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ATLAS Roadmap

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also i would like to see a another use for gold coins like NPC shops! were you can buy resources , ammo , armor , weapons ETC

 

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If you don't want us to tame. Give us tools that can collect an obscene amount of resources (and maybe just a horse to carry all that resources).

Other things:

-Make ships cheaper, faster and can carry more.

-Get a purpose for the Brig please. 

-Base defense so good that I still might have a ship when I log on after work.

-Longer spoil rates in trough and cheaper crew maintenance on land will keep us at sea more.

-The base building mechanics sucks (Can't give a solution, so just thought I'd slide it in here).

-We need a snake and shark repellent.

 

Thnx

 

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Do something already its been how long now? Stop squandering this games potential . Take some notes from the ark team or something . this game has went from hype to hibernation

Edited by Partiesplayin
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If you don't want us to tame. Give us tools that can collect an obscene amount of resources (and maybe just a horse to carry all that resources).

That's what I always say. Wee need to be able to play without our bears, or other tames. But because we anyway need to gather and carry a lot of stuff, we need a horse in basic tool skill. So we should be able to obtain one, attach cargo harness and travel through the island and carry our stuff. As for other tools - to became alternative to tames, better quality tools should be same effectiveness as tames. Mythic scythe - gather same amount of fibers that bear do (masterwork then, for example, half as good) etc.

-Make ships cheaper, faster and can carry more.

There I guess whole world system should be changed. So half-atlas travels should lasts for an hour, or less.

- All map size, all grids should be cut at least twice.

- Wind should not rotate clockwise and change it's strength from strong to calm and back, but to blow steady average strength (provide us full speed), rarely raise to hurricane (damaging full sails and planks with waves), and rarely drop to calm state. It should blow one direction, and from time to time change, for reasonable angle.

- Storm should not be global with hundreds whirlwinds, but to be local dangerous zone like that:

nurobaC.jpg

So our goal would not be to play pacman with hundreds of tornadoes, but to escape/avoid/survive one deadly zone with just one deadly tornado in center.

- There should not be tornado in polar or tundra. Snowstorm there instead.

So my idea is to change sailing from boring endless empty time-wasting to short and full of action travels (shorten maps with islands close to eachother - already requires to do some maneuvering between islands. Seaweed zones, random reefs, ship traffic, drifting icebergs, storms avoiding, chasing pirates or running from them, etc. Escorting or delivering missions, trading some stuff, cheaper to buy, in one island, more expensive to sell in to another one. NPS's ports and towns around the world - each grid sould have at least one with local and global quests. with life around... sailing game of my dreams (sigh).

Get a purpose for the Brig please. 

Errr... well here is my Brig:

eEyW5Un.jpg

As you can see - there is no shootguns, no roof and walls armor. Just regular ship with 4 extra cannons. 10 cannons each side. I fought with it with 4 damned ships at once: two schooners lvl-60 and lvl-54 and two Brigs lvl-56 and lvl-54. Regular maneuver and boardside fight. I took all of them down solo and they were just took 3 planks from me (I replaced em as soon as debuff gone). I also did lvl-56 damned Galleon for quest (again - few leaks and 4 planks). So... in my opinion - the best way to fight damned ships is this. Fighting by Galleon is total torture due to lack of maneuverability and huge time waste for maintenance. And Brig - is fun (of course I have ALL in captaining skill tree I've got 6800+ planks and gunports. Also journeyman sails and 138% damage cannons for Galleon quest).

But anyway. I would change all ships system totally. I wrote it before:

26 ships in total 6 clases. No free building on ships, guns in just gunports (with top deck, nose, and stern ports introduced). One piece of sailing equipment for each ship - which contains all masts, cables, ropes, ladders, and sails spots. In loom we choice - which type of sails attach there. And "box" (or "rooms", or whatever) system for ship insides, like crew room, cargo hold, supply block, tames spaces, captain cockpit, armory, etc, and with limited space inside we choice what it will be. Trading ship, battle ship, fast, or big etc.

My 26 listed ships are here in this thread.

Pictures from another great pirate old game.

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I like the ship building and being able to personalise them a bit. If they made complete cabins but all different design choices that would be ok. I don't like the way nothing I build snaps to the ship body though, they could make that an option. I wouldn't want it like sea of thieves though where the ship is fully built for you.

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15 hours ago, Walt3r said:

This

This, indeed. Im hearing rumors that a dev leaked it was this week... 5 days or what not... but who knows. mad trolls everywhere so idk... but honestly im getting burnt out/annoyed at what's lacking in the atlas... this january update better be damn good. new world right around the corner... its gonna take a miracle to keep people playing atlas. 

 

Edited by Enki Anunnaki

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On 8/30/2019 at 8:27 PM, Dollie said:

Ahoy Pathfinders, 

Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community.

First of all, for those who didn’t catch the Dev Livestream, it can be viewed here

The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future.
 

  :anchor: The Mega Update and Xbox Launch :anchor:


Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include:

  • Crossplay support between PC Steam and Xbox players for ATLAS.
  • Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC
  • We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter.

The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch.

We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console.

There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to.
   

  :anchor: Livestream Recap :anchor:


ATLAS’ DNA

The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to:

large.604334155_ATLAS8-28StreamDeck2.jpg

Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase.

Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap:

large.74419923_ATLAS8-28StreamDeck.jpg

Some important factors to keep in mind:

  • This roadmap will begin after the release of Xbox
  • We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority
  • Tackling bugs and major performance issues will always be an ongoing effort.
  • This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS.

Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases

large.scarab_trans.png

Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: 

There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game.

Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. 

Just a few of the changes and fixes (both small and big) we’re planning to make:

  • Fixing speed sails and increasing overall wind speed effectiveness.
  • Adjustments to blueprint stat rolls and crafting requirements.
  • Making improvements to logs for companies.
  • Increasing max stack sizes for certain items.
  • Removing the negative effects of status effects, including vitamins.
  • Giving players the option to choose which Kraken to fight.
  • Reducing the frequency of surface attacks by sharks.
  • Increasing the treasure map spoil time.
  • Cargo Container adjustments.
  • Replacing the text in the game with a universal font style.
  • Hiding more text behind the “Extended UI” function
  • Making ladders easier to climb.

Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. 

One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. 

Some more examples like this include:

  • Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4.
  • Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3.
  • Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders.

 

Phase 2: Seas, Ships, and Sailing

large.ship_trans.png

Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be:

  • Ensuring that you all are spending more time having fun on ships and out at sea.
  • Making the ocean feel less repetitive, more inviting, and more rewarding.
  • We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully.

There are quite a few ways we’ll be doing this, but you can expect changes along these lines:

  • Improvements to existing sailing and ship systems.
  • Introducing more NPC encounters on the ocean (and different types too).
  • Introducing more activities you can do on your ship.
  • Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers).

These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made.
 

Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: 


Phase 3: Skills & Combat

large.sword-trans.png

Here are some things we’re pretty confident we’ll be doing in some form:

  • A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. 
  • Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting!
  • Changing the ship combat meta to embrace stronger piracy gameplay:
  • A shift to a “boarding” combat meta.
  • New incentives for choosing between sinking, pillaging, or outright stealing ships.
  • Potentially adjusting the ship stealing process/claim time.
  • Changes to encourage more fighting on ship decks.

 

Phase 4: World, Claiming, and Tames/Creatures

large.globe_trans.png

This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as:

  • The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts.
  • Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals.
  • Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc.
  • We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing".
  • Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc.

 

:wheel:

 

We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. 

We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak.

 

:wheel:

Happy Sailing,

Grapeshot Games

: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
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

 

View full article

 

Love the idea of making the ship your home and making it more fun to stay on the sea. Here are a few things that would be needed for this to be viable:

— Prevent animals from falling off ships. There is nothing worse than losing tames to the sea. 

— Add animal trackers for lost animals.

—Prevent SOTD from attacking anchored ships. It’s hard to want to log off on a ship knowing the ship could be gone when you log back in. 

— Higher base weight

— Higher ship speed

— Wind direction alternating patterns based on server (rather than same global wind direction). For example, all 1 servers wind goes East, all 2 servers wind goes West, all 3 servers wind goes East. This would allow sailors to sail to and follow wind routes rather than getting stuck sailing for long periods against the wind. 

Love the idea of making the ship your home and making it more fun to stay on the sea. Here are a few things that would be needed for this to be viable:

— Prevent animals from falling off ships. There is nothing worse than losing tames to the sea. 

— Add animal trackers for lost animals.

—Prevent SOTD from attacking anchored ships. It’s hard to want to log off on a ship knowing the ship could be gone when you log back in. 

 — Higher base weight

— Higher ship speed

— Wind direction alternating patterns based on server (rather than same global wind direction). For example, all 1 servers wind goes East, all 2 servers wind goes West, all 3 servers wind goes East. This would allow sailors to sail to and follow wind routes rather than getting stuck sailing for long periods against the wind. 

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On 1/12/2020 at 6:18 PM, Enki Anunnaki said:

 

This, indeed. Im hearing rumors that a dev leaked it was this week... 5 days or what not... but who knows. mad trolls everywhere so idk... but honestly im getting burnt out/annoyed at what's lacking in the atlas... this january update better be damn good. new world right around the corner... its gonna take a miracle to keep people playing atlas. 

 

yes I really looking forward to new world with its toggle on/off pvp 1000 people servers. 50v50 opt in combat, and amazon has unlimited supply of money to back this game im hyped!

 

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Wow, animal trackers would be nice. So many things make this game feel like a massive downgrade from ark, such as command groups. Why is the group option even there if these guys cbf to fix the code that was copy pasted?  

Edited by eeeceee

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On 1/12/2020 at 6:18 PM, Enki Anunnaki said:

 

This, indeed. Im hearing rumors that a dev leaked it was this week... 5 days or what not... but who knows. mad trolls everywhere so idk... but honestly im getting burnt out/annoyed at what's lacking in the atlas... this january update better be damn good. new world right around the corner... its gonna take a miracle to keep people playing atlas. 

 

looks like new world just killed the pvp sandbox aspect of the game oh well more disappointment im use to it by now.

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Just now, lordkhan4444 said:

looks like new world just killed the pvp sandbox aspect of the game oh well more disappointment im use to it by now.

youll never know till it comes out. itll probably have split servers, one with the opt in pvp and one with permanent pvp. we will see. 

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they said they have no intentions of a seprate pvp server as it would take away from the official numbers and separate there dev team. right now there are many pissed off people I hope they change it back! they even removed the criminal aspect of the game as it is  no longer needed as there is no pvp anymore 😞 sad days.

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They had an alpha test, saw the toxisity of PVP'ers for themselves and decided they were a part of the comunity they didn't want to cater to.

Can't blame them realy, blame the toxic side of the PVP community not the dev's.

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How fucking long is this road map , no updates or communication from devs , game content can be done in few weeks . When new world arrives ,this game is deader than it already is , and tbh I don't think devs care about it , they got there last cash grab from xbox

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I don't think atlas was ever a cash grab, I think they have just taken on more than they have the manpower to do. I play eso as my main game cos I bought it when it was released and  though I love the game I can only imagine the size of the team needed to keep it running. If atlas is gonna reach it's potential it's gonna need a much bigger development team. Which I doubt if they have the budget for at the moment. Especially at the price Atlas sells for. Programmers and computer artists etc don't work for milk tokens.

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Yeh it's a shame they are still living in two camps, I feel that online games need their own dedicated teams if they are gonna survive. On a plus note I loved the ark t shirt. Hope they sell it on amazon eventually.

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Reducing importance of tame is stupid, and stupid is forcing players to play the way you want... Open world are amazing cuze players can act and fight and grow as they prefer and fight and live where and how they will want.... If i ll want to be a tame soldier that lives with animals or a pirate that lives on boat or even a land guy that loves to live on his lovely island you should let him do it... Ofc for the end game people will have to do certain things... And go in certain spots... But an open wolrd is an open world and remeber that not all the players play in huge gangs.... So everyone should have the possibility to live where they will want and play how they will like... Cuze it s the beauty of open world... Is not cs go or rainbown sixage...

If u ll want to really let people spend more time on boats and sea, you just have to remove retarded npcs and let people be able to shoot and move sails open and close them automaticly without having to spend ages just to be able to have enough npc crew member setted up on a boat... 

Also reducing tames and lands is stupid cuze i thing that it s also a huge portion of the game that alot of people love... If u remove it u just will lose lots of players like me... I suggest also to give us more ways to fly like also letting us be able to tame leatherwing ofc working on the stamina of this animal so people cant cross maps just by flying... Let people choose the way they play... If u force people to do what u what u ll just lose more players...

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On 1/8/2020 at 4:10 PM, George Catcher said:

 

 

That's what I always say. Wee need to be able to play without our bears, or other tames. But because we anyway need to gather and carry a lot of stuff, we need a horse in basic tool skill. So we should be able to obtain one, attach cargo harness and travel through the island and carry our stuff. As for other tools - to became alternative to tames, better quality tools should be same effectiveness as tames. Mythic scythe - gather same amount of fibers that bear do (masterwork then, for example, half as good) etc.

 

There I guess whole world system should be changed. So half-atlas travels should lasts for an hour, or less.

- All map size, all grids should be cut at least twice.

- Wind should not rotate clockwise and change it's strength from strong to calm and back, but to blow steady average strength (provide us full speed), rarely raise to hurricane (damaging full sails and planks with waves), and rarely drop to calm state. It should blow one direction, and from time to time change, for reasonable angle.

- Storm should not be global with hundreds whirlwinds, but to be local dangerous zone like that:

nurobaC.jpg

So our goal would not be to play pacman with hundreds of tornadoes, but to escape/avoid/survive one deadly zone with just one deadly tornado in center.

- There should not be tornado in polar or tundra. Snowstorm there instead.

So my idea is to change sailing from boring endless empty time-wasting to short and full of action travels (shorten maps with islands close to eachother - already requires to do some maneuvering between islands. Seaweed zones, random reefs, ship traffic, drifting icebergs, storms avoiding, chasing pirates or running from them, etc. Escorting or delivering missions, trading some stuff, cheaper to buy, in one island, more expensive to sell in to another one. NPS's ports and towns around the world - each grid sould have at least one with local and global quests. with life around... sailing game of my dreams (sigh).

 

 

Errr... well here is my Brig:

eEyW5Un.jpg

As you can see - there is no shootguns, no roof and walls armor. Just regular ship with 4 extra cannons. 10 cannons each side. I fought with it with 4 damned ships at once: two schooners lvl-60 and lvl-54 and two Brigs lvl-56 and lvl-54. Regular maneuver and boardside fight. I took all of them down solo and they were just took 3 planks from me (I replaced em as soon as debuff gone). I also did lvl-56 damned Galleon for quest (again - few leaks and 4 planks). So... in my opinion - the best way to fight damned ships is this. Fighting by Galleon is total torture due to lack of maneuverability and huge time waste for maintenance. And Brig - is fun (of course I have ALL in captaining skill tree I've got 6800+ planks and gunports. Also journeyman sails and 138% damage cannons for Galleon quest).

But anyway. I would change all ships system totally. I wrote it before:

26 ships in total 6 clases. No free building on ships, guns in just gunports (with top deck, nose, and stern ports introduced). One piece of sailing equipment for each ship - which contains all masts, cables, ropes, ladders, and sails spots. In loom we choice - which type of sails attach there. And "box" (or "rooms", or whatever) system for ship insides, like crew room, cargo hold, supply block, tames spaces, captain cockpit, armory, etc, and with limited space inside we choice what it will be. Trading ship, battle ship, fast, or big etc.

My 26 listed ships are here in this thread.

Pictures from another great pirate old game.

AHOY ME BOI!

 

 

thxs for the shoutout! 

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Whatever you do, don't turn this game into Sea of Thieves. I'm not saying it's a bad game, but to be competitive you have to gives us things they don't. Like optional PVP, ship customization, leveling systems, etc.

Sea of Thieves alienates 20%+ of its possible userbase by ignoring their pleas for PvE servers, or at least balancing PVP so its not 4v1 all the time.

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my suggestion is that you start to give a damn about this game because its becoming increasingly apparent that you are not interested in fixing any of the bugs what so ever.  pull 100% of your dev team off ark and put it HERE, not the other way round.

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