alliances.  That would take care of group land management.  But it still leaves the question of claim time.

    Since the game is new, people who are playing it and liking it tend to log in every day and spend a lot of time in it.    After the rush of a new game wears off, the players who are sticking around will not play so intensely.  They'll take vacations, get sent on business trips, study for finals, etc.  Hell, where I live we typically lose power for 3 or 4 days every winter.  3 days is not enough time to declare someone's left the game, and since that's the entire purpose of dormant claims on pve, I'm glad they changed it.

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    Captain 420, you are also saying that because a company has enough player base that someone can always be active in game they should be allowed to place as many land claims as they can so they can say they control so much of atlas, whether they ever do anything with the land or not it belongs to them and they can decide whether or not to allow someone to build on it. Well again your wrong, small companies or solo players make up the majority of the Atlas world, if you look at the top companies in Atlas and see the land they are controlling you will also notice it’s very small compared to the rest of what’s out there. For so many people to complain about not being able to find land, it’s not due to large companies controlling it, it’s due to small companies or solo players. I’d like to see the statistics of solo vs small 3 person or less , 20 or less or 50 or less. If having bragging rights or being part of a large company means something to you then you should be in a PVP server which you may very well be, I myself however am not, nor will I ever be but I would like to enjoy the game and build my legacy in it without the fear of losing everything because I take a family vacation with my wife and kids, who could very well be playing the game as they grow older. I understand the need to address the issue of inactive players but 3 days is not a solution it’s going to be a problem that causes a lot of pve players to move away from the game. You could always have a timer of inactivity of said property owner stating that the land will become claimable in so many hours and days, 14 days of someone not playing is fair, give them 14 days of not logging in and running across their land to keep the flags active or it becomes available to other players, or better yet, start a subscription service, as long as your a paying subscriber on a monthly basis then your lands are yours for however long you decide to keep your subscription active. ESO had a similar setup, the game was BTP but with a subscription you got tokens each cycle of the billing period which allowed you to buy eye candy from the crown store, it was in no way shape or form a PTW game.

       There are better solutions then causing people to lose everything if they decide to take a family vacation for a couple weeks 

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    1 hour ago, Captain 420 said:

    Just make it so you can extend a flag timer by adding gold to its inventory. In other words if you know you are going to be gone for a week then you need to extend the timer for 4 days. Lets say its 200 gold per 24 hours per flag. That means your flag needs 800 gold in its inventory to stay claimed. 

     

    However I firmly believe that smaller companies should be working in alliances which are larger and not worrying about land claims. Land should really be controlled by the large companies as this is realistic. If you are a small company (i.e. 1 or 2 people) then controlling land SHOULD be difficult, this forces smaller groups to play together and at least create alliances. The problem is that the game offers so much freedom that ATLAS has some many markets to cater to; solo, small groups etc etc. If they make land easier to hold for smaller companies then it has a knock on effect on the large companies that land is too easy to hold and they take up all the space. Balance is the difficult thing and I feel 3 days is fair.

    Adding to what Winter Thorne and Daemon have already written.

    While I might not agree with it, I can see an argument to make holding land difficult but I see no valid gameplay reason to raise the difficulty using real life. Ultimately it will all boil down to their business plan - scaring solo and small players away will always affect negatively their bottom line. Catering for as many demographics as possible has always been the best business plan for MMOs.

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    are you aware of the bug with the map in unnoficial servers that don't allow you to spawn bacuse you can't see the textures of the map in game?

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    Catering to as many demographic areas as they can may still be one of the best business plans because it pulls in more players but catering to large companies will ultimately lead to the downfall of the game, even if your company has 500 members in it, that doesn’t add up to the amount of small companies and solo players. What hinders the small groups is large groups claiming land that will never be used, it’s just bragging rights” I have more then you do” once a company has completely taken all they can take what is left for them in PVE, they’ve not only pushed solo players out of the game but now there is nothing left for them to take so they will stop playing as well, moving on to the next big conquering game they can find to boost their ego and feel like someone special, while they’ve managed to just push dedicated players away.

      Just some food for thought but look at all your top mmos out there and look at the top guilds that used to hold ranks, their members have left and moved on to the next challenge but the “ solo small group of friends “ still keep it going

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    B70EBA322315DCC10D9127414E6E759020E8A901

    ACC6A1C8E5B9ED2CEDE2159FA8DDE9350831C9C3the player was still moving with normal speed ( with over 5k in his inv. ) 
    Supp.Ticket still  unanswered , over 2 weeks !!!!

     

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