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Sailing Forward - Ask a Pirate Day: Discussion and Q&A with the Devs

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Ahoy Pathfinders!

There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community!

Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at.

ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in.    

What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players.
At the highest level, the goals are as follows: 

  1. Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land.
  2. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. 
  3. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. 

We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve.

 

     :anchor: Trade System :anchor:

For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos.

The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. 

What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? 
Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants.

 

     :anchor: Claim System :anchor:

We are looking into rebooting the original claim system that allowed players to take over a section of the island.  This is done by placing down a claim  structure that takes longer to build and is more robust than a claim flag.  It may also have its own defenses.  Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas.

 

     :anchor: Ship Systems :anchor:

Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it!

We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet.

All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. 🙂

In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats?
This probably won't happen.  Right now we're really happy with how hard it is to get bigger ships.  Many players have reported having more fun than ever with "Sloop Wars".  Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived.  Right now, ship progression is linear.  Once you can build a Schooner, you never build a Sloop again and so on up the ladder.  We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist.

 

     :anchor: On the Horizon :anchor:

Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up.

How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content?
We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. 

Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc.
We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving.

Any planned changes for freeports? Exponential decay or something to prevent freeport living?
Not yet.  We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first.  Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated  them in the past.

Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience.
One of our designers has taken the breeding and taming of creatures under her wing.  In the background she is working on a completely revamped system that should be more of what you want to see.  Can't tell you when it will ship, but I can tell you that we are working on it.

Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer?
Yes, a rework of this is planned, but it's down the road.  It's not where we want it either and for sure we are looking at the treasure spawning closer.

 

     :anchor: Additional Q&A :anchor:

What is some of the work that is currently being done to help with optimization and performance issues?
About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along.

Is the team still looking at ways for players to keep some progress through wipes?
Yes.  We haven't figured out a balanced and scalable method yet, but we do want that.  Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it.  The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again.  Allowing players to retain progression may also allow them to maintain oppression.

Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator.
Totally agree that this is a bit confusing.  A complete UI revamp is on the schedule and this item is part of that.

This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics
Ok. We'll look into it.🙂

Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? 
In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly.

Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored.
It's something we hadn't thought about. We’ll look into this idea.

 

     :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, as well as timing, 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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70% of the treasure map bottles cannot be collected - especially the high end ones! WHY?
How are we to generate gold to pay the ridiculous prices to craft ships?
WHEN will you BALANCE the resource spawns?
Come on Guys, FIX THE GAME!

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Enjoyed the update, thanks. Also I've noticed improvements specifically during treasure dives, only 1 so far i couldn't get into (or I'm just having really good luck 🙂)

1 thing though...

No fog of war please.

or

If it is implemented please provide a LARGE viewing radius as we move into unexplored territories.

Third possibility, have a vendor sell a "map" that, when purchased, lifts the fog.

Fourth possibility, make it removable via a skill

 

Woops, 1 more, also please consider returning the map to a cold North/South pole and incremental warming towards the equator.

 

I enjoyed this post a great deal. Thanks again.

Edited by Ranger1k
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Your last update broke something, pings are ridiculous in some grids and it seems to have something to do with anchored ships near tames and bases. It would be bloody nice if you addressed it and fixed it instead of all of this fluff.

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Q) 1. Why did you take XP away? Why does it matter how we level we paid for the game.
     2. Why do you care if we are on land or sea?

     3. Why do care how we manage land claims, why cant it be a server setting?
     4. Do you even play this game? it was set up just fine other then it not being PC friendly and needing some tweaking and optimization

     5. Why the fuck are we paying for ship? why are you fucking with the game like you want us to jump ship.
You want to fix something fix the speed of canon balls to faster and longer get rid of torps (why have them is we cant have barrels. why put effort in to a game that you are trying to destroy that thousand of people love to play and over the 2 years you have pushed 70% of them away.


HOW MUCH DO YOU WANT FOR THE GAME AND ALL ITS RIGHTS AND FEES? let the people buy it and you fuck billy's stop braking it
      

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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!" you have not listen to us in 2 years of Early Access why start now?

 

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if you want people on the water why not make the price of ships based on the quality of the shipyard like the common small shipyard to make a schooner be like 2k gold and the mythical version cost like 6k or 8k gold and you have to pay more for a better ship which would make it easier for small groups or solo to get out on the water but the bigger company's have to pay more for the ships and possibly reducing the small groups losing the boat they did like 50 maps to get to the larger groups that have people on all day long farming gold cause they will get a better shipyard by doing maps and kraken  or making possible to recover some gold from a sunken player boat like a galley which costs 50 k if it goes down you could find 25k out of it from you sinking it and making it  juicer to go fight other players boats. as to the fog of war thing if its not gonna be a thing take out the skills for it  is kind of confusing as to what it means or redo them to do something.

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ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in.

I haven't really played since season one, and the lack of a core theme is one of the primary reasons I haven't come back.

I remember one time looking in on the game's progress. I saw a crab jump hundreds of feet into the air with a rider on its back; I NOPE'd right out of there. "I'll check back in another six months."

For myself, I hope you settle on a theme that puts realistic-seeming boats (not architectural monstrosities) at its core. Focus on the boat in the same way Star Trek focuses on the Enterprise. There's space and all it contains. There are planets and their inhabitants. Adventure found with both. But everything comes back to the ship. Any feature/mechanic that diminishes the focus or supremacy of the boat should raise a red flag.

As for an element of fantasy, I can certainly envision ways it could work. Again... augmenting what matters most rather than becoming what matters most.

Have any of you read Jim Butcher's Codex Alera series? The main character, of course, is blown to fantastical heights. But, rather than dominating the experience of the commoners, the fantasy element simply makes it a richer, more interesting experience.
 

Quote

There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos.

I'm not familiar with the proposed Tradewinds feature, so perhaps my concerns have already been addressed. But, in my gaming experience, allowing easy travel commonly leads to some very undesirable outcomes. Dominant factions can project their power over greater distances, and those who choose to harass others are more able to do it without repercussion because they aren't a known quantity to those they harass. I.e., they can easily travel far afield and harass people who don't know who they are or where they come from.

Similarly, just as more than traders can take advantage of tradewinds, large companies can take advantage of mechanics intended for small companies unless they are, by design, prohibited or disincentivized from doing so.

 

Quote

Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. 

I wouldn't mind seeing Freeports extended into full-fledged NPC-controlled territory. Companies could lease designated plots of land with strict construction budgets (assets) in exchange for tribute and/or service (e.g. coastal defense). If you live there, you live by their rules (e.g., no piracy). In turn, the government provides some defensive advantages in terms of infrastructure (e.g., protected harbors with "parking spaces" assigned to leases) and automated coastal reconnaissance. Through short-term leases, this territory could provide refuge for those recently displaced as well as long-term leases and a livelihood for those too small or who simply don't care to constantly scrap over territory.

These NPC-controlled territories can also be tools in the toolbox of the devs to affect happenings in the world they feel need to be addressed without resorting to a heavy-handed approach. The actions of the governments can be adapted to fit the circumstances. For example, NPC authorities could issue Letters of Marque against specific targets or impose tariffs on trades between residents and specific non-resident companies.

Resources, services, and protected sea lanes within these territories are examples of features with the built-in large/small company bias I mention with the previous quotation.

These territories would be the Santo Domingo, Havana, and Santiago of the Spanish Main contrasting with the players' efforts to build their various little Tortugas. The life and livelihoods in these territories aren't the same as elsewhere only with an NPC landlord. It's a different piece of the puzzle built to complement and balance the experiences of those who choose to fight for land of their own.

 

Quote

We are looking into rebooting the original claim system that allowed players to take over a section of the island.

I hope you'll take a moment to read my end-of-Season 1 post on creating beachhead mechanics. I elaborate on an idea with what you propose here at its core.

 

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Frankly, building my own ships was the best thing about Atlas. Now that's gradually disappearing it makes me glad I quit.

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sounds like something i totally dislike, prefabricated ships, harnessed lighnings and paying my ship with gold coins i have to farm for.  Not to mention that it's going to be something i didn't expect when I paid for testing Atlas.

when you crowd-fund a project and work on it as you go you better listen what the crowd got to say about it. if you don't then you might end up with a product that got funded but in the end no one wants it anymore.

bring on the mystical-fantasy parrot crap and i'm gone. not that you, Grapeshot, would care or any one else. but i do

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How you can say that "The ATLAS is a pirate game" ?  instead of giving new content for ships (even decor), you give submarines (and who knows, tomorrow maybe spaceships) torpedoes (maybe tomorrow and nuclear missiles) 50.000 was thinking the same in the start (a pirate game), how many left now?  Its mostly one ARK with ships where the most iportant thing is to "inbreed and sell bears" .Also you support this by makin bears the only way for players to make maps becouse fire weapons not work on dmn soldiers (just one exable of your pirate gaming style)  ,and you Still getting feedback from the few remaining people where they like this style of "disneyland"  , you cant  see that the 95% of people is not in the game anymore and "cant" give feedback? When all the players who wanted a pirate are gone then the remaining few who have no problem with the existing game style  will lead you to the cliff.

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please keep supporting this game and adding to it a lot of people here are just going to complain about every little thing in fact i bet you could show the same thing happening in ark and they wouldnt see anything wrong with it

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Never played for months and going from plans I won't be back. Why fantasy themed? Just make a true pirate game, you go into fantasy it stops becoming pirates.

They are looking at going back to original claim system in some way? Dear god. Why don't you just give us factions? Or are you incapable.

Having fun in other games, I don't see myself playing this anymore. Scrap the game and just go back to Ark.

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Right now we're really happy with how hard it is to get bigger ships.  Many players have reported having more fun than ever with "Sloop Wars".  Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived.  Right now, ship progression is linear.  Once you can build a Schooner, you never build a Sloop again and so on up the ladder.

Bull. Shit. Maybe if you fixed bottle map vanishings, map spawn locations, sunken treasure inaccessibility, SOTD constantly respawning to full health, I might agree with you. Ship progression is TOO linear. Once you build a schooner, you can lose it at any time to other players or glitchy shit that remains unfixed, like SOTD right at grid borders ready to blow you out of the water with zero chance. You forced a barely-functioning bottleneck on the players. We're forced with "Sloop Wars" because scrounging up 5,000 gold for a ship that can be lost at any time is just plain stupid, let alone 25,000 and 50,000 for the bigger ones. We don't want to waste more than half our time facing bugs and glitches that still remain. It's demoralizing.

Quote

We aren't very interested in nerfing things so much as bringing their fun factor way up.

Then un-nerf boss XP and lower the cost of gold for ships because your market system is barely functional then, please. All you've done is nerf methods of XP beyond level 80 and done so terribly. At least you nerfed barrels, which you claimed were part of some "future plan" that never seemed to happen.

Here's some questions you should really be answering:

1. When is the next planned wipe? Nami suggested it was before the end of the year. Players need to know even if it's just approximate.

2. You said at the start of the new team introduction that you were looking into some sort of roll over of player information after wipes, so we don't have to constantly start over from nothing. Now is a good time as any to implement, especially since it went from hours of building a galleon to days or weeks. I'm not coming back every season to dive 200+ sunken treasures. It's not "fun". It's a job. Anyway, the question: Will players ever get to save anything from a wipe or was the teaser just vapid hype?

3. Small group finally manages to chunk up 50,000 gold for a galleon:

-    At "release ship" moment, it suddenly Tourette's at the ocean floor, planks exploding and sinks without a chance.

-    Zones into crashed grid, left for hours like in this past weekend. Finally comes back up many hours later, gets sunk because everyone frustrated left the game for the rest of day (if not quit). Unless they no-life it, again, no chance.

-    Zones INTO a ship of the damned fleet or directly INTO one. No chance, again.

-    Stupid tiny wind arrow that shouldn't exist. Can't escape SOTD. They zone across grids faster than players. Deathtrap. No chance.

-    I could list more but why bother.

As I pointed out, we were forced with this gold cost with a partially-functioning market system and long-bugged gold earning stuff (while others were nerfed). You don't restore or compensate for lost ships. This would be fine without the gold cost because we just grind resources to make another, but now? It's bullshit. It's kicking a guy while he's down, and YOU pushed him. Support tickets immediately solved as well. Service is crap but you laud this new system. I challenge you to play your own game and join the struggle and pain of the "fun" you've created. Question being: Why do we have to grind so hard for making gold now when our ships aren't safe from unfixed glitches? A player barrels my ship is one thing, but losing it to poor game design is another.

4. How does trading resources result in gold? It doesn't make any sense. How are ships (virtual for now) going to launch from warehouses and markets deep inland on huge islands? What is the market system SUPPOSED to be like? Man, I'm finally making several hundred gold a day, but everyone in my company already quit. It was too late, too much suffering and confusion.

5. Why are you pushing content so broken and untested? Games don't normally become worse after wipes. Why not fix the long-standing issues instead? Where's the roadmap? The previous team estimated two years, and just short of that, they abandoned it to you, the current team. We're left in the dark.

6. As a follow-up from 5, why is communication so... dead? Only these infrequent Q&A posts with selected questions, or talking to Nami (tophat skin when?). We're left to fend for ourselves completely on weekends. Can't even trust mods/Globy/Antihax to restart grids or what? Really instills the opposite of confidence here. 

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I like the steam punk idea and hope at some point this leads to floating zeppelins as well as submarine battles for a true 3 part ready of battle. I think a good way to get small or solo players involved might be a sort of 3-5 man stealthy type of sub that could change battles and provide some smuggling options. Air show could be balanced by being faster but not as good with weight. Also, please don't stop us from customizing boats, by being able to build on them if you only go the route of premade boats. I for one enjoy building a boat out fully so I hope this doesn't go away entirely.

I think you guys seriously underestimate the want for more PvE action as well. Boss ships or a 3rd faction of pirates and more sea creatures would get people on the sea. I also think you guys really need to consider mixed maps with pvp grids interspersed between pve maps. If you guys can make this game something more meaningful than playing for a few weeks and leaving from boredom I think you might be on to something. Also, encourage the modding community. This costs nothing and has a huge impact on the game. 

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A polite suggestion. Please explain how and what you add so we can utilize it. I feel that I’m playing a game where there are no instructions or even tutorials. (Your current in-game tutorial is now wrong btw) For example, you wanted us trading to make gold but your market interface is half baked. I don’t mind figuring things out but seriously, you need to explain how things are used if you truly are interested in the player experience.

Edited by Gomez Addams
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yo if youre looking to get more people in the sea here's an idea - make new submarine buildings, farming structures and underwater warfare... and for god's sake at least make a scope for passengers in the current sub. if you're worried about underwater combat becoming the meta, disallow the submarine torpedoes from being active at the same depth range as ships. keep the mythos cost and maybe make it higher for multi crew subs. make a jumbo rack per sub size and the minimum requirement of it being mounted on the size equivalent per ship type, current sub - schooner, multi crew sub - brig,  big tanker sub - galleon.... would be pretty dope. steampunk is good.

its time.

Edited by Enki Anunnaki
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"What about the players that do not wish to utilize the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? 
Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants."


If you are trying to get people out on the Sea more, then reduce the cost of making a decent ship. 5000 gold to build schooner keeps people at port until they can get the money saved up; especially smaller groups. I understand using it as a gold sink; however, you went to extreme with this venture.
----------------------------
"CLAIM SYSTEM
We are looking into rebooting the original claim system that allowed players to take over a section of the island.  This is done by placing down a claim  structure that takes longer to build and is more robust than a claim flag.  It may also have its own defenses.  Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas."

The old system was so broken that some groups used it to grief people, who not just split some of the larger islands in half if you want to have people own only a portion of the island, or better yet go back to the 15x15 square map and put back the islands you took out.   Then more people will be able to  claim an island. Another thought reduce the number of islands a company can own, there are groups out there who own over 3 islands. Address this issue first and then the other may resolve itself a little easier.
--------------------------

 

When are you going to resolve the present bugs first and then bring content to the game? You mention using the market system and yet it hasn't been fixed.  Secondly you mention all these great things for PVP and yet forget about the other half of your player base in PVE, a lot of folks don't enjoy the PVP aspect of the game.  You have to appease both sides not just one for your game to be successful. And finally have your Devs play the game, with all these ideas you are putting forth it is obvious they don't play, otherwise they would see the issues that the players are complaining about.

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