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Showing content with the highest reputation since 08/21/2019 in all areas

  1. 14 points
    Hello, I am fairly new to Atlas, my buddies and I started this high-seas adventure about a month ago. In that time we were having a blast and were under the impression that this game is having a bright future despite its current population crisis. When I have heard the news about the new lead designer I was all hyped up. I was waiting for the upcoming dev stream like crazy - after all, you have marketed this stream as if it was the Second Coming of Jesus. I was feeling the incoming "wind of change" to the point I have decided to participate in the forum thread collecting questions from the player base, in that thread it was the first time I realized how many issues this game has and I saw some real, constructive and important questions being asked there - for sure they will make it to Wednesday's Stream, after all the new lead designer would be reason enough to touch on the current state of the game. "THE Stream" finally happened and my naive hope for this project going "full speed ahead" died along with it. Seriously, last time I have seen such a question-dodging non-answer vague dev stream was in the early Elder Scrolls Online days and that nearly killed the game (but Zenimax Online Studios has a massive financial backing and tons of developers on payroll so they eventually recovered, I sincerely doubt you guys have such resources). You know that situation when you are working at a corporate office, and they force you to do some bullshit presentation meeting or you will be excluded from "Granola Fridays" for a month? So you come up with some bullshit pie-chart about "Vertical integration of best collaborative practices" or some other non-topic nobody cares about? This is what this dev stream was. I work at a software company and I know it is sometimes very hard to come up with a meaningful developer stream, but doing a pre-recorded dev stream with a new lead designer that announced big changes and then filling it with pie charts, "maybes" and "we are thinking about it" was honestly disrespectful towards your backers. Forum topic (you have marketed heavily) was filled with some genuine questions yet you have ignored the issues completely. From what I have gathered from the game chat, discords etc. people do not bother to log-in to the game as they have no idea if the servers will be wiped or not. I'm a new player, I have just started and I have no business to hope for a wipe as I have not experienced the game fully yet, but the "wipe or no wipe" question seems to be tearing whatever is left of your community apart. You announce "big changes" (altho we still have no idea what those changes will be as you have talked about them so vaguely Todd Howard would be proud) but refuse to specify what those changes will be and you have left all the possible, heavily requested, content information in a realm of speculation. You also announce Xbox cross-play yet you do not touch on the wipe issue The stream had over one thousand viewers, the chat was nothing else but a wall of people asking about any information regarding the wipe, yet you have ignored it completely with this pre-recorded nonsense and chose to answer questions about cat whiskers and color palettes - if I was a veteran player I would feel insulted. Do you guys have such high hopes for your Xbox launch you believe you can ignore the current players? Cause it sure looks like that and let me tell you - with that attitude whatever player base you will accumulate through the console launch won't last for long. After watching this stream I am on a crossroads, I am not sure if I want to continue playing a project with no vision and with such poor communication, at this point I think even Fallout 76 does a better job at managing their community and I never thought it was possible to be worse. It seems that your Galleon is sinking and all you have is medium planks.
  2. 12 points
    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. The Mega Update and Xbox Launch 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. Livestream Recap 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: 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: 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 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 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 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 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. 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. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  3. 7 points
    So I'm reading a thread on Atlas Reddit filled with all the cryin' souls that just watched the live stream. Blah, Blah, Yada, Yada, you know, same ol stuff different week. Regardless, I come across the following post .... "The stream was basic at best, and the reason again as i stated above is because Dollie and Jat came on to discord voice and gave us the details that should have been in stream not discord voice. Instead of answering questions about cosmetics they should have answered questions like Dollie and Jat did that the majority cared about." Easily raised my eyebrow and thought to myself "What the F#%k". Again .... per usual .... per GS historical norm .... there are information channels that seem to get treated substantially differently than others. If you are not in the right one, you are SOL. So I'm kinda pissy and my son comes in and says "What's up?" I explain to him the separation of information and he just nods and doesn't really say much (Usual response is "I can't believe your still playing that game."). However, on his way out he does say "Forums are for old people, dad." What? What does that even mean? Apparently the general consensus "IS" discord and twitter for gaming info .... at least in his world. So I thought about this as I really don't care for either to be honest, it does make sense. I see the live stream dev panel and I would call all of them young(er). An argument could be made about all info channels should receive the same information, but, I'm trying to stay away from that for the moment. I'm sure that is where this will devolve though. Secondarily, I do not know for certain if Jat and Dollie in discord voice even happened. Seeing as I am an old(er) person (50), my question is .... if you are reading this, are you an old person? Is this forum just filled with edgy curmudgeons shaking their walking sticks at the monitors?
  4. 7 points
    Some people love building boats, some building towns with shops, some like taming, some like sailing and fighting. Deciding HOW people are going to play will have the devs playing this game by themselves. If the purpose is to have people be at sea, then you devs have done everything in your power to keep us ported: 1) You have cloudy skies that threaten rain with cyclones that do more overall ship damage than a full-on fleet fight. So, you PORT to avoid all that damage until you figure out whether 7 cyclones are going to literally follow you around a grid until you port. OR you PORT and twiddle your thumbs for the duration of a storm. 2) Living at sea requires us to carry enough ammo, supplies for repairs, and enough food and gigantic tables that the only size that can handle all that is the SLOWEST ship in the fleet (the Brig) or force everyone to build server-clogging galleons. 3) In order to have an awesome ship, you have to PORT, have a base to store the ingredients until it is complete and to build. To avoid spending the rest of your life with an axe and pick, you have to make tames to make that go faster so you can build your awesome ship to live on. Now you have tames that must be stored and protected and fed, and presto, you are landlocked and PORTED. Fast travel to feed is the only thing that saves the day, but you are naked, so whatever. 4) You made everything so heavy that "sailing" is more like watching dolphins passing you and laughing. You solved this with an awesome cargo box that you cannot even access unless you are PORTED. 5) Only you can repair your ship at sea, so if you are not keen to spend all your time after fights or storms or rocks making repairs to hundreds of single pieces, you must PORT. 6) If you lose your ship and everything you so lovingly built, you must have a place to rebuild. That requires a base that stores all duplicates of your goodies, blueprints, farming for cooking, clothes, weapons, etc.... again, you must PORT. 7) Scavenging wrecks overload boats, gold to pay crew overload a boat, supplies overload boats. So unless you are willing to dump all this (WTF), you spend all your time calculating how to keep the weight under 50% of the capacity to keep a decent knot. 8} Going around massive builds, avoiding squabbling neighbors, avoiding aggressive builds to block content, all double or triple your time on land and not in a good way. 9) Placing Treasure Maps in ridiculous locations, like inaccessible mountain tops, under rocks, squeezed ledges, in bases make it under a 50% shot that you can ever get access to it. And forget getting the good ones alone without a tame to help or drag some NPCs behind you getting stuck in everything from a bush to a turtle. It increases ported time. BONUS: The re-vamped island ownership did not work out as you planned, I think. Instead of a big company claiming big islands, they claimed all the little ones and they left the big ones free for folks that cannot even claim them. How about the large companies only being allowed to claim the large islands and leave the little ones to the little tribes? Thank you for addressing some of these issues, but taking away things that people like doing instead of limiting the things like over-active cyclones or weight and speed issue is a mistake. Make all things possible and all will come and play THEIR game. Totally get this is a work in progress, Beta and there are growing pains, just please remember: LAST and I think most important: NO one wants to spend ANY time playing and building and farming to have a wipe looming over them like a Black Plague. Most I have talked to say they will wait until these devs get their ship together, then come and play.
  5. 7 points
    They ignore the old at their peril. They are the curmudgeons that have the disposable income, time, and dedication to make a progression game work. The younglings get distracted by the latest shiny and move like locusts from game to game, stripping content fields bare before dying in a glut of speedrun torpor.
  6. 7 points
    When I first bought Atlas, I was expecting it to be a reskinned ARK. As a long time ARK player, I wasn't overly phased by that as despite the quite average performance, ARK could be a quite beautiful game, rich in diverse and interesting locations. And so when i first bought the game, I did so expecting to refund it after 2 hours. I just wanted to check it out basically. I ran around the first Freeport and enjoyed the new setting. I thought the little Freeport itself was extremely underwhelming and lifeless - something which didn't remotely look like what was shown in the trailer, but I continued. I ran around doing the basic things to level - killing, collecting etc until I finally had enough for my first raft. By this point i was planning on refunding. I liked it, but it just seemed under-whelming. And then I got on the water. I set out on my first raft and holy crap - the water was amazing and far better than I had imagined. I'd always liked the water aspect of ARK but it never felt fully-developed, but this water - the way it moved, the way it bobbed my raft atop it, the feeling of being on it, awesome. It was here that it didn't feel like ARK but it's own game. As I journeyed further out and the sun went down, i had my little fire roaring and my sail up - i bought the game. I was so impressed with that early experience. In time, I built my own sloop and started to explore properly. I crewed it with NPCs, began collecting salvage, deep diving, exploring islands. All of this was extremely enjoyable, but the more i played the game, the more dependent on land i became and the water aspect became something that fell into two categories: 1. I was either not using my ships at all or: 2. I was sailing for vast amounts of time with nothing happening other than changing the sail directions from time to time. I was spending huge amounts of time on farming. I was banging my head in frustration trying to tame animals to reduce the farming times. I was having to erect great ugly structures to house those animals and well, the cycle just became boring. I didnt want to be spending time on land, I wanted to be on the sea - but to be on the sea it required a bunch of land time and well - it just declined from there. One thing I really thought lacking in ARK was a lack of structures/towns of any form. With things like the Freeports and various ruins, I thought this is where ATLAS could have really taken itself to the next level. Funnily enough there's little docks and buildings around the various islands but they're always empty - interesting but soon forgotten. I wish it was here that the developers started to place emphasis. The game needs to be about the sea and the coastlines. Not taming animals, not erecting giant inland bases - but erecting coastal ports and trading hubs. Give us a reason to travel. Dont spend all your time on island biomes - create interesting mini-islands and atols, reefs teeming with fish and hand created shipwrecks. Create port towns which are like the Freeports on steroids - fleshed out with NPCs and things players themselves can add to them. Give us more to do when sailing - more aquatic creature diversity. More NPC ship varieties that aren't always threatening. Migrating birds, weather diversity, island forts. Return the emphasis to the sea - for that's where Atlas truly shines. Create bigger waves, different waves, whirlpools, sea monsters, different coloured water. Create a ton of different underwater biomes so we have a proper reason to visit them and dive. If we want a land based survival pvp - we have ark and conan. Atlas is only weakening itself by continually expanding down that area. Work on the sea. Focus on the sea. Make the sea the best thing possible and focus on why people like me bought the game - to sail and be on the water. Or by the water. Always
  7. 6 points
    i dont want more water, man that is boring, but is your game, if you ask me i want a arktlas, i want to tame water animals and swing across the ocean with my mossasaurus, why ark has 40,000 players after 4 years and you 2,000, we like to tame, we like to explore, we like ark, we like a ark of the sea, focus in tame awesome animals, not spend 2 hours sailing in a boring ocean, forget my poor english
  8. 6 points
    Its a shame that you are not happy that some people are enjoying part of your game a little too much for your liking. PvPvE?? Nerfing tames?! If you nerf all my PVE gameplay and force me into being nothing more than content for your PVP players to consume, then I will quit and go play another game.
  9. 6 points
    Dear Sir, As a very famous and important forum personality I feel I should mention that my handwritten invitations to GrapeCard’s staff meetings to share my invaluable thoughts and ideas with you have all rather unfortunately gotten lost in the mail. No matter! Let us not dwell on the deficiencies of the postal service. Time is short my good man and there is much that needs doing. I am sure that you would have sought out my advice eventually anyway. I am doing you the kindness of preemptively providing it here, you may thank me later by ensuring my consulting invoice is paid promptly by accounting. Major issues that inhibit the fun and limit the enjoyability of players Atlas experience: 1. Sailing is THE core pirate activity and should remain a core gameplay mechanic. However the act of sailing itself most players find too tedious. Some existing bits of gameplay like sextant, flotsam, shipwrecks, sotd’s and storms exist to break up the monotony of sailing but each of these systems needs further development with an eye towards making trekking across the Atlas an adventure rather than dull. In pvp a major consideration in this regard is the vulnerability of ships when players are offline. As the game is presently constructed, for pvp players to sail further afield than they are able to return to a heavily guarded defensive harbor within the same play session is a foolhardy exercise. If a core concept of Atlas is to remain exploration, it must become more feasible for pvp players to sail far without the need to return to base in the same play session. In pve this is far less of an issue, however pve players often feel there is less to sail and explore for. Reducing the number of islands which are cookie cutter versions of each other would help, as well as increasing the incentives for exploration beyond a discovery point system that feels very grindy for little benefit beyond a certain threshold. Since the ingredients for cooking are one of the things players need to travel for, expanding cooking by giving most of the foods a useful buff, rather than just a few of them, would be one way to do this. 2. The defining act of piracy, raiding merchant shipping, is nonexistent in Atlas. In pve especially, this should be a major focus of adding content over tames and other peripheral add ons that do little to add to the pve players experience. It is inconceivable that Atlas holds itself out as pirate themed game yet 8 months into development there is not even the suggestion of actual piracy being added to game content. At present Atlas is pirate themed in name only, perhaps because there is no term for “people who plant gardens so they can tame animals so they can build shipyards so they can build ships with which to sail around for a bit and accomplish nothing meaningful before coming home to feed the animals.” 3.The game needs more things to do in groups in order to enhance the experience. Atlas is more or less completely failing to leverage one of the fundamental truths of the MMO genre, namely that it is the people you play with as much as the things you do that makes the experience fun and keeps players coming back. Not only is there no grouping mechanic, there is nothing to do as a group other than the kraken or the ice dungeon. Atlas needs more group content because in pve there is currently no particular reason you should join someone else’s company and in pvp the only reason is for mutual protection. A game dominated by mega clans where a few people in leadership positions make all the decisions and do all the fun stuff like captaining the ship while the majority of pvp players are either peon grinders doing what amounts to an online job for no pay or small groups huddling in the shadows trying to eke out an existence where they don’t get wiped regularly by far larger groups does not sound like a game that screams fun to most players. This is currently what passes in large part for the social aspects of gaming in Atlas. 4. For a game that started its Early Access journey claiming it wanted to pattern itself on Eve, economy is nonexistent in Atlas. The few things that have been tried in the past like player shops, demonstrated a woeful understanding of matters economic by whoever was making the decisions before. I personally feel this is a major area where Atlas could be expanded in a direction players have vocally and repeatedly requested. By and large players did not come here to build farms and forts, tame elephants and bears, but to be pirates on the open seas. If the game’s economy were structured in such a way that there was both need and incentive for players to band together to move large quantities of resources back and forth over distance, then in pvp the defending and attacking of each other’s shipping moves the focus off land and onto the water, where everyone wants it to be. In pve this would help foster trade networks. There is a lot to consider in revamping Atlas towards the goal of making it the ultimate pirate adventure. As someone who has been here from day one, who has 15 years experience playing MMORPG’s, and who has read, discussed and digested a lot of the feedback offered here on the boards, I offer these thoughts to you as you chart a new course for Atlas. Fair winds and Godspeed.
  10. 6 points
    Have you thought of putting a map with pvp and pve areas together like a lot of the private servers have made so that small tribes can enjoy the ship pvp without having their base trashed by the large tribes and have a safe area to relax when they want to just build.
  11. 5 points
    honestly, i pretty much give up on this game's dev team for the foreseeable future.. so many great suggestions and very well thought out questions were offered to them... plenty of time to make a decent presentation... and what did they do with the opportunity to redeem themselves after they finally made a good move and announced a new lead designer to the last 0.01% of their actual player base that remained loyal to the cause ... a fuckin garbage graphic with a couple bullet points... calling it a fuckin "road map"... and they didn't answer anything of substance except notify the community that the game is STILL substantially going NOWHERE and will be going nowhere, for a long time... that stream was a complete and utter pile of steaming bullshit.. i literally puked in my mouth watching it. the final nail in the coffin in my mind. i tried so hard to keep the faith/hope/denial going... im fuckin done. Good bye atlas, ill probably pick you up in a year or if xbox launch is crossplay... but as i see it right now, fuck that. Hello star citizen. no matter how long it takes, at least they're using their communities support, efforts and time correctly instead of spitting in our faces like grapeshot is doing.
  12. 5 points
    Dear Mister Erik, I was told to ask you about a hat. I hope this is your top priority. Everything else can wait. 9 out of 10 Atlas players polled said that a hat would cover their heads so you can see the need. Moving forward I’m looking forward to going forward. Thank you for coming aboard. Yours Truly, Gomez
  13. 4 points
    OMG yes !!!!! A thousand yesses !!!! It would be amazing knowing someone from the "team" read my post that I (usually) try to craft with care so that no stone is left unturned and no detail that isn't clear. If it isn't MY post but one that I'm discussing and a thread that I'm following, I still would feel great knowing that the text we're so passionate about writing and the topic we're trying to address hasn't fallen on "deaf" eyes. Thank you for your communication here in this thread, and I'm looking forward to more!
  14. 4 points
    Play Ark then. Bye! Making it more like ark wont help the game and especially not the naval experience. There is no need for a second ark. The actual one is nice. Maybe a atlaslike modmap would help you. If there is an ocean full of islands to explore, ships to enter and settlements to raid, then i dont need a tame at all. They to big for the small doors and decks on warships anyway. I love having horses to ride on land. Cows, pigs, chicken and co do a great job to populate my pirate hideout. Monkey, parrots and others look great on the captains shoulders. So I am ok with having them ingame, but pls easier to tame and breed. I dont wont to waste to much time on shore. But for the rest, in a pirate mmo, I dont give a fuck. Only wont to kill them for exp and loot. And for game mechanics, it is a real fun killer, If I cant dig for that treasure chest without riding a bear. It is the right decision to put the focus on more pirate, navalbased content.
  15. 4 points
    make those changes happen and i bet people will start coming back!
  16. 4 points
    I'm 50. My Atlas friend who plays on our private Blackwood server is 52. I agree with Chucksteak about reading to digest the posts in forums. The problem I have with Discord is the scrolling text black hole that is happening in real time. With forums, posts are more deliberate. Discord is just a vomit stream of crap with small chunks of useful info that get lost......unless it's verbal/talking info, then it's even LESS useful because you can't scroll up to "hear" the info if you're not on as the talking happens.
  17. 4 points
    Thanks for this post, you speak exactly my emotions. - I mean I never had the feeling the community management of Grapeshot was extraordinarily good, but for Atlas it's actually a catastrophe since day 1, and I am baffled about the fact that certain individuals have not been keelhauled a long time ago. This stream now speaks volumes. For me, personally, the stream said three things: (a) We do not care about the current problems nor the community requests (holy crap, 999 out of 1000 game designers would have given us more ship types by now, and if you only slightly adjust existing ones!), (b) We desperately need money to keep the thing alive, and consoles are our last resort (understandable), and (c) we are chickening away from admitting we have to make yet another wipe because that would mean to again lose probably ~80% of the player base. Very disappointing, very uninspired and zero passionate, and worst of all: terribly prepared.
  18. 4 points
    Ive been playing since Christmas. I put a lot of hopes on yesterdays Q&A. Those hopes disappeared long before the pre-recorded session did. There was a lot of if's and maybe's, but no real hard fact of what was going to happen. No new content till after Xbox goes live? That is a kick in the face to the long term players. The so called road map should have been happening right from the beginning. Stage one should have been in place from day one not 8 months later. Stage 2 was so hit and miss about what we might get. when new ships were mentioned all we really heard was "well we would like to add new ships but the are to much hard work". Not disputing that, but hasn't the ground work for them already been done with the existing ones? You know how the system works as you have 4 pretty poor ships already. The pie chart seemed as if it was put there to make it look like there was going to be some major changes. IF that is true they need to be happening now not after the launch of Xbox. The game needs new life. We thought we would get that with a new lead dev but all we are getting is more of the same. Mega update 3 has been ditched or become "Mega lets add Xbox and ignore the current players update". This is not what we want to hear at all.
  19. 4 points
    Yep, they did not want to be there. Many moments that were disrespecting and even insulting to their player base. I was disgusted. So many cringe moments. No details. Just make xbox version. They don't play the game is the cause of the problem (sound familiar, guys? lol) The gally is sinking, they don't even play the game, and creating new variation of medium planks to fit a gally is resource intensive so they would like to not drown but maybe they have to. So sad to think that that nonsense was pre-recorded and the best they could do.
  20. 4 points
    What do you all perceive to be the ideal atlas experience? The game seems to lack a clear direction. What do you all intend to do if anything to shift game play to be more boat focused? They only way to accomplish anything in PvP currently is destroying people's islands. Housing any kind of boat safely, even given peace timers, requires mega bases that the majority of player groups can not dedicate the time to build and maintain. What are solutions to this problem you all have considered, and what is the ideal scenario you all would like to see? How specifically do you all intend to rework the blueprint system to not put players without a mythic galleon at a MASSIVE disadvantage? At current, a common boat can't even hold enough cannonballs to sink a mythic boat, and it takes a group of 5 or more to have a chance at sinking a mythic boat. At the moment you can keep a galleon with half its planks missing afloat with only 4 people bucketing, What steps are you all taking to address this (maybe remove bucketing in to camp fires...)? Server performance has managed to seemingly decline even given the low player population, assumably due to mega bases. Is optimizing the game's current system to run better the best way forward, or are you all looking in to more wholistic changes? There is currently no reason for players to repeat any of the world bosses other than to help others. Is this the intended game play experience? How do you all think on boarding of new players should be handled? At the moment new players either join an existing company to teach them how to play, or they sit around on a beach and never experience most of the game's content. should it be the job of existing companies to onboard new players, or should their be more resources given to new players to teach them how to play?
  21. 3 points
    @Dollie Now you guys are setting the right course. I am happy with the decisions.
  22. 3 points
    I wish you a goodluck and to success with it! Atlas is great game and has no analogues. It needs this changes!) You've made a goddamn right desicions in this roadmap. Long live Atlas! Love you developers!
  23. 3 points
    There was a real moment, an honest, enjoyable and significant thing in the stream that was said, and it was said by Jesse funnily enough, when he was laughing while saying something similar to "what other game can you put a elephant on a ship, go sail then board and fight other ships" The most frustrating thing is that the devs made such a good skeleton for a game, that surely all that was needed is for them to play the game and add to it piece by piece, but they refuse to take steps in order to create an actual game. I enjoy the game, I just don't enjoy the way the devs operate. Re watching the previous livestream is quite funny now. They are so adamant about stating "no wipe" and then they happily announce torpedos and the water camel etc. Torpedos was one of those infamous wildcard/grapeshot things, where they demonstrate that they don't know how their game works by releasing a feature that did not work within the game, it broke the game to the point where the new feature was then nerfed into the ground, the nerf was so broken to the point that nobody uses the new feature. Now in this new video, we see a bunch of if's, maybe's, we don't knows, it's lots of hard work so we are just milking xbox. Meanwhile, it still costs less resources and effort to destroy a base/ship than it does to create it. From one extreme to the other. They will just tell us whatever they think we want to hear. Actually, the other significant thing that I can think of off the top of my head, is when Jat mentioned that he had read threads with detailed ideas and suggestions, thought out posts with thousands upon thousands of words. I think it was a thread about factions. It was most likely a post that demonstrated why factions can prevent player base from cannibalising itself. The stream then continues with the guys not mentioning anything further at all from this thought out, well detailed thread. Its all just "too much work" and not giving any details or thought out explanation of anything, no details or their current thoughts on factions. I think the theory that microsoft provided the devs with a laundry list of fixes that they needed to make in order for them to sell their game on xbox and not be a total embarrassment/totally obvious that the game is currently a sham, is probably true. They need to fix the shitty ladders etc, but they wont fix them for pc players, they need to be told by microsoft and will only fix stuff for that quick short term buck off people with *new* money.
  24. 3 points
    I'm done... again. Decided not to play until there's a wipe and the whole stupid land claim system gets fixed. It started with someone claiming and taxing a previously unclaimed island where I was farming tin and cobalt. It got exacerbated when I was trying to build a ship to take on STOD. Spent a small fortune in time and resources, got to the part where I was trying to place a sail and it kept saying obstructed (even though it was blue). Ripped half the ship back apart and it was still obstructed (and got 0 resources back because it wasn't 'anchored'). Got pissed off and demolished the entire shipyard. Then, got to looking at claiming the island I was on (not because I wanted taxes but because I didn't want anyone taxing all the work I'd put into it) and realized just how much maintenance I'd have to do to keep paying for it. Screw that. If you claim the land, you're taxed by the game, forced into a time-sink to pay for it and the only thing you get is that someone else can't tax you. If you live on someone else's claim, you're taxed by them, spend 20% more of your time to gather the same amount of resources and get nothing return. If you live on an unclaimed island, someone can come tax you without so much as a by-your-leave and you get nothing in return. Of course, the other option is to live on a lag-fest lawless island and there, you are never truly safe from dickhead neighbors. Sorry but this is supposed to be a game, it's supposed to entertain the players. None of those options above are entertaining to me. Ta-ta.
  25. 3 points
    Question: If a game is doing extremely poorly after a massively active launch, at what point is feedback “crying” and at what point is it just trying to help the new guy get a handle on what players perceptions and concerns are?