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ATLAS

Patch Preview: Setting up the Sea Forts!

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Ahoy Pathfinders!

The new patch is getting really close! We’re still doing some final work and checks on the build. We don’t have an exact time and date on when it’ll be out yet, but here’s a quick heads up that it’ll likely be out early next week! Please keep your eye on this post and our social channels for any updates as to when this patch will release. 🙂 Now, let’s take a closer look at what’s coming and the tentative changelog.

UPDATE 10/26: Patch will be out tonight at 7:00 PM PST. Estimated 30~45 minutes downtime. Please keep an eye out for in-game warning. 🙂

:anchor: Sea Forts & Trading :anchor:

Earlier this week, one of the major items we discussed was the upcoming Trade System! A lot of you were curious about what the Towers on the island Control Points, now called Sea Forts, would look like! Trade Routes won’t be available yet in this next patch, but you will be able to at least check out these Sea Forts and battle it out! Here’s an early sneak peek: 
20201023_Preview_SeaFort-min.jpg

*** Please note that the above reflects a work in progress. The Sea Fort tower structures are still undergoing some work and adjustments will be made in subsequent updates.

We received a few questions as well about how the actual exchange of goods happens and how trade can be disrupted. When shipments for trade are generated, both parties will only receive the goods and generated gold if both Trading Ships successfully make it to the other Market. On PVP, a Shipment will not start if all Sea Forts on a grid that is a part of the Trade Ship’s route have blocked it from usage. Once a shipment starts, it will follow its intended path and pay taxes based on the conditions of its route at inception. Blockading will only stop new shipments or force it into another route if it’s not completely blocked. Trade ships can also be attacked directly, and although players will be able to steal resources from the Trade Ship, this functionality is still a work in progress.

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. Virtual shipments do not generate a Trade Ship and cannot be attacked or stopped once it has met the conditions to start.

:anchor: Ships :anchor:

We also discussed the upcoming Ships for Gold system. At this time the plan is to have it exist alongside the current Ship system. The next patch will see a few changes to Ships to balance it out with the changes that the Trade system and Ships for Gold system will bring. Maximum level has been increased to 60 for ships and the exp curve has been adjusted accordingly. Schooner, Brigantine, and Galleon will now additionally cost Gold to build, and this amount will increase once the Trade System has been fully implemented. The new Ship Salesman has also settled into the Freeports, so you can pay him a visit although no ships will be available for purchase yet.
 

:anchor: Re: Wipes :anchor:

Many players were also concerned upon hearing about “more wipes.” This doesn’t necessarily mean that there’s going to suddenly be wipes left and right, only that instead of hesitating to wipe or waiting until a new “season,” we will perform the wipe if a situation calls for it. However, it does mean that a wipe can happen at any time, but only when necessary. We're going to do our best to minimize the possibility, but the possibility is always there. We'll announce wipes when we're sure, although how much of a heads up we can give is going to depend on the situation.

Understandably, many of you were also anticipating a wipe after hearing this news. This next patch will NOT include a wipe. However, as we continue to implement the Trade System, a wipe will be a necessary part of the process. We do not have a date for this yet, and will make an announcement once we do. We apologize for this inconvenience and thank you for your understanding. 

For our Pathfinders sailing the seas of Private Servers, we will also let Private Server owners know if we recommend to follow suit when we announce a wipe.


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In addition to the pieces we are setting in place for the Trade system and Ships for Gold, are a few changes and bug fixes as well. We’d also like to remind everyone that we are indeed working on bug fixes and other issues in tandem with the new content. Some patches may see more content, and other patches may see more tweaks or fixes. While certain patches may focus more in one area than another, it does not mean that we are not working on other things. We are a small team doing our best to balance all sides, and we appreciate all of your support and understanding as we continue to shape ATLAS’ gameplay.

See the tentative patch notes below:
 

:anchor: Tentative Changelog :anchor:

***Please note that this is only a preview of the next patch. Final Patch Notes for the Live build may differ and will be reposted once it goes live.
 

New Feature: Sea Forts
Sea Forts are a form of Control Points that give Companies control over trading in an area. This system is foundational for the upcoming Trade System.

  • Sea Forts have automated defenses that will respawn over time when neutral
    • Players have a limited number of build points (100) to spend on a Sea Fort they own
    • Currently only Defense Towers may be built (15 pts each)
  • On PVP Servers, they may be captured and controlled!
    • To capture them, destroy the defenses and plant a flag inside the central tower
    • The flag takes 25 minutes to force an owned Fort return to neutral
    • The flag takes 10 minutes to capture on a neutral Fort
    • Sea Forts in Freeport Servers may not be captured
  • In an upcoming patch, Sea Forts will allow access through a server for Trading
    • You will be able to grant or restrict access to Allies or other Companies
    • Access to a Sea Fort is required for you to have trade routes that travel through a server!
  • Sea Forts may have a Tax Bank built on them
    • The Tax Bank can be raided for gold. Neutral points have the Tax Bank as well
    • NOTE: Until trading starts, they aren't actually earning any gold, so the Bank is empty
    • Tax Banks will allow companies to tax Trade Routes that use their Fort for access
    • Neutral Forts will have a high tax rate and allow everyone access to a server

Map

  • Added the Ship Salesman's Island to the center of each Freeport Grid
    • NOTE: Ships are not yet available for purchase. They will be added in a future update
  • Added Sea Fort Islands to the map. 1-4 exist on every server except the center

Ships

  • Increased maximum Ship level from 52 to 60
  • Adjusted Ship XP curve to increase the amount of XP required for early levels and greatly reduce the amount of XP required for later levels
    • Overall, this change reduces the total amount of XP required to reach max level
  • Added Gold cost for crafting Ships in a Shipyard
    • Schooner: 50 Gold
    • Brigantine: 250 Gold
    • Galleon: 500 Gold
    • NOTE: These costs will increase when the trade system has been fully implemented

Structures

  • Defense Towers may be built at the Smithy
    • May only be placed at Sea Forts
    • Requires Advanced Automation Skill from the Construction Tree
  • Added Fuel Slot to Farmhouse and Warehouse
    • Dedicated slot holds up to 1,000 units of Fuel
    • This slot is separate from the main inventory
    • Burns a unit of fuel at the following intervals:
      • Oil: 350 seconds
      • Coal: 200 seconds
      • Wood: 100 seconds
      • Thatch: 40 seconds

Weapons

  • Changed delay before using newly placed land artillery to 10 minutes
    • This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns
  • Bug Fix: Cannons can no longer be fired underwater

Misc

  • Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra
  • Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold
  • Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount
  • Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed

: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


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1362596304_swblogo2.jpg.cc43f17b4f8f899302f2a22166f30622.jpg

Good news, we are looking forward to the new trade system and apreciate the fuel slot and the new burning intervals of the fuel, it was a bit too short before.
Having to pay gold for ships is legit, even if the price would be increased by 1000% this would still be ok, a good reason to hunt for wracks, chests and maps.
The Sea Forts are a great idear, adding a lot new content and things to do to the game, especialy in combination with the trade system!

We would welcome a removal of the minigames, taking away the fun of the weapons and using them, the community did already several votings about that and it was clear that the majority dont like it.
 

kind regards
Sturmberg World Bank

Edited by Egon von Sturmberg

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The bugs killed the game for me since grid bug that disconnect you and crashed the game to making farmhouses only take coal as well since COVID happened I was in hospital for about a little over the week and ended up losing everything to decay timers maybe I will come back when game is more stable and has more places to build cause ever since map shrunk everywhere is so crowded

 

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I dont see anything about the removal of minigames, again im extremely disappointed.

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Adding a gold cost to ships made in shipyards is really going to hurt the solos/small groups especially the ones that live in lawless. 

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Please say something about Explosive Barrels.  Anything at this point......

 

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Holy flippin' moly!

I didn't even read anything about this patch preview. All I care about is that we have heard from you devs twice in a single week!

Are you guys actually taking Atlas seriously again?!

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Why is there now a gold cost to building anything larger than a sloop? Players that are just starting out may not have gotten a bear or swivels for maps, many of the sunken ships are glitched where you cannot access the treasure, and general flotsam doesn't yield very much gold. I get the idea is to make use of the gold (especially now that crew gets paid once a day at the soonest unless sailing), and to slow down the super tribes, but that's a bit...tedious and blocks solos from progressing at a decent rate.

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1. Why is the XP reward removed from bosses since its a perfect prize.

2. Will farms automatically equip the fuel if the fuel is mined? (it should) 
3. Wheres the logic in if u wanna build schooner + and u have to use gold for it?

 

Also bring the ramming ship sooner and make the rowing thingy something u can put to schooner+ ships

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  • Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount
  • Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed

So.. if you naming this 2 things as bug.. that means... almost EVERYONE last 2 seasons was abusing bugs... that means almost all players are exploiters for last 2 seasons... so when ban hammer will come for rest of the players, what still playing? 

  • Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra

Any news about adding more xp from maps? or still nothing? when you removing all ways how lvl relatively fine.. not years? what about removing "shared xp" from game.. and keep xp gain from bosses... problem solved. Hope everyone know.. why players was gaining too much lvls from Snowman for example...at least devs should know.. and thats why not making sence this removing xp form bosses

 

Edited by Lolleray
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Thank you Devs for your communication this past week. It is greatly appreciated. I did have a couple questions though in regards to the trade system. Will the trade system only revolve around the trading of island resources or will players be able to trade blueprints, weapons/armor, and tames as well in the market? And are these tradeships just auto generated or would they need to be created and possibly loaded/unloaded by the players? Thank you kindly and keep up the good work cheers

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

I don't think I have ever been witness to anything more empty and disconnected than this lol.

 

'all of your support'

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1. one of the coolest places in the game is the Yeti cave now there is no reason to go there. it is a great spot for PVP and if you kill a giant snow monster I think you should get something as a reward. there needs to be a reason for companies to do these encounters more then once. how about just make the EXP reward reasonable? 

2. making already poor new players pay for boats that they already had to farm for is silly. larger companies wont care about gold at all but you are hurting your new players with this change. this game needs new players badly. This may be ok if you rework the map rewards and how maps work. most of the maps that spawn in lawless are to high for a casual player to figure out how to do. if you rework how the maps spawn and make good maps spawn close enough that they can be done in a reasonable amount of time this may be ok, but currently lots of players do not have accesses to map due to sail time. 

3. I think it would be great if during the next season the devs made a company and played on the PVP server I think you would learn a lot about what makes this game great and what is totally frustrating about it. 

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Have news is always something good. Most of the things that will be implement will make the game better, but at least there are 2 that i think will really damage again the gameplay, what means, reduce even more the active players:

  • Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold

This for a mega is not a problem, they will be even more powerfull. The problem is all this small companies that survive with treasure, killing some ships, or fishing. You can try to balance the different ways of finding gold, but if you remove the gold from all the actual sources and only let trade system you will kick all small companies from the game.

Added Gold cost for crafting Ships in a Shipyard

  • Schooner: 50 Gold
  • Brigantine: 250 Gold
  • Galleon: 500 Gold
  • NOTE: These costs will increase when the trade system has been fully implemented

Linked with the previous concern, this means that mega have no impact, but the small tribes will notice it, specially if you remove their actual income system, and you force them to fight vs megas for controling sea forts.

Changed delay before using newly placed land artillery to 10 minutes

  • This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns

I like this change, but clearly is missing another action linked to this change. That was the only counter against barrelbombing, this barrelbombing that 95% of your community hate, that have push-out most of your community, and you keep going on it (braindeath?). So know removing the only defense that was the insta catapult, you make it even worst. So again, please hear you community, remove the barrelbombing from cannons and catapults, and let us play. Barrels are the worst item on this game, because you are not able to balance it. 

 

Maybe you have a great roadmap thinking on megas, or in your idea of game, when clearly you are not playing it. Hear your community, and dont kick more players because you take stupid decissions that kill a part of the population. This patch if goes out with this points that i have highlighted, will empty a bit more this game, and will kick most of the small companies, that today survive on this barrelbombing game.

 

 

 

Edited by Crewel
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Advice for PVP server,This is a pirate game, what the pirates want is gold coins and resources。ATLAS pays too much attention to the performance of blueprint items, causing players to focus on how to obtain mythical blueprints。The current game mechanics of ATLAS are destined to not retain new players,The highest online number of this game will only be when the season restarts And then keep falling、Can't make the number stable。Because the safety of the players on the lawless island cannot be guaranteed, many people often wake up after a sleep and find that they have lost everything。what ATLAS keeps losing is the players on the lawless islands. 

Perhaps reducing the output of resources such as metals and gems and crystals and weakening the attributes of blueprint items will increase more players and wars

Reducing labor on land does not increase warfare at sea, because the reason why players do not conflict at sea is that they are busy obtaining drawings

Make it easier for the ship board to be penetrated by cannonballs. For example, 5 or 3 shells can make the ship board leak. The ship board cannot be replaced and can only be repaired and requires players or NPCs to repair it all the time. The ship plate can be renewed after breaking down.

You need to weaken the attributes of the blueprint items, because it is very difficult for players on the island of lawlessness to obtain,I swear I didn’t think I should weaken the drawing attributes because I didn’t get it. I was a member of JOJO last season. I had a drawing of 5 legendary large-scale control sails with 122, and I made it with a 130-level crow and dolphin buff. Out of 4 125 and 1 123,I just think the blueprint items are too powerful, and many players don’t have a chance to get them if they don’t join a large company. When a large company gets it, they have many ways to prevent small companies from getting it.!

Weakening the output of metal gem crystals will also reduce the number of ordinary ships. Players will also cherish their own ships. Reduce the number of blueprint ships or the difference in attributes will make more players dare to fight.

Let players collect basic resources, delete farmhouses, and reduce the output of some basic materials. Players will also fight for basic materials.

The other is the problem of large Large control sails,Why can a large controlled sail sail so fast? And it can also make the ship turn faster. I think the acceleration of the large-scale control sail should be weakened and its influence on the ship's rotation should be removed. I didn’t even see the large-scale speed sail in the 150-man decisive battle of the H8 last season. The naval battle should be determined by the old captain's superb technology and the diversified collocation of ships (the choice of weapons, the choice of sails, the number of people, the number of ships, and the matching of ships), as well as the battle of the ship. The existence of the whirling gun makes the battle of the ship basically impossible.

You need to improve the status of gold coins, first weaken the attributes of the drawing items, and then set up gold coins to buy some drawings in the free port, and buy any basic materials including metal gems and crystals, so that the status of gold coins is improved, and then reduce the amount of money except for killing ghost ships. And the amount of gold coins obtained other than treasure digging.Or set up to buy blueprints and basic materials on the marine merchant ship, or create a new merchant ship, the player can sail to rob the merchant ship and fight the merchant ship.

I am a Chinese player. My English is not very good. Translation software is used in many places. I hope the developers can understand what I mean.

Good luck

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Having "World Banks" commenting on how this is great and how you should/could make it more expensive should be all the feedback you need.

Some MEGAS that treat ATLAS like they own it don't make it fun to play as they "own" certain features of the game. "Oh I'd like to go kill the Kraken and earn my sub this weekend." Think again! Mega decided we only doing v2 this whole weekend. The feature of lets choose what we fighting when we enter the grid oh that's the old devs that made that promise. Besides, we still in early access guys. While players owning routes is something you looking at doing more make sure you cater to all

While I see the benefit of many of the mechanic you want to implement I really hope you make it accessible to all levels of players.

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7 hours ago, Lolleray said:
  • Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount
  • Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed

So.. if you naming this 2 things as bug.. that means... almost EVERYONE last 2 seasons was abusing bugs... that means almost all players are exploiters for last 2 seasons... so when ban hammer will come for rest of the players, what still playing? 

  • Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra

Any news about adding more xp from maps? or still nothing? when you removing all ways how lvl relatively fine.. not years? what about removing "shared xp" from game.. and keep xp gain from bosses... problem solved. Hope everyone know.. why players was gaining too much lvls from Snowman for example...at least devs should know.. and thats why not making sence this removing xp form bosses

 

clearly made my day with this puckle joke. 🙂 So players building the puckles on pillars and destory the roof because the roof prevents puckles shots to hit target when fired with a angle larger than -1°.(gun depression)  Please remove the bug that the roof is blocking the shot!

Alternative Players can build two roofs and remove the one for the front foot of the puckle to let it look over the buged roof it is standing on. That allows more gun depression with passing shots that can hit the target. But of course that's not that easy to hide in bushes.

Devs should know that PvP Players do build their Base on the highest mountain they can find and they need puckles to shot down as other players just climb the mountain and trow grenades further up than puckles can shot down while they stand on the second player? And don't forget the barrel gliders.

 

Nothing more to say about the removed boss XP... ever tried leveling by treasure maps when you reach level 80 or higher.... good luck.

Edited by Nacona

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5 hours ago, Crewel said:

Have news is always something good. Most of the things that will be implement will make the game better, but at least there are 2 that i think will really damage again the gameplay, what means, reduce even more the active players:

  • Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold

This for a mega is not a problem, they will be even more powerfull. The problem is all this small companies that survive with treasure, killing some ships, or fishing. You can try to balance the different ways of finding gold, but if you remove the gold from all the actual sources and only let trade system you will kick all small companies from the game.

Added Gold cost for crafting Ships in a Shipyard

  • Schooner: 50 Gold
  • Brigantine: 250 Gold
  • Galleon: 500 Gold
  • NOTE: These costs will increase when the trade system has been fully implemented

Linked with the previous concern, this means that mega have no impact, but the small tribes will notice it, specially if you remove their actual income system, and you force them to fight vs megas for controling sea forts.

Changed delay before using newly placed land artillery to 10 minutes

  • This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns

I like this change, but clearly is missing another action linked to this change. That was the only counter against barrelbombing, this barrelbombing that 95% of your community hate, that have push-out most of your community, and you keep going on it (braindeath?). So know removing the only defense that was the insta catapult, you make it even worst. So again, please hear you community, remove the barrelbombing from cannons and catapults, and let us play. Barrels are the worst item on this game, because you are not able to balance it. 

 

Maybe you have a great roadmap thinking on megas, or in your idea of game, when clearly you are not playing it. Hear your community, and dont kick more players because you take stupid decissions that kill a part of the population. This patch if goes out with this points that i have highlighted, will empty a bit more this game, and will kick most of the small companies, that today survive on this barrelbombing game.

 

 

 

This was a well made post.
One shot mechanic should NOT EXIST.
being able to 1 shot sails or 1 VOLLY sails should not be a thing.
LITERALLY the hardest thing to get in the game but 1 or 2 cannon shot and its gone even with max points in a boat.
remove the barrels receiving multiplicative damage increase from the game. or nerf/remove them.

you say to keep the feed back coming. Yet do not listen to it. EVERY ONE HATES THIS, even company's that USE THEM HATE them it removes all skill from the game. NO ONE WANTS THIS.
LISTEN.
We have been saying it non stop
REMOVE BARRLES

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wipe confirmed. soonTM

 

so then i maybe save my time and stop playing this?

 

maps for gold still a thing? then change locations from mountain tops to ground FFS

 

dont fuck this up...

 

and can we have a statement from the devs about barrel bombing? the scaling of cannons is a problem aswell not only the fact that you can use it in a cannon, wtf... why even.

Edited by photek

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no one needs such a shitty tradingsystem!!!

why you guys dot just fix the stuff who is broken instead of bringing crap out who no one needs or wants.and this no gold for digging is just the biggest idiocy you brought up.

so you killed alot of funparts with this action!great job!

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Well for one, pyrates didn't build their own ships, they stole them! so why should I need gold for my own shipyard? If you want a trade system then you are gonna have to introduce factions too. Why would I trade for something if I can steal it anyway? Does anyone remember that this was a pyrate game? Or is it trying to become a golden age life and sailing simulator? pull up the roots, kill the tree.

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Sorry but this is just dumb.

1. Whoever created that trade fort needs to be sacked. In fact punched in the face then sacked. What are you doing here? You put a lighthouse on top of some gates, gratz. Appreciate its not finished but it better be a HELL of a lot better than that. 0 effort.

2. Why are you making people pay to build their own ships? I get paying for the pre-made at freeports which is fine but paying for a ship in your own shipyard with mats you have farmed makes no sense. Who are you paying and for what? The ship has been hand built with materials you've done yourself? It will hurt single players and smaller companies and make it harder for them to get going.. Unless the new trade routes are going to flood the market with gold. Which if this is the case will have an impact on trading and the economy, prices will get stupid for things if Gold is so easy to find. And then what would be the point in shipwrecks or doing Maps (other than BPs) which in PVE have limited use i.e buildings?

3. Removed XP for bosses? why? So how will players earn XP at higher levels. Past 80 the XP grind is slow AF! The only way to level is end game bosses. It also removes any reason to do them more than once. Once you get the Feat literally no reason to go back.

4. What the hell is the Ramming Ship? Who asked for that? Who even designed that, sorry, think I know ^^... People asked for a ship between Galleon and Brig aka Frigate. No one has a use for this Ramming ship. Please for the love of god just make a Frigate instead.... actually listen to the players!

 

I think you guys need to release a road map to put these changes into context because without seeing the end game these changes make no sense and actually harm the game.

People are lining up to leave and everyone I speak to is quitting because the game has no direction with stupid changes and updates. All you need to do is listen to the players...

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Please, please, please reconsider introducing a gold cost for ship crafting. This puts all the burden on solo players and small companies  and will not really change anything for large companies. 
 

It took me hard work to convince a few friends to buy the game and start playing regularly. But they are committed and we are having fun now. We are a small group and have zero - absolutely zero - interest in joining a large company. We all have demanding jobs and family with limited time and irregular schedules - we are casuals enjoying a game that lets us build ships, explore and generally act like a rag tag group of pirates. Please do not become World of Warcraft with significant barriers to core components of your game, gold in the crafting system is a poor decision and will harm groups that don’t have the capacity to participate in your higher tier end game stuff. 
 

Everything else sounds good and helps to grow your world, but you need to know that on an average night many of the people online playing are solo and small group players. You risk alienating the people who have stuck with you since you launched early access. I’m one of them. 
 

Please reconsider. Ship building is one of the things I really love about this game. 

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