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    Captain's Log 21: Hull-up On The Horizon

    Ahoy Pathfinders!

    It's your Co-Captain back again with my trusty bag of pistachios and bad Dad jokes (although I'll restrain myself in relation to the latter this once). We’ve prepared a hearty edition of the Captain’s Log to make up for last week’s absence. There is a load of information, updates, and glimpses of what’s to come to share with you! In this Captain’s Log, we will be taking a look at what has been implemented over the past fortnight along with a view of what’s on the horizon for the weeks ahead including some key changes to design aspects of the game. 

         :anchor: HULL-UP ON THE HORIZON :anchor:

    Upcoming ‘Mega’ patch and Current Focus

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    In an earlier Captain’s Log, we announced that we would be making changes to the game which reduce the steepness of the climb necessary to experience some of the later game content. We want to reduce how punishing ATLAS is, especially to solo players and smaller groups, and ensure that those who cannot invest as much time are still able to experience the fun that ATLAS has to offer. 

    We’ve begun that process with our recent minor updates which have incorporated changes to weight, structures, QOL improvements and small tweaks to creatures. However, we recognize that there is still a lot more that needs to change, including revisiting some major design aspects of the game. It is for that reason, we’ll be delaying the February Content update to Mid/Late March so we can include some of these major changes.

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    First of all, we’ll be revamping the Land Claim/Ownership System. We recognize that for a lot of players, land is incredibly difficult to get, and in some cases impossible, unless you’re in a lawless zone or playing with a large group. This is something we’re planning on addressing by introducing some new mechanisms related to land claiming, such as upkeep, as well as some possible limitations which we’ll be able to cover precisely in the next Captain’s Log, as we’re still hashing out the details.

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    The next aspect we’d like to tackle and include in this March update is defense against ‘offline raiding’. This is something that has often been echoed around the community as being a critical problem with the game. Players are unable to enjoy PvP versus one another because the meta encourages/enables offline raiding through how easy and effective it is. Our plan is to introduce game mechanics which will funnel PvP taking place during online hours and the overall objective is to provide players more power and defensive options over their land.

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    These are two major systems that will be receiving attention from our development team over the coming weeks so we can have them ready to launch in tandem with the aforementioned changes in March. We’ll also be including some additional QOL changes, first pass adjustments to the vitamins system, Companies and other aspects of the game based on recent feedback. You can look forward to the specifics of those changes in the next Captain’s Log where we’ll share the full updated patch notes, including the revamp of the Claim System and how we want to deal with the offline raid meta.

    Public Test Realm

    As we get closer to the release of this update, we’ll be deploying the changes in advance on a publicly accessible test network before it hits the Official Network. We’ll be iterating based on the feedback and reports you guys make, ensuring that we’re able to deal with any critical concerns prior to the update hitting our live servers. Additionally, we’d also like to use this network for some of our more regular updates too. Most hotfixes will still go through our internal processes before they’re pushed live, but when it comes to the more widespread/impactful changes, whether balance or fixes, we may look to deploy them onto this network for players to experience first hand in a test environment.

    Please note that these servers won’t be considered ‘stable’, and therefore could be wiped at any given moment. We’ll likely set them up as multiple smaller clusters, and have tweaked rates on them to account for the fact that it won’t be as large of a network, have as many players, and playtime being minimized.

    ISO Blackwood!

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    Prepare for a dark twist on the Equatorial biome with ISO Blackwood. Dark jungles, caves, alcoves, villages, homes, and farms, an interesting array of animals and a new concept; The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life and the occasional Gorgon to find buried treasure, lost corpses and even the giant and ancient snake boss Anacython.

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    The mega content update to drop in March will also include an alpha release of ISO Blackwood (from the creator of the popular ARK mod, ISO Crystal Isles). This will be a standalone map which players can host on a single server and still experience all that ATLAS has to offer!

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    Creature Feedback

    Following (or alongside) the upcoming update, we’d like to take a pass at the creatures we’ve currently implemented and are presently seeking feedback related to them! If you’d like to suggest some changes, especially if it’s related to their abilities/perks, then please do so here:

    :pirate_mask: Patch Roundup :pirate_mask:

    Complete Patch Notes

    We wanted to tackle concerns players had in regards to QOL along with overall balance and we implemented some key aspects of that in our v18.84 patch. We have made interesting design choices at times and realised it would be good to take a step and back and observe how some of those aspects were playing out on a grand scale.

    Taking a look at weight in general was a focus and we made some sweeping changes to the weight of all items and resources as well as providing buffs to weight capacity in some specific ways. Balance in relation to defense was also on the agenda, with built structures being given resistance buffs along with some a new defensive mechanism for anchored boats. We'll continue to monitor PvP balance moving forward and make further adjustments as we deem necessary. Creatures were also given some love in an initial pass and, as mentioned elsewhere in this Log, we are currently taking feedback on creatures that we will utilize in tandem with our plans moving forward. General QOL changes also included the Fountain Of Youth (pending a redesign in the future), a respec option, and skillpoints among others. 

    :anchor: released patch notes :anchor:

    :skull: up to v18.95 :skull:

    v18.95
    
    - Optimized server spatial octree, which should result in better server performance and reduced stalls.
    
    v18.94
    
    - Fixed an issue with NPC's not interacting when stationed.
    
    v18.92
    
    - Canvases are now free-paintable
    - Improved the appearance of storm cyclones vfx
    
    v18.9
    
    - Fixed an issue with babies not eating from inventory/troughs when in stasis.
    - Fixed a bug with Alpha creatures.
    
    v18.89
    
    - Fixed an issue with the unstasis/render distance on ships
    - Optimized performance of various server subsystems.
    
    v18.87
    
    - Optimized performance of various server subsystems.
    
    v18.84
    
    Weight
    
    - Gold coins have had their weight reduced by 50%
    - The weight of all items have been reduced by 30% globally (does not apply to structures that are placed on boats, only items in inventories)
    - Weight Sails now provide 20% more bonus weight.
    - Diving Suit now provides a buff which gives players a 50% extra base weight when diving underwater
    - Water Barrel now has a base weight of 75. It can hold 6000 water (previously was 500). For every 1000 water, it will add 20 weight. This means the lightest it will be is 75, and the maximum weight will be 195.
    - Players now start the game with 30% more personal weight and will gain an additional 40% per level (so base weight has increased from 250 -> 325 and bonus per level is up from 10 to 14)
    - Tamed creatures now gain an additional 6% weight per level into weight rather than 4%
    
    Creatures & Tames
    - Elephants and Rhinos now provide a 25% weight reduction to their specialised resources
    - Giraffe now receives an approximate 2x bonus when harvesting thatch and has a 25% weight reduction when carrying thatch
    - Elephant base stamina increased to 390
    - Rhino base stamina increased to 190
    - Giraffe base stamina increased to 440
    - Baby creatures will no longer take into account the temperature alterations from coldfront and heatwave
    - Tamed creature resistance has been increased by 30% and damage increased by 20%
    - Bear health has been reduced by 10%
    - NPC Crew can now be renamed
    - NPC Crew can no longer be placed on Bear and Horse Carts
    - Company Tame Limits have been doubled
    - The interval between paying crew gold has been increased by 40% (there is now more time before you have to pay them again)
    - Ship of the Damned will no longer physically damage a team's structures and anchored boats unless they have been specifically damaged by that target. PvE servers only.
    
    Structures and Items
    - Puckle Damage has been increased to 100 base and is 50% more armour piercing
    - Carbines reload time has been reduced by 10%
    - Pistol reload time has been reduced by 33%
    - Blunderbuss reload time has been reduced by 20%
    - Blunderbuss damage to creatures has been increased by 50% to wild and by 20% to tamed.
    - Stone Structure SAP crafting requirements changed to fibre.
    - Wooden Structures resistance to explosive and siege damage types increased by 30%
    - Stone Structures resistance to explosive and siege damage types increased by 45%
    - Explosive Barrel change reverted until the redesign
    - Reverting damage increase and crafting cost decrease to Grenades
    - Oil Jar weight has increased to 10 and fires lit on top of oil have had their duration reduced by 50%
    - Oil Jar has been made more difficult to craft
    - Fully Anchored Boats now have a buff which provides a bonus 300% structure resistance
    
    QOL
    - Old Age no longer has a debuff
    - Fountain of Youth is now available on all Golden Age Ruin servers (we'll be looking at redesigning how this works in the near future)
    - Players can now purchase a respec soup at the Commodity Trader in Freeports
    - Players now have approximately 20% more skill points per level
    
    Bug fixes
    - Fixed a bug where quality specific equipment would display a multiplicative % stat increase and a flat stat increase, but only one would work. Going forward, the flat stat increase will be made obsolete and items will no longer be generated with it. Quality stated items will now only generate with the multiplicative stat bonus, and this change will be retroactive. 
    - Fixed a bug where items would falsely state that they were providing a speed benefit (did not do anything). They should not generate anymore going forward.
    - Mortars will no longer be able to shoot at players outside of render distance
    
    v18.76
    
    - Fixed a bug where fire AoE would not attach properly to moving boats.
    
    v18.74
    
    - Potential fix for some frequent server side crashes. We'll be monitoring with this build
    
    v18.73
    
    - Diving Suit will make wild underwater creatures ignore you unless you attack them
    - Alcohol will no longer spoil
    - Cooking Recipes spoil time increased to 10 hours
    - Spoiling time increase bonus on Preserving Bag has been increased
    - Decreased crafting costs for Grenades by approximately 20%
    - Improved cannon collision and obstruction check to limit the effectiveness of multiple cannons in gunport.
    - Diving Attachment now has the same health as the Dinghy Hangar
    - Fixed a bug relating to shooting cannonballs, previously allowing it to go through certain ally structures. This will no longer be the case anymore.
    - Cannister shot range increased by approximately 20%
    - Cannister shot damage increased by approximately 10%
    - Spike shot explosion timer is now 30 seconds instead of 20 seconds
    - Spike shot now reloads approximately 10% quicker
    - Spike shot range increased by approximately 15%
    
    v18.69
    
    - Fixed some server startup crashes
    - Widened the amount of networking info the server can send to clients
    - Server optimisations
    
    v18.65
    
    - Fixed a bug related to server transitions
    
    v18.6
    
    - Crow's Nest peak will no longer block the camera.
    - When it rains, cyclones now only have a 33% chance to occur (previously 100%), and will deal twice as much damage.
    - Dolphins chance to jump has been reduced to 20%.
    - Client-side option to hide the Gamepedia Wiki button in player inventory.
    - Patched out some .ini changes which allowed people to remove certain visual effects granting them an unfair advantage in PvP
    - On PvE specifically, Ship of the Damned should not attack anchored ships that have not fired upon them.
    - Rare Resources are now available on PvE Commodity traders for a higher gold amount than regular resources.
    - Fixed crew on puckle gun taking damage from fire aoe buffs.
    - When gunports are closed they now reduce their specific snapped-cannon weight by 60% (previously 50%), open-ports are default cannon weight.
    - Gunport crafting and repair costs are now the same as regular planks.
    - Fixed an exploit which allowed players to place multiple claim flags at once.
    - Large Cannons now do 30% less damage against Ship planks and Ship decks.
    
    v18.58
    
    - Added extra server-side protection to remote inventories to resolve an exploit
    
    v18.57
    
    - Company Claim Flags cannot be personally owned anymore.
    - Server crash fixes
    
    v18.55
    
    - Client Side GPU Optimisations
    - Explosive Barrel Weight now correctly displayed as 60
    - Added a direct button to the ATLAS wiki when opening your inventory
    
    v18.5
    
    - Server optimisation for structures on boats
    - Fixed a bug where picking up a higher quality structure within the pickup timeframe would result in the common structure, rather than the specific higher quality itself

    :map: Dynamic atlas maps roundup :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

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    Held: French & Ships, The French Monkeys, IVANARMY, ENSLAVED, and Frogues Orientales.

    Arrivals: Eternal Diamond, CHZ!!**, Kraken, Dark Project Armada, and Stray Cats.

    Departures: Goulou Goulou, Future, ETERNIA, Bad Company, and Les Spectres.

    [NA PVP] The Kraken's Maw

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    Held: Dynasty, TPG, CSTG, OwO, The Federation, and No No No.

    Arrivals: Uganda, SoV, Sons of the Seven, and Team Casualty.

    Departures: High Seas Booty Bandits, Barry Sails, Destiny and SNC. 

    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

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

    Arrivals: Black Hand, Phantasia, M.E.R.C Spirit, and mochi.

    Departures:  Paragon, Woelfe des Rudels, Fenrirs Dogs, and Tacorsair.

    [NA PVE] The Hydra's Den

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    Held: Scales & Sails, Atlas Shrugged, The Exiles, East India Trading Co, and Sons of Orion.

    Arrivals: Without Divide, TPG, Lotus, Poets and Pirates, and Darksea Dawgs.

    Departures: Narcos, Paragon, Dead Men Floating, Plunderers, and CN- adilt supplies.

        :pirate_mask: SHOW 'N' TELL#4 :pirate_mask:

    We saw an impressive array of submissions in this edition of Show 'n Tell. It's awesome to see all of your creativity and talent. Feast yer eyes on  th' best o' th' bunch below! 

    WINNERS

    CAPTAINOKAMI

    This beautifully constructed coastal village reminds us of Bora Bora. No attention to detail was spared and this idyllic sanctuary is a testament to its creators' vision and dedication.

    GINGERBABY

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    This dramatic action shot captured whilst numerous Companies take on their first Kracken kill sums up the large scale aspect of the fight. Congratulations on defeating the Kracken, guys!

    OTAWA72

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    What can be said that isn't already caught in this awesome shot? Boom!

    BRIANEATSZOMBIES

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    Elegant design and tidy composition. Winner winner chicken dinner.

    BOSSNDABEAT

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    Thematically consistent and an aesthetic delight; we loved this entire build that can't quite be conveyed via a screenshot.

    HONOURABLE MENTIONS

    NOOM

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    NOMAD_RAV

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    THE PILGRIM

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    GLOBYTHEOLDPIRATE

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    Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell!

    :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 Dollie

    • Like 9


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    5 minutes ago, Lorien said:

    You make a good statement here but keep in mind not everyone play in the same fashion. Some people want to just have a claim to make a beautiful base and not really wander off where they set off. Those are the most penalized. If you do the Treasure / whale yes you're right gold comes in faster. But in involves being away from base often. That's why I think no limitless flag per player is better than upkeep. mate. And keep in mind they will introduce trading through NPC do you want to keep a bit of that gold for trading? Or maybe playing just to pay for upkeep and your Full galeon crew everyday suits you better?

    By the same token, can't a person then trade the resources they gather from their claim to get the gold to afford it?

    Our Galleon is only 380 gold a day.  With the reserve we have sitting around doing nothing, we could pay it for about 130 Days.  On an average day, we can easily get 10 or more days worth of pay, just by doing maps while doing supply transfers, taming, gathering, etc. 

    LONG before people should worry about paying their crew, they need to worry about feeding their crew.  Those bastards EAT.  I have to log in to gather food and feed the crew once every 2-3 days.  That's honestly more of a time sink than paying them.

    Edited by Archsenex
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    11 minutes ago, Archsenex said:

    By the same token, can't a person then trade the resources they gather from their claim to get the gold to afford it?

    Our Galleon is only 380 gold a day.  With the reserve we have sitting around doing nothing, we could pay it for about 130 Days.  On an average day, we can easily get 10 or more days worth of pay, just by doing maps while doing supply transfers, taming, gathering, etc. 

    LONG before people should worry about paying their crew, they need to worry about feeding their crew.  Those bastards EAT.  I have to log in to gather food and feed the crew once every 2-3 days.  That's honestly more of a time sink than paying them.

    Again you're point stands mate. I'm just putting myself in the pant of solo and small 2-3 crew group. If they don't play like that. and have just one flag, they won't have a lot to sell, right?

    I happen to be in a company that is mixed with casual and regular player in PVE and I based my suggestion on that. One of our regular is the type that stays at base improves it all the time, yet rarely goes at seas. Imagine a Solo player like that in a pay 100 Gold per day for Upkeep with just 1 flag and a Brig. I'm sure he would just quit. Try to see it overal. There was also a logic to the per member count. It's natuaral you need more land the more people you have in the Co. It's the whole idea.

    About you edit before my reply. Making Salted meat is the answer to that BTW.

    Edited by Lorien
    Fixed typos and added comment based on quote edits.
    • Like 1

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    One more thought about Upkeep 100 gold per day(per flags) would have to be the minimum to free up some land for new players. and at that rate Solo and Very small crew would only play to keep what they have. anything lower than that would only be just a dent to Big Co. (From a PVE point of view) I agree PVP is different. That's why I insist thoroughly about per member count.

    Edited by Lorien
    Added the Per flag specification.

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    5 hours ago, Lorien said:


    I happen to be in a company that is mixed with casual and regular player in PVE and I based my suggestion on that. One of our regular is the type that stays at base improves it all the time, yet rarely goes at seas. Imagine a Solo player like that in a pay 100 Gold per day for Upkeep with just 1 flag and a Brig. I'm sure he would just quit. Try to see it overal. 

     

    The other thing is to think of it in terms of what problem you're trying to solve. 

    The problem is that some players grabbed up too much land and now others can't get a claim.

    The solutions are:

    1.  Put an expiration on claims and make the timer shorter for large numbers of claims -  this was a decent response to the problem.  It should free up any claims held by inactive players, without hurting the active ones, and we haven't seen what the results will be yet.  It will help partially.

    2.  Limit the number of claims - This just needs to be done.  There's no way there can be an unlimited number of claims per person.  Assuming the game stays alive, they'll run out of room eventually anyway and have to put more land in, but it'll happen much faster with unlimited claims.

    3.  Make claims cost something, either gold or mats -   This won't take the place of limiting the number of claims.  Huge companies would have no problem with it, and people who play a lot and can get gold easily also won't have a problem.  The only people who will lose claims from this are the smalls/solos/casuals, and those are the ones they are trying to help with the changes.  So if this is done, it would have to be in addition to the first 2 fixes.  

    Doing all 3 would be a mistake, because you may not need to do #3.  Numbers 1 and 2 would probably fix the problem.  When you add in #3, you've just made another unnecessary hoop for players to jump through.  If you have a player who wants to come in, do some building, some trading, sail around gathering mats and stuff, they've already got plenty of other things they have to do that aren't anything to do with that.  They have to manage their food and vitamins and temperature,  maybe every so often they have to run off and do a useless FOY, they've got to work around all the bugs at this stage of the game,  and they have to spend a lot of time trying to keep safe from griefers.  (Although that's better than it was).  Now finally, after all that, they get to do what they want.

    If you add a needless gold payment to claims, now they also have to drop what they want to do and go out and get gold.   People keep saying how easy that is.  They probably use tames for it or have groups that get together for it.  If you don't, it's not at all easy.

    I'm pretty sure everyone suggesting this thinks if it happens there won't be a restriction on claims.  That's not true, because a gold cost won't fix the problem for the people they're trying to help.  Does anyone really want this if claims are also restricted...just as some kind of great game feature they think we ought to have?

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    6 hours ago, Lorien said:


     It's natuaral you need more land the more people you have in the Co. It's the whole idea.

     

    Something else to think about - you don't need more land per person the more people you have in the company.  You need less!

    A base for 1 person needs to be big enough to have all the workstations, probably a taming pen, an animal shelter, shipyards, dock space, gardens, etc.  A base for 10 people doesn't need 10 times as much because they are sharing all the big things that take up room.

    Lots of the small group and solo people are not really playing alone.  They make friends in their regions and play more as loose groups.  The game should be taking advantage of that by making the alliance system better.  If you could give individual permissions on locks/buildings/animals, etc to an ally, then these people could share space as well, and they wouldn't each need as much space.  Improvements to the alliance system would help with claim space as well.

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    I am all for the cost upkeep. IF there is a limit on flags, it will likely be a lot higher than most of you suggest. Making it small (3-5) basically negates the purpose of a taxation bank and the whole tax system.

     

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    Please fix last update, now im getting a low fatal error for D3D, never once I got this, now I cant even connect to a server...

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    How much longer before u shut down the official servers due to lack of interest and being a big cost if we compare it to the sales and refunds from Atlas alone? That Ark money won't last forever and this project is a pure cashgrab with the result that this game is a crabshack.

    Just took a look at Battlemetrics website to see how many people are on the various official servers, I could choose 3 official servers excluded NA PVE, for some reason it's not listed atm or it's somewhere in the list and I haven't found it. Either way, if u rank that list on highest players per server u will see the first page of 10 servers already drops down quickly to just 30 players per grid. Going down the list towards the back this decreases ofcourse, to hit the last 5 pages which are 50 (51 actually) grids/servers where there is not a single player online. From those 50 (51) servers from 3 out of 4 official server lists there are only 4 Freeport regions in it, 2 Central Maws(?), and 4 Lawless regions. So still 40 servers where areas are claimable that nobody is online at this very moment.

    51 servers without players

    52 servers with 1 player

    70 servers with 2 players

    65 servers with 3 players

    70 servers with 4 players

    61 servers with 5 players

    58 servers with 6 players

    43 servers with 7 players

    34 servers with 8 players

    40 servers with 9 players

    +-110 servers with 10 to 15 players

    40 servers with 16 - 25 players

    13 servers with 26 - 55 players

    1 server with 129 players online which is currently NA PVP E9

     

    Even when NA PVE would be included I doubt this list would become much better. Now take in mind that each server has up to 4 islands where these players are also (possibly) divided over just to give an idea how much fun it must be to play Atlas nowadays. I'm not gonna take the time to try and add all those numbers up to see how many people are actually stlil playing on official servers, was hoping there was a website that could show me this by just selecting the 4 official ones showing how many players were on each but couldn't find it yet. Sure these numbers are still to get slightly higher as there is a weekend starting for most and well if the trend continues this weekend we'll peak around 12k maybe 13 if lucky but over the last weeks the playerbase peaks in weekends drop off around 2-4k players a week so yeah, have fun while it lasts.

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    2 hours ago, Jozzie McTowel said:

    Lots of words

    I'm confused. Whats the point of posts like these?

    I'm sure the devs know the numbers.

    I'm sure the people playing on those servers see the numbers on the servers that they play on.

    I'm sure the people still enjoying what they're doing in the game are still playing.

    I'm sure there's a good portion of people who are in maintainence mode, log in to reset their claims/lawless timers and bounce.

    I'm sure there's a significant portion of people who just left completely, and don't even bother checking the forums.

     

    I'm just confused why a few people insist on doomsaying constantly, on every post. Are you expecting the people who are still having fun to suddenly say "Oh, shit, the towel is right. This game sucks, I'm leaving!"? Are you expecting the devs to suddenly say "Wow, I had no clue what our player numbers are. president mozambique, shut down everything! Thanks for telling us, Mr Towel" Are you expecting the people who quit to sit there, quietly chuckling and stroking their goatees, to suddenly say "I'm glad I still read the boards for this game I dont care about any more. Thanks for letting me know that less people are playing, Senor Towel, heres a Starbucks gift card and some internet points for your crack investigative reporting"

     

    On a side note, checking server numbers on a weekday, when a large part of the players are at work or school in the US, and is a weekend evening in Europe is kinda not the best judge of any kind of numbers.

    https://atlasgame.info seems to update fairly quickly, and has all 4 servers up, just in case you wanted to look at NA-PVE and yell about how the sky is falling because people are at work and school.

    Edited by MeatSammich
    • Haha 1

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    5 hours ago, Jozzie McTowel said:

     

     if the trend continues this weekend we'll peak around 12k maybe 13 if lucky but over the last weeks the playerbase peaks in weekends drop off around 2-4k players a week so yeah, have fun while it lasts.

    And yet, here you are.

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    Sounds great with only 1 problem I still can't play due to a bug? Sent 3 tickets no response ask the community for help they tried but didn't help? This was after a patch I got on 2-8-19 so ya haven't played in awhile I be been on to try and do something but I have up. I am a new player I play for a week and then the bug hit and haven't really got into the since. Don't really think you guys even care since I not even got to talk with a real person other then the community. This is your game you responsibility.

     

    If I had to say so a file needs replacing and or fixed which I do not know how to do

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    56 minutes ago, KevinNight said:

    Sounds great with only 1 problem I still can't play due to a bug? Sent 3 tickets no response ask the community for help they tried but didn't help? This was after a patch I got on 2-8-19 so ya haven't played in awhile I be been on to try and do something but I have up. I am a new player I play for a week and then the bug hit and haven't really got into the since. Don't really think you guys even care since I not even got to talk with a real person other then the community. This is your game you responsibility.

     

    If I had to say so a file needs replacing and or fixed which I do not know how to do

    Yup, the only official who ever talked to me was this forum moderator in terms of insulting the devs. Plenty of topics and bug reports are not looked at and yea the support ticket is just a placeholder right now.

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    This game's playerbase is in freefall right now.. You're still clinging to mechanics that shouldn't be in the game.

    1. The age mechanic

    Nobody bought this game to worry about age, or hunt a fountain, people bought the game to be pirates. You know; what you advertised the game as? Every time I have to think about that fountain, or my character slowly looking  a way I don't want them to look, I just get annoyed; it just makes me, and many others want to quit, because we know the hunt for the fountain NEVER ENDS. It must end... Maybe you should even just give eternal youth on the third run when the buff no longer stacks, that way atleast we know we don't have to keep running it over and over. It is that idea that it never ends that really puts people off.

    It is like we have to be tortured every month. Sure, you removed the debuff.. But no one is going to pass up that buff... Just remove the whole thing, make age a slider in the character creator; or for the love of god just give us eternal youth when the buff is capped. 

    2. Convoluted melee

    Melee is just useless right now.. It is utterly embarrassing actually.. You've completely overcomplicated it; you need to keep it simple. There are many ways to fix this.. But the main problem with melee is obvious.. The mobility. Either you need a way of melee players being able to prevent people from running (not exclusively the very bottom talent); or you need a way to hit people who are mobile when you've closed the gap. Right now, all you have are people shooting eachother with guns, and fire arrows.. It is brainless.

    3. Anti-stealth gameplay

    How is a small company supposed to compete with a big company when you can't do anything against them without being alerted? You give players too much information on stuff happening. What If I wanted to turn a mega tribe against a mega tribe? Play on their insecurities by attacking them at just the right time, and trigger a war? But noooo, you don't let us attack something without telling them precisely who attacked it. Stupidity. Let us use our intelligence to trick and deceive people, otherwise it becomes a game about pure brawn. Boring predictable brawn; where numbers define everything.

    You don't let us do anything smart, you just let the big dumb dumbs domineer over everyone because you tell them everything they need to know .Where is the subterfuge??? Where is the guile?. You're taking these important elements out of your game that the little man uses to manipulate the bigger tribes.

    You want your game to simulate a real world political dynamics; start with this.

    Can't even sink a ship, or kill a tame without them being alerted.. COME ON. Stop it. This is ridiculous. You're just helping the big tribes more and more; and look where that has got you? The log should be entirely anonymous, as should the popups on screen.

    Claims being placed actually make sense to be announced, as they are claims, something you're announcing as your own. Everything else ? No.

    4. Turret based defense

    If conan exiles can make a game without turrets, you can. Turrets just ruin ark quite frankly; the game is a success no doubt; but turrets just make big tribes untouchable. You add them here in the same manner, and say goodbye you your small companies, aka : the majority of your players. 

    5. Claim based ranking

    There was another thread that aptly pointed this out : "top companies are NOT top companies". This is correct. The people who you've proclaimed are top, are not actually top. Claim quantity is not a viable measurement for who is and is not the top company, and this whole idea of "top" should be revised. 

    6. Fast travel

    Nothing helps the big tribes more than this ability; it seriously needs to go. It just allows these huge tribes to greed monger all of the land easier; it should be scrapped asap, and you should only be able to spawn on a bed in your grid, or it is back to starter island with you.

     

    Edited by Adfax
    • Thanks 1

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    Resources will become an issue with your changes. Don't so it. So many will build and block resources from spawning. Start by making one shipyard to make all the ships will help. 

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    I would like to comment on the statement made by @Adfax

    Quote

    1. The age mechanic

    Nobody bought this game to worry about age, or hunt a fountain, people bought the game to be pirates. You know; what you advertised the game as? Every time I have to think about that fountain, or my character slowly looking  a way I don't want them to look, I just get annoyed; it just makes me, and many others want to quit, because we know the hunt for the fountain NEVER ENDS. It must end... Maybe you should even just give eternal youth on the third run when the buff no longer stacks, that way atleast we know we don't have to keep running it over and over. It is that idea that it never ends that really puts people off.

    It is like we have to be tortured every month. Sure, you removed the debuff.. But no one is going to pass up that buff... Just remove the whole thing, make age a slider in the character creator; or for the love of god just give us eternal youth when the buff is capped. 

    Personally, I like the Age mechanic. It adds to the game play. However I would like to see it slightly different, more like the original idea they had for it. That is that over a period of time you get older and eventually die (as you would IRL), once you die  (and this can be based on pure age limit i.e. 100 years, or based on the amount of damage you have taken over your life, much like Star Citizens age mechanic) your character is recreated as a young teenager and your skills need to be relearned, however you get to keep the levels that your ancestor obtained through finding discoveries. I think this would add more gameplay, and a more realistic way to allow you to rebuild your character, other than using a silly mind wipe tonic.

    Quote

    2. Convoluted melee

    Melee is just useless right now.. It is utterly embarrassing actually.. You've completely overcomplicated it; you need to keep it simple. There are many ways to fix this.. But the main problem with melee is obvious.. The mobility. Either you need a way of melee players being able to prevent people from running (not exclusively the very bottom talent); or you need a way to hit people who are mobile when you've closed the gap. Right now, all you have are people shooting eachother with guns, and fire arrows.. It is brainless.

    I absolutely agree, the melee mechanic is ridiculous. It should be more like ARKs melee mechanic. The auto lock is annoying and can be used against you (I appreciate it can be turned off, but then whats the point of having it in the first place.)

    Quote

    3. Anti-stealth gameplay

    How is a small company supposed to compete with a big company when you can't do anything against them without being alerted? You give players too much information on stuff happening. What If I wanted to turn a mega tribe against a mega tribe? Play on their insecurities by attacking them at just the right time, and trigger a war? But noooo, you don't let us attack something without telling them precisely who attacked it. Stupidity. Let us use our intelligence to trick and deceive people, otherwise it becomes a game about pure brawn. Boring predictable brawn; where numbers define everything.

    You don't let us do anything smart, you just let the big dumb dumbs domineer over everyone because you tell them everything they need to know .Where is the subterfuge??? Where is the guile?. You're taking these important elements out of your game that the little man uses to manipulate the bigger tribes.

    You want your game to simulate a real world political dynamics; start with this.

    Can't even sink a ship, or kill a tame without them being alerted.. COME ON. Stop it. This is ridiculous. You're just helping the big tribes more and more; and look where that has got you? The log should be entirely anonymous, as should the popups on screen.

    Claims being placed actually make sense to be announced, as they are claims, something you're announcing as your own. Everything else ? No.

    Once again I completely agree. I ended up HAVING to play with a Mega tribe, as we as a tribe of around 24 were constantly being annihilated by the 50-100+ tribes. We could never attack them as they would know it was us, and would immediately retaliate and wipe us. Therefore the only way we could enjoy the game and have any chance of surviving was to join up with other bigger tribes.  I can see that if this mechanic doesn't change, no matter what else changes in the game, the only way you can play this game and enjoy it,  is to be as a larger tribe. In ARK we would drown a member of a tribe we want to be accused of the attack, and simply knock out a tamed dino on the side we wanted to attack, and place the players ID tag inside. Then more times than not the tribe would find the tag assume the other tribe had attacked them, and go raid them. Job done. Espionage is not possible if we all know who attacked us.

    Quote

    4. Turret based defense

    If conan exiles can make a game without turrets, you can. Turrets just ruin ark quite frankly; the game is a success no doubt; but turrets just make big tribes untouchable. You add them here in the same manner, and say goodbye you your small companies, aka : the majority of your players. 

    | disagree with Adfaxs comments here. I believe that Turrets are the only way a small tribe can ever take time away from their base, whether it be for exploration, & conquest or just going to work/school, time off or sleeping. The only other option is to make the buildings and ships overly strong, or add permanent raid protection (both on and offline). The game-play with turrets is to find a way around them (either by Tanking them till they run out of ammo, destroying them with explosives and cannons, or killing the AI manning them) that's just part of the game, and a fun part. I want this game to be hard, i don't want it to just be a simple run around offline raiding game where I can break through a door in 2 seconds and steal all their stuff with no consequences.

    Quote

    5. Claim based ranking

    There was another thread that aptly pointed this out : "top companies are NOT top companies". This is correct. The people who you've proclaimed are top, are not actually top. Claim quantity is not a viable measurement for who is and is not the top company, and this whole idea of "top" should be revised. 

    I agree, however I would go further and say that really who cares who's in the top 10, its an ego thing, and I have no time for it. If you must have it, then make it based on something like the length of time you have held the most land, or maybe the richest top 10 based on the amount of gold you have (wouldn't that be more true to RL).

    Number of players - Nope.
    Number of Ships or Structures owned - Wouldnt work.
    Number of friends on the server - Awww bless. Nope.

    The only way this ego trip could work is by the amount of gold owned or the length of time land held, as already stated.

    Quote

    6. Fast travel

    Nothing helps the big tribes more than this ability; it seriously needs to go. It just allows these huge tribes to greed monger all of the land easier; it should be scrapped asap, and you should only be able to spawn on a bed in your grid, or it is back to starter island with you.

    On this point I Absolutely agree. When we eventually joined a mega tribe, they had SO Many beds, literally hidden on every island, that all we had to do to level up, was jump from bed to bed. I took me less than an hour to get over 150 extra levels, that should have taken me weeks if not months to get. If you are an XP junky and thats why you play then great, woohoo  you've read the last page of the book without reading the story, great for you. (Slight touch of Irony). However If the devs want us to actually play the game as intended, then they need to make the beds Individual or limited. 

    Thanks Adfax for some great and useful thoughts.

    In additional I also believe that What the current game needs is for the players to get reputations., and for there to be an NPC Royal Navy (Police). Then for those players that like offline raiding and attacking targets that they are not in an official declared WAR with, they would get a worse reputation. If they are seen on the seas by the NPC royal Navy they will be attacked.

    The Royal Navy should (like the Ships of the damned), come in various sized ships. But the Royal navy unlike the ships of the damned should only attack ships with players on that have a poor reputation. Therefore if the player with the bad reputation jumped overboard the Navy ship would target on the player with the poor reputation and not continue after the ship.

    At the end of the day, why penalise the crew mates when maybe only one person has been raiding.

    Obviously the worse the reputation the bigger the aggro range of the player, and the easier it is for the NPC royal Navy to detect.

    Reputation should not reset when you die, but should only reset when you die of old age or fountain of youth regen. To regain your reputation, you should get a reputation increase for every game Month that you don't attack someone. The worse your reputation the longer it takes to get rid of it. This would force more official wars to be fought, and get rid of a lot of the offline raiding.

    We could also have Law enforcers walking around the Free ports. Which would then arrest or kill law breakers as detected.

    If arrested, the criminal would  only be released by the Law enforcers on receipt of a substantial fine. The amount would be based on the level of their reputation.
    Once the fine is paid they would lose  approx 50% of their reputation, and a 30 minute armistice would be granted, before the law enforcer would be allowed to recapture the assailant, giving them enough time to finish their business in Freeport, and leave the area.

    Payment of the fine should be in person (i.e. a crew mate from the same company would have to physically attend a freeport Naval Office to make the payment). In the event that the perpetrator is a solo player, there should be the option to be released,and to bring the payment to the enforcers within a time limit (lets say 1 hour). Failure to make the payment will double the fine, and increase the negative reputation substantially.

    You could also have a Law Enforcer on board the Royal Naval ships, that could arrest the assailant at sea, and take them to the nearest Freeport for detention, until the fine is paid.

    At all times the reputation of a player should be visible, as per the current char/company name.

    https://www.playatlas.com/index.php?/forums/topic/46983-royal-navy-npc-law-reputation-enforcement/

     

     

    Anyways these are just the ravings of a mad man who can really see a great potential in this game, so long as both the devs and the player base don't treat it as just another BS PVP kill everything game, and can see the bigger potential.

     

    Edited by Critor

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