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  • Jatheish
    Jatheish

    Captain's Log 15: Treat me like a Pathfinder and Gimme dat Patch!

    Ahoy Pathfinders!

    Hang on... Captain’s Log on a Friday? Yes, it’s a little earlier than we had planned (first for everything, amirite?) but earlier this week we released a significant update based on Community feedback we had received as the game has now been available for two weeks.

    We’re going to do a quick rundown of the updates leading to v9.3, as well as discuss our huge incoming patch, v10 which will drop anchor on Monday Noon EST (or around then at least, we’ll keep you posted on social media!)

    All th' stuff 'n thin's

    If you wanna skip the meal and just check out the changelog, you can do so here: 

    As highlighted in previous Captain’s Log, our number one priority was making sure that the game was stable from a client and server perspective, that there would be minimum connection issues, and we’d be handling data issues with a broadside of fixes! Since the launch itself, the game has tremendously improved in all 3 of these areas. Our crashes have statistically reduced by 97%+, players can get in and fully experience the ATLAS, and as of v9.3, we have solved many critical cases where Company and Alliance data would have been lost. There are still many more things we want to do in this area in the coming days and weeks ahead -- you can expect us not to rest until server baseline performance and hitches are much further improved.

    Released notes up to v9.3:
    
    - Resolved massive server-side stalls related to perf large companies
    - Company Member, Company Groups, and Alliance data loss issue should hopefully be resolved.
    - Official Network Companies are now hard limited to 500 members, and this is a current measure until the Company system receives a backend overhaul in the long-term.
    - Fixed some server crashes
    - Slightly improved server performance and generally reduced server stalls
    Upcoming changes in v10:
    
    - General note regarding server performance improvements, stalls, connection issues, etc (We’re going to work on improving this constantly!)

    However, that’s not all that we wanted to address! Since the launch, we have received so much support and feedback from our Community Hub, Steam Forums, Reddit, Discord, and social media. The team have been working hard on development, whilst watching with our prying eyes to see which to determine what needs addressing. Patches up to v9.3 and the incoming v10 have been planned to improve ATLAS’ as a game from its core based on most impactful, important, and how immediately we could see results. We won’t go into the thought-process details for each specific note, but we’ll try to give you guys a general idea around our decision making. 

    Please note: these changes are not the only thing we’re going to do. There will be a boatload of updates following v10 too, every few days another major drop. ATLAS launched as an Early Access title, and we are a highly iterative development team. We’ll continue to pump out patches to improve the game and get it where it needs to be! So if there’s something in here you feel like we’ve missed, let us know on our Community Hub, Reddit, Discord, Twitter, etc. We’re watching like hawks and consuming like hogs; we will make adjustments; whether that’s introducing new things, tweaking, or taking a step back and redesigning. That’s what this development process is all about, shaping and growing the game rapidly with your input. It’s gonna get chaotic and messy at times, but we appreciate you weathering the storm as we sail into calmer waters! ❤️

    Lemme be a pirate, [email protected]# Games!

    large.Pirates.jpg

    So two things. One of the coolest aspects, without a doubt, is that you can be a fully fledged pirate. You can captain a crew, sail one of many boats, have a fleet, hunt for treasure, explore and discover islands, pillage, plunder, salvage -- the list goes on! However, at launch, we perhaps made this a bit more difficult and tedious than it needed to be. We love being a bit hardcore but it was clear to us that adjustments were necessary. In no particular order...

    Released notes up to v9.3:
    
    - Default resource and taming speeds have been increased to 2x as the baseline.
    - Sailing against the wind now provides 30% of with-the-wind sailforce, as opposed to 0%.
    - Also increased the amount of sailforce provided by minimum windspeed conditions by 30%, and the sailforce provided by maximum windspeed conditions by 15%.
    - Increased the base carry Weight of all ships by +40%
    Upcoming changes in v10:
    
    - There are 4x as many trade ships on the seas, and they now also sell commodity types for gold, as do NPC's at Freeports.
    - You can now buy a "Ramshackle Sloop" from the NPC Shipyardsman at Freeports. The "Ramshackle Sloop" is a pre-built sloop which has permanently lower plank HP, carry weight, and crew limit, but is cheaper and faster to acquire if you want to get into sailing faster.
    - Some ship costs have been adjusted, and in some cases reduced by approximately about 50%

    We believe that these first steps will help us get players to experience the epic piracy side of the game much sooner, whilst overall not having too much of a heavy impact on our balance and design.

    Captain Grapeshot, why do you hurt us with these hardcore mechanics?

    Well, you know what they say… pain is love and love makes the world go ‘round. ( ͡° ͜ʖ ͡°)

    large.Whale_Spears.jpg

    But in all seriousness, we can be a bit overzealous at times, what can we say? We like it a little rough but we understand when things go too far, sometimes it just takes the fun out and that’s when we need to consider, is this piece of the puzzle really worth it?

    Sometimes aye, but also, sometimes nay! At times we should consider not punching people in the face when all they want to do is sail their raft and build a thatched home. What are some of the nays? Cooking, land ownership, survivalism, progression, and creature balance. Here are some of the adjustments we’re going to make to deal with the nay;

    Released notes up to v9.3:
    
    - Every Tame can now get a minimum of 30 tame level-ups put into it, plus however many base levels it had when wild. So for example, a level 5 wild wolf would get 35 tame level-ups to apply, whereas a level 40 wild wolf would get 70 tame level-ups to use. 
    - Melee weapons are now temporarily ineffective against ship planks. Later this will be changed so that it will only be ineffective against anchored ship planks.
    - Buffed Tamed creatures HP and Damage globally by 25%
    Upcoming changes in v10:
    
    - Claim Flags now allow a "Neutral Zone" setting which allows any other tribes to build within them, with the specified tax rate applied to them. You are also able to specify an inclusion or exclusion list to these, to only allow or exclude specific company ID's / player ID's. All claim flags will have this enabled as a default setting when placed, and this will also be a retroactive change. However, it will not function until Wednesday the 9th of January at NOON EST, where we will release another server update to make Neutral Zones active. This means you will have two days, from Monday to Wednesday, to decide and adjust the settings on your claim flag before the change is live.
    - Enemy Claim Flags can now be directly pinged to identify any contesting enemies nearby, and the time required to steal an enemy claim now decreases the more Claims that enemy team has.
    - Farming rebalances to be easier; water can now pipe uphill, region requirements for growing crops are more forgiving, and crop growth & yield is much faster and higher. 
    - Reduced shovel stamina cost.
    - You can now fill waterskins/jars from ground spouts.
    - Metal Tools can no longer damage the planks of anchored ships.
    - 50 more player levels added, and Skill Points per level increased.
    - Loot stat scaling has been boosted (retroactively) by 60%
    - Sea Monsters' damage has been reduced by 66%
    - Animals health regen rebalanced, so they're not regenerating high amounts whilst in combat!
    - Fixed up some temperature scalings and adjusted Fortitude stat effect

    Alrighty, fair enough Grapeshot... but what else? Betcha didn't know that <thing> is <state>!

    large.fishing_boat.jpg

    Yes, there are still a number of things we plan to address and change going forward. This isn’t the be-all end-all of our updates. There are more fixes, balance changes, new game features and content just beyond the horizon (basically daily) so if there’s something which you feel is important and we haven’t addressed, let us know. It might have been something we’ve overlooked, it might be something we’re tackling in an upcoming patch, it might be something we’re still sitting on to see how things fair, guess you could call us seafarers XD! 

    You can be reassured that as each night passes, we’re fully dedicated to ensuring that ATLAS gets one step closer to becoming one of the most ambitious online worlds of all time and fulfilling its destiny as the ultimate fantasy pirate adventure! And on that note, here are some additional patch notes that we’ve made up to v9.3 or will be making in v10 such as addressing fire-from-the-depths-of-hell arrows and gatling mortars. These notes are pretty miscellaneous and tackle many things at once. 

    Released notes up to v9.3:
    
    - Reduced min damage and min percentage on flame arrow buff by 33%.
    - Reduced max damage done on flame arrow projectile hit to 50.
    - Increased gravity on flame arrows 20% to make it less ranged.
    - Increased firegel cost of flame arrows by 100%.
    - Added durability consumption to flame and stone arrows (1 dura per shot, 40 shots per bow repair).
    - Change bow durability from 50 to 40.
    - Fixed a bug which allowed Mortars to have rapid fire.
    - Fixed alliance chat sometimes duplicating messages
    - Fixed a bug where clients could end up invisible when demolishing a podium
    - Default resource and taming speeds have been increased to 2x as the baseline.
    - Fixed a bug which allowed Mortars to have rapid fire.
    - Fixed inland water buoy's being invisible and fixed buoys, so they no longer prevent resource respawn.
    - Prevent ship collision damage from occurring when caused by other player ships on PVE servers.
    - Fixed sunken-ship area indicator lingering even after a shipwreck has been entirely salvaged.
    Upcoming notes in v10:
    
     - All Cannons/Turrets can now be pin code protected for lever activation/deactivation
    - Lawless servers can no longer be specified as Homeservers. If your Homeserver was a lawless server, you'll be required to pick a new (Freeport) Homeserver upon respawn.
     - "Favorites" server selection drop-down is added for Unofficial
    - Joining through Steam browser server list with password now properly caches the password for ATLAS travel
     - Weather events are now indicated on the HUD
    - Armour effectiveness will be adjusted so that firearms are more useful in PVP
    - Fixed some bugs related to Sea Claims
    - Eating poop is now instant-death
    - Fixed an issue where you couldn't kill yourself by exhaustion (for stuck situations)

    Show 'n Tell!

    Hear ye, hear ye!

    We be seekin’ fer the finest of ATLAS community creations! Show us yer mighty fleets, paint pieces, flags & sails, impenetrable forts, hellish tats, scenic screenshots, 'n entertainin' videos! Each week, we'll be runnin' a contest where we'll select th' best o' th' bunch 'n award tha winners wit' a cash prize!

    large.Custom_Ship.jpg

    Entries can be posted in the Creative Section, the Steam Workshop, or shared via social media. We’ve created a dedicated thread for submissions, don’t hesitate to show us what you’ve got cause we’ve seen some pretty cool stuff so far!

    Alrighty, that ’s it for this post. We will have a general Captain’s Log on Monday, most likely late night as that’ll be patch day. Next week we’re also looking forward to getting the ATLAS Dev Kit into your content creator hands and seeing what amazing new gameplay mechanics and environments the community can come up with! 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

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    Thanks for listening and making changes.

    Here's what I hope you're working on next - griefing, hacking/cheating, extending the forum Articles of Agreement to the game.   Continued improvement on communications.  (There are too many comms channels.  Make the forums the "official" place, and use the others for fun bits, random thoughts, teasing a new feature, etc.)  Better comms on design and direction.  In EA it's hard to tell a bug from a feature.  Would help to know how something complicated like claims or companies are actually supposed to work.

    More work on claims -  the new "tax" system isn't sensible for pve.  On pvp this might buy you protection from a larger group.  On pve, there's no benefit.  It only turns you into a serf.  Anyone quick out of the gate at launch gets to be a landowner, but the people who stuck with the game through all the bugs and issues only get to be serfs.   It's massively unappealing to new players going forward, too.   Not a great selling point.  Unless....see below.

     

    Here's what I hope you're working on further out -  

    The game promos mentioned towns and cities.  Give us some mechanics for those.   A company or alliance would need a leveling skill tree to build town/city buildings that provide enhancements/bonuses for them -  town hall and dock,  player run shops, better houses, better defenses, etc.  Have systems for politics, administering the place, etc.    Represent allied companies in the city with a governor, an admiral, a treasurer, etc.  This gives another goal in the game, especially for those not of the pewpew persuasion, and frees up the pewpew crowd from having to grow their own food and make their own supplies.  On pvp, the towns support the war efforts by supplying the fighters, and gives everyone something meaningful to contribute.  On pve, it provides competition through economics, and a way for everyone to do something useful rather than being a serf.  No one minds paying taxes to have a shop in a successful city where everyone comes to buy supplies, and people would rather contribute to a common goal of building a city than just hand over half their cash to an overlord for no reason at all.

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    @Jatheish woukd you be able tk advise on when player who are stuck with the PrimalGameData_BP will be able to play the game? Some people have experienced this for a long time. I am currently at day 4 now of not being able to get past that part on the loading screen.

    Any advice would be appreciated if you happen to know a workaround.

    Thank you and keep going

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    Since the last update, the durability and spoil times have been horribly altered!! The max durability of Tools, Guns, Armor.. Spoil timers of food , etc.. Bows are breaking after 10 shots. Anyone else having this issue?

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    Could we please get some information on when official oceanic server is coming devs? Love this game but its hard for us aussies

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    When are you going to fix spawn points? i use almost 1-4 hours trying to respawn.....

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    Max wild tameable is level 30. Minimum level alpha I've seen is 185. A foot soldier in plate has trouble surviving an attack from even a level 1-4 wolf. Flight is not even an option since players can only outrun turtles. With the alpha buffs and resistances, even a level 1 alpha is a serious fight for a max level tame. Unless you have the luck of spotting the alpha at a distance, the first thing you know about it is when your mount die to its first attack.

    Do you not see the problem here?

    If you have the luck to see the alpha first, you can make preparations but you can't actually *fight* an alpha. All you can do is cheese it by getting it stuck between trees or in a trap.

    A challenging game is great, but putting Zerg in a kindergarten playground is not. The alphas in Ark are pretty good. They are tough but if you have a decent mount and decent armour, you can fight them without cheese. I ask that you use Ark's alpha stats here or at the very least, have alphas only level 1-30. Tameable levels but buffed.

    Max wild tameable is level 30. Minimum level alpha I've seen is 185. A foot soldier in plate has trouble surviving an attack from even a level 1-4 wolf. Flight is not even an option since players can only outrun turtles. With the alpha buffs and resistances, even a level 1 alpha is a serious fight for a max level tame. Unless you have the luck of spotting the alpha at a distance, the first thing you know about it is when your mount die to its first attack.

    Do you not see the problem here?

    If you have the luck to see the alpha first, you can make preparations but you can't actually *fight* an alpha. All you can do is cheese it by getting it stuck between trees or in a trap.

    A challenging game is great, but putting Zerg in a kindergarten playground is not. The alphas in Ark are pretty good. They are tough but if you have a decent mount and decent armour, you can fight them without cheese. I ask that you use Ark's alpha stats here or at the very least, have alphas only level 1-30. Tameable levels but buffed.

    edit: and for god's sake... what's with animals attacking structures? Why the heck would an angry wolf start chewing on my ship or taming trap? It's an inanimate object!

    Edited by TrevorJD
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    Most if this sounds awesome but pleeeeease add better foods for some of the tames or up their percentage. We are rocking .8 per feeding on rhinos who have an insane splash range that feeding them is REALLY difficult(maybe have the chin area be a safe zone when its bola'd since you arent in a spot where the horn would hit you) and you get hardly any effectiveness because it drops rapidly each feeding. The veggies already spoil insanely fast, please buff the food or add something better. 

     

    Also pretty surprised how squishy they are. 

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    Hello Administrators,  I’m Chinese of  ARK Dev Kit.
    What is the expected release date Atlas Dev Kit?

    I need your help of ATLAS Dev Kit.

    Our team has a big market in the development of MODS for the ARK.

    Thank you very much for ARK's happiness to Chinese players.

     

    Edited by LongKing

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    On 1/4/2019 at 6:39 PM, Malfunktion said:

    Biggest Issue is 95% of people never got off Island cause of bugs now you expect us to pay players a tax that could leave .... Pfft.

    I sailed for 4 1/2 hours through lag to get to the next server the day the game came out.

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    12 minutes ago, Supernaturaloven said:

    I sailed for 4 1/2 hours through lag to get to the next server the day the game came out.

    We are all very proud of you, here at The Institution.

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    • Haha 1

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    On 1/4/2019 at 6:46 PM, Jatheish said:

    It'll be 2019, but no specific timeline to provide yet 🙂

    By the Xbox release will breeding be implemented, or a larger variety of creatures?

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    Please just make it that ships with anchors down cannot be sunk and ships in pve not boarded by owning company decays plz and thankyou

     

    Edit sunk by weight not other means

    Edited by seruum

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    13 hours ago, thedeaddude said:

    Where is the update patch 10. it is about 3 hours past and there is no news on it.

    Twitter says the afternoon of the 8th, is that a US or a EU afternoon I'm not sure.

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    Just now, Chunder the KegSmasher said:

    Twitter says the afternoon of the 8th, is that a US or a EU afternoon I'm not sure.

    It's afternoon EST as per the tweet.

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    2 minutes ago, [GP] Guybrush Threepwood said:

    It's afternoon EST as per the tweet.

    Yeh so about 12 hours from now.

    Apologies, was working from memory, just rediscovered the tweet.

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    The update was supposed to happen on Monday, so if it is happening today in the afternoon; wonderful! Looking forwards to a lot of these changes. Love the game quite a bit.

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    Please make the tamed animals HP and dmg nerf specific to PVP please.  Renders them almost pointless if you nerf the shit out of tames on PvE.  You nerf dmg by 40% you make animals pointless for fighting as their dmg will be lower than players by a lot. My bow attacks hit currently for 40-70 depending on headshot or body shot.  My level 43 bear hits for 40's.  40% nerf to 40 dmg?  Yeah, no point to taming stuff now if that nerf goes live

    Edited by Retarded Bird

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    On 1/4/2019 at 10:13 PM, fonty said:

    I think there are urgent things that break the gameplay ... thousands of Chinese on European servers? ... mmm has no logic and will end up breaking the game. Make small medium groups survive ... but in the end only play the 2 largest companies.

    Now that they are established on the NA and EU server, you expect them to "pack up and leave" if they setup an Oceania set. Hell, i would probably go play on the Oceania servers just because its not 100% claimed and i have a chance of getting an island. They can keep the NA server they abused

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    Thanks guys. Please don't get discouraged by the rough launch.  This game has AMAZING potential.  We believe in you, so just keep fixing stuff and keep us in the loop. People will flock to this game as you iron out the wrinkles!!!

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