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    Patch V514.3 - It's Time to Get Trading!

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    11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading.

    If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform

    We apologize for the inconvenience and thank you for your patience.

     

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Ahoy Pathfinders!

    Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today!

    Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion:

    ATLAS_Trade_Flow.jpg

    All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate.

    Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade.
     

         :anchor: Shaping Gameplay and Progression :anchor:

    With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. 

    There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough.
     

         :anchor: What's left for 2020? :anchor:

    Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit.

    The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. 

    Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion.

    In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. 🙂

         :anchor: Released Patch Notes :anchor:

    v514.3


    Trade

    • Connected trade routes will now automatically trade between each other
      • Every few minutes a Market will look for a potential trade
        • Prioritizes Trade Routes in order
        • Prioritizes Trade Offers in order
      • When both Markets in a Trade Route have compatible Offers, a Trade is initiated
        • Example:
          - Market A and B have a Trade Route
          - Market A offers 1 Lightwood for every 2.0 Thatch
          - Market B offers 1 Root for everying 0.4 Wood
          - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch
          - If both Warehouses have enough resources, the shipment is created.

           

      • Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse.
      • Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch)

     

    Crafting

    • Reduced the output of crafting Gunpowder from 2 to 1
    • Reduced the output of crafting Blasting Powder from 2 to 1

     

    Market

    • Updated the Structure Settings on the Market to be Reinforced Stone
      • This gives Markets increased damage resistance
    • Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other)

     

    Resources

    • Adjusted weight of many resources
      • Reduced the weight of Gold Coins by 50%
      • Reduced the weight of Gems by 75%
      • Reduced the weight of Wood by 40%
      • Reduced the weight of Sap by 60%
      • Reduced the weight of Crystals by 60%
      • Reduced the weight of Metal by 33%
      • Increased the weight of Oil by 2x
      • Increased the weight of Fiber by 8x
      • Increased the weight of Flint by 2.4x
      • Increased the weight of Keratanoid by 5x
      • Increased the weight of Gunpowder by 1.5x
      • Increased the weight of Organic Paste by 2x
      • Increased the weight of Fire Gel by 2.5x
      • Increased the weight of Blasting Powder by 2.5x

     

    Sea Forts

    • Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters
    • Increased Max Tax rate for Sea Forts from 30% to 50%
    • Sea Forts added to D8
    • Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu
    • Sea Fort structures no longer respawn when an enemy is nearby

     

    Ships

    • Increased Gold cost for crafting ships
      • Schooner: 50 Gold → 5,000 Gold
      • Brigantine: 250 Gold → 25,000 Gold
      • Galleon: 500 Gold → 50,000 Gold

     

    Warehouse

    • Reduced Placement Prevention Radius of Warehouse from 800m to 600m
      • This increases amount of warehouses that can fit in an area by about 75%
      • We're looking at how to best allow multiple companies to have warehouses nearby in the future
    • Reduced Transport Radius of Warehouse from 500m to 450m

     

    Misc

    • Increased the max stack size of Cannon Balls from 50 to 100
    • Bug Fix: Explosive Barrels can no longer deal damage in Freeports
    • Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size

     

    Known Issues

    • If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there
    • Resources awarded by Trade Events may not be delivered or logged correctly
    • Trade Log may incorrectly state which resource types are sent and received
    • Trade Route income should be multiplied by the Trade Route's distance
    • Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel
    • No feedback is given when a Market doesn't have a valid Warehouse to connect to
       

         :anchor: Final Note :anchor:

    Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed. 

    As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! 🙂 
     

    :wheel:

    Happy Sailing,

    - ATLAS Crew

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

    Natter n' chatter on Discord: https://discord.gg/playatlas
    Hear ye, hear ye on Twitterhttps://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 ATLAS

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    Has anyone actually gotten a trade to complete on the market yet? I have our islands two metal types and 1 wood type up for 1:1 trades for all the other types, and 5:1 on ironwood, we captured both trade post things in our grid, own our island, have a taxation bank near the warehouse & market, accepted trade route invites from all kinds of people, and still I haven't seen a single resource show up from the market. I feel like I'm doing something wrong, or it's not working/broken. (PvE). 

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    3 hours ago, raydenEG said:

    This is not a problem yet 😃 Just re-login

    I did relog...first instinct. Nothing happened. I did notice, after watching the market for a while, that it randomly said it's connected and not connected. During one of the 'not connected to warehouse' phases, I did notice that the market still updated the amount of resources available for trade. It's possibly a visual bug?

    49 minutes ago, Ajax Crevinas said:

    Has anyone actually gotten a trade to complete on the market yet? I have our islands two metal types and 1 wood type up for 1:1 trades for all the other types, and 5:1 on ironwood, we captured both trade post things in our grid, own our island, have a taxation bank near the warehouse & market, accepted trade route invites from all kinds of people, and still I haven't seen a single resource show up from the market. I feel like I'm doing something wrong, or it's not working/broken. (PvE). 

    I've had a few accepted trade routes for a few good hours now with no information on trades started/completed ... If reading the trade menu correctly, it says I'll be sending 4700 wood (rounded number). I've got more than that in the warehouse. I can only assume the person that I'd be sending to does not have enough of what I'm asking for just yet to initiate the trade. I'd also like to know what happens when the trade is complete. Do the resources just go into the warehouse? What about the gold? Warehouse too?

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    6 hours ago, J.Dawson said:

    Please no god damn area claming, it was and is a horrible idea. 

    Island claiming is perfect for anyone, for 1 man tryna solo or big company.

    If you are going to implement that, then atleast give private server owners option to choose between each system.

    What kind of a sick idea is to add money to ship crafting? where is the logic in that and just imagening how tiresome it is already to get gold in 15x server i cant imagine official players.
    If you added premade ships at different qualities at the freeport then you could sell them, but gold is literally unneccesary crafting component in that.
    Like where the fuck does the gold go to? You slave yo ass off gathering resources and then you pay the sea gods 5k tax to get a schooner? 

    Since dev team is clearly bad at changing features with their own ideas, let the playerbase vote on a idea or porpose one.

    solo? nope

    i got fucked by a china twoman company they blocked my flag and placed a 2nd outside the circle, i was 30 minutes in and they got the island

     

    it is broken since ever

     

    ofc we need another claim system

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    Yea I've yet to see a completed trade that I'm aware of.

         1. I can't figure out how to scroll through the logs. The UI just skips over it, or, I don't understand how to interact w it (console)

         2. If I put out a trade that I'm offering 10k materials for 20k of another i would think the order may be filled by multipe sources. IF, big IF, it locks it into a 2 party activity then thats inefficient if I have to wait on them to farm it. Unless the goal is to boycot or embargo someone etc. I have it set to public and any route (I think), 10k for 20k, 1:2 ratio, like the stock market.. Jimmy fills 25% of the order, BillyBob fills 9%, etc until its done or deleted.

        3. Didn't see salt or sugarcane. Maybe i missed it?

        4. Eta would be nice also. I don't know if it's not working, if I messed my end up, or if its working fine (like a 3 day hold at a bank)

        5. Also there was a vague reference to making "10" off the transaction, i think, right? If that means I'll make 10 gold for participating, well I dunno.... ummm 🥱. I want the mats due to fresh server etc.... I guess if things start piling up I'll play click for gold if I'm bored... I guess part of it also depends on how mechanics and content proceed, conservative start was stated etc..😴

         i think one is transacting another is open,.. not sure though

    TTYL

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    2 hours ago, Ranger1k said:

    Yea I've yet to see a completed trade that I'm aware of.

         1. I can't figure out how to scroll through the logs. The UI just skips over it, or, I don't understand how to interact w it (console)

         2. If I put out a trade that I'm offering 10k materials for 20k of another i would think the order may be filled by multipe sources. IF, big IF, it locks it into a 2 party activity then thats inefficient if I have to wait on them to farm it. Unless the goal is to boycot or embargo someone etc. I have it set to public and any route (I think), 10k for 20k, 1:2 ratio, like the stock market.. Jimmy fills 25% of the order, BillyBob fills 9%, etc until its done or deleted.

        3. Didn't see salt or sugarcane. Maybe i missed it?

        4. Eta would be nice also. I don't know if it's not working, if I messed my end up, or if its working fine (like a 3 day hold at a bank)

        5. Also there was a vague reference to making "10" off the transaction, i think, right? If that means I'll make 10 gold for participating, well I dunno.... ummm 🥱. I want the mats due to fresh server etc.... I guess if things start piling up I'll play click for gold if I'm bored... I guess part of it also depends on how mechanics and content proceed, conservative start was stated etc..😴

         i think one is transacting another is open,.. not sure though

    TTYL

    weve got stuff coming in and out with trades between the alliance companies... except i have yet to see a trade vessel that i could pillage.

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    ...What.  The.  FUCK?!

     

    5000 gold in order to build my own goddamn schooner?

    Who signed off on this?  Fire their sorry ass.

     

    You fucking idiots, I've stood by this game for a long time, but this is just...  Wow.  A new level of "WE FUCKED IT UP."

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    No, really.  You have completely screwed the pooch with this retarded maneuver.  The one thing that made this game worth playing, was the sailing.

    And you've gated it to ridiculous levels.  What next, DLC gold-packs you can buy on the store?  Go fuck yourselves.

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    You make the game so hard to get anything you’ve ruined the sea experience already putting large gold price on ships the farms are worthless especially making the only island with ironwood claimable on pve I built two farms and they were deleted by owner pls remove the remove option on claimed lands to remove farmhouse I’m so done with this game. There is no way to make gold as most map bottles I pick up disappear I’m back to fifa 21 sos this trash game

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    Quote

    There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies.

    Again I ask, where can we complain to higher-ups about this game and its players being treated like shit by a team that is getting paid to do it?

    WHAT new strategies? They nerfed getting gold from several sources, nerfed XP from bosses, bottlenecked ships into huge costs of gold, then expect players to "find a way"? It's a grind, a huge one at that, and nothing more.

    Try playing your own game for fuck's sake. You should suffer as much as the players do.

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    2 hours ago, Xantria said:

    Again I ask, where can we complain to higher-ups about this game and its players being treated like shit by a team that is getting paid to do it?

    WHAT new strategies? They nerfed getting gold from several sources, nerfed XP from bosses, bottlenecked ships into huge costs of gold, then expect players to "find a way"? It's a grind, a huge one at that, and nothing more.

    Try playing your own game for fuck's sake. You should suffer as much as the players do.

    By the time we can get a enough coin 50k galleon the game will wipe don’t waste your time guys still same old lag issues in lawless and treasure bottles still disappear on collection, but wait let’s increase the cost of getting a ship so no one enjoys grinding for months to have progress wiped every couple of months just fix and release the damn game you had enough time from players 

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    10 hours ago, Enki Anunnaki said:

    weve got stuff coming in and out with trades between the alliance companies... except i have yet to see a trade vessel that i could pillage.

    They said thats still being worked on. All virtual till then.

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    21 hours ago, J.Dawson said:

    Island claiming is perfect for anyone, for 1 man tryna solo or big company.

    WTF you talking bout Willis!? 

    Oh, it's awesome living on lawless and watching megas who own multiple islands sail by 2x a day to destroy any boats floating on our lawless island because they dare not or could not attack anyone their own size. Even better now that I need 5k just to build another schooner that will be gone tomorrow morning.

    Island claiming is trash. No solo is holding their own island. Its great if you enjoy being in a big company. Its not great for everyone else. As I've said before, I'm a fucking pirate, I don't pay fucking taxes. Personally I would make every island lawless and be down with it. 

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    16 hours ago, Ranger1k said:

    3. Didn't see salt or sugarcane. Maybe i missed it?

    Nope. You didn't miss it. I noticed the same thing.

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    4 hours ago, UnderTaker905 said:

    Nope. You didn't miss it. I noticed the same thing.

    and herbs or berrys...

    but it doesnt matter, its not working anyways... xd

    Edited by photek

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    Some people have told me its working for them..

    I play xbox maybe its an xbox issue or that the only commodity I'm trying to obtain is honey. Ill set more trades soon

    Also theres theoretically like ~242+  (guessing avg 2 a grid) routes to click for a request, I've only tried 25ish. Lotta button mashin if i understand UI correctly

    Last thing/ pointer, my Market says its 11meters from the warehouse, they're placed side by side. If it has to be within 30m per announcement I'd advise keeping them right next to eachother. I think it also said market needs to be within 30m of ocean

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    We have seen concerns about how these Trade Ships may affect server load. Optimization and server stability are ongoing issues that involve the continual work we are doing to update the back-end code. Improvements are going to be a gradual process. However, we do have a mechanic in place to prevent an overload of Trade Ships. Once generated Trade Ships have reached a certain threshold, any shipments that should have been generated thereafter will be virtual.

    How's that working out for you?

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    The servers in Lawless are running really shit again, ping at 255. 🤬

    Why not fix the errors first before you add unnecessary new things to Atlas.
    Normal people learn from the mistakes they have made in the past, but you seem to be immune.🙈🙉🙊

    So please, please pinch your ass cheeks together and eliminate the errors first.

     

    In German:

    Die Server in Lawless laufen schon wieder richtig Scheisse, Ping bei 255.

    Warum behebt Ihr nicht erstmal die Fehler  bevor Ihr neue unnötige Sachen in Atlas einbaut.
    Normale Menschen lernen aus Ihren Fehlern die sie in der Vergangenheit gemacht haben, Ihr scheint aber da Immun zu sein.

    Also Bitte, Bitte  kneifft die Arschbacken zusammen und beseitigt erst mal die Fehler. 

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    Add a freeport vendor that pays gold for Resources! (not just exchange)

    anyone can then buy a ship from freeport salesman by earning it.

     

    You can keep everything the same if you want but you will then have a true economy. (not just limited to the few that have warehouses)

     

     

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    I'd like to know what the maximum range a market can be from a warehouse is. Unless I've missed something, I haven't seen any notes telling us the maximum distance it can be from the warehouse. I've seem players say that it's gotta be no more than 10m away, yet mine says "Connected to warehouse. Distance 33m" ... So it is saying that it's connected, and even shows the amount of goods available...then 15mins later, it says it's not connected to the warehouse, only to say it is again 20mins later.....confusing.

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    23 minutes ago, UnderTaker905 said:

    I'd like to know what the maximum range a market can be from a warehouse is. Unless I've missed something, I haven't seen any notes telling us the maximum distance it can be from the warehouse. I've seem players say that it's gotta be no more than 10m away, yet mine says "Connected to warehouse. Distance 33m" ... So it is saying that it's connected, and even shows the amount of goods available...then 15mins later, it says it's not connected to the warehouse, only to say it is again 20mins later.....confusing.

    I think patch notes said market and warehouse need to be within 30meters of eachother AND the market needs to be within 30 meters of the ocean.

    I stated that mine are side by side yet the distance apart is registering 11 meters, so i suspect its measured from center to center, either way, i would advise placing them as close as possible to eachother.

    The intermittent connect between the 2 may be a clipping issue, bug, maybe distance, maybe laggy server, maybe ocean is wavin/ out of range lol.. Dunno good luck though

    Edited by Ranger1k

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    Thanks. Gives me reason to perhaps save up another 100g + mats and replace the market, by moving it just a touch closer to the warehouse.....or...move the warehouse a bit closer. I think that if the warehouse is not close enough to the shore, you should get a notification, or just can't place it down.

     

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    38 minutes ago, UnderTaker905 said:

    Thanks. Gives me reason to perhaps save up another 100g + mats and replace the market, by moving it just a touch closer to the warehouse.....or...move the warehouse a bit closer. I think that if the warehouse is not close enough to the shore, you should get a notification, or just can't place it down.

     

    Its the market that i read had to be near shore technically. However the WH needs to be near the market,.. It was in patchnotes somewhere

    Good luck

    🙂

    Actually i just skimmed the notes i don't see it anywhere. I dunno I'm sure i read that somewhere, can anyone corroborate?

    Edited by Ranger1k

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    I'm certain that I've previously read that the warehouse is the one that needs to be placed within 30m from the shore. I've moved my warehouse, which is still connected to my FH, so that the market says it's connected at a distance of 19m. My market is legit at water's edge. There's no way the two won't work together now. 

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