Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 07/13/2019 in all areas

  1. 5 points
    Seriously? Nobody in my company can even come close to understanding this one. The whole premise since wipe was build anywhere, and after 24 hours it's safe. Now... We cannot risk building on other people's claims. If our allies quit.., our base can be trivially wiped out? And don't say the gold cost means a thing. I can earn 25k in a day, solo.
  2. 4 points
    @Dollie @Jatheish Honestly, if the sight of other people offends somebody so much, and they insist on having a nice, big island all to themself... Play singleplayer. If they want to still play with their friends.. play the new non-dedicated multiplayer. You're adding two whole game modes for these people.
  3. 4 points
    This is a dealbreaker for me. I dealt with the fact that i can only be away for 7 days max (that alone is a joke for PvE), the bugs, the lack of attention of the developers for the real problems... But for PvE you shouldnt have to worry to lose all your stuff over night without any way to combat it. It is all the "content" this game has anyways. If this doesn't get changed for PvE im out for good.
  4. 4 points
    Nope. We all just gather here on the forums to pretend to complain about issues in a game we don’t play, provide suggestions for a game we don’t play, and set up trades within a game we don’t play. Realist is the only one here who actually plays Atlas. Why do you ask?
  5. 3 points
    I haven't played since the gathering rates were really high before the wipe. Putting in about 14 hours over the last three days. Not been raided once. Ships haven't been sunk, nothing hasn't even been damaged. Nor have I seen a soul. Likewise there isn't the building spam there was before the wipe. Island I building on only has a pair of taming pens, nothing else. I rarely even see people enter the grid square. With so few people actually bothering to log in, it's made solo play viable. Probably not what the Devs intended, but congrats anyway!!!
  6. 3 points
    I [hope] know the economy is the last thing on your priorities list atm but you guys really need to get rid of skill requirements for equipment. Unless you honestly expect everyone to conform to the same choice of skills just to be able to equip gear, yet alone improve it, these requisites are redundant and only hinder opportunities for trade. BP's are not a rare commodity. Level should not artificially limit your access to acquire or use equipment, only the ability to craft it. Skill points are currently handed out like Skittles on Halloween so it's easy to dismiss this as a non-issue. But it is... Considering the pirate theme this should be all the more obvious. How many times in PVP have players raided equipment only to find out they need a dozen levels just to use it? How many PvE Players have been disappointing to find out the only real commodities are Gold and Mats? So much for all these BP's with extra crafts we're never going to use and there's no market for... our allies can't use them yet and by the time they can they'll have accrued their own collection. By removing these requirements you open the door for all kinds of new ways to distribute rewards. Chests could have a chance to give you the actual item for example instead of the BP. The best part being you can actually use it! TL:DR: If you must insist on these Studies skills please change them to function as "Enables CRAFTING of [Quality] [Item(s)]" instead of enables use. *Edited for clarity
  7. 3 points
    We pay tax on gold, get you're facts right. If a player claims an island a wipes EVERY players structures on the island THAT is PVP. End of. Just because the Devs are struggling to resolve the spam issue why do PvE players that settle on claimed islands have to suffer? I've had 2 island owners since the wipe. The first one quit EU PvE when NA PvE opened up. So taking this new change into account that would have been 2 different opportunities for players to grief an entire island. And just because it's a one time thing and a 48 hour window doesn't mean that it is a ONE time thing for the entirety of the game. We all know you spend 16 hours a day 6 days a week playing games, but the rest of us aren't so lucky to have free time to commit. Now the Devs are FORCING us to play every 48 hours in case someone claims our island. So instead of having the 10 day structure cushion for you know taking a few days break from the game, we've now got to worry that every 48 hours we don't play that there might be a new owner that wipes your stuff.
  8. 3 points
    I'd like to see them put a big focus on the raze mechanic for PvE in their release trailer for Mega Update 3, i'm sure that trailer will encourage people to play more. /s
  9. 2 points
    Ahoy Pathfinders! In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update. Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)! Mega Update 3! It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know. Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice. Wild Pirate Encampments! We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future. This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode: “Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task. In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered. Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality). If you decide to enable WPE on an Unofficial Dedicated Server please note that: Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time. An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled. With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer. We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future. Non-Dedicated Multiplayer! Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players! Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files. We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month. ISO: Blackwood We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month. Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Live Game Patches Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL. We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future. An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions. With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island. And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change! Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here! Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future. We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more! And now for the rest of the patch notes: 209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay 209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended Show 'N Tell #9 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! LUNNINGSTOOKS This shows some dedication to aligning and individually painting each canvas. Love it! GUNSLINGER Kudos to the builder, this is meticulously designed and executed. OTAWA72 Otawa never fails to impress with well-framed and creative shots. Honourable mentions MESCALIN PIRATESS Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! 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
  10. 2 points
    I don't think it's a lack of a roadmap. They knew exactly what they wanted to do. Make a PvP sandbox game with a massive map where large guilds/clans could fight it out for domination. Also add some PvE boss fights. Basically Ark, but making server transfers that much easier. Unfortunately I think they really missed what made Ark a success. Hint: It wasn't people playing in Alpha Tribes on the official servers. The official server population in Ark makes up about 15% of the people playing at any given time. As for Atlas, it was around 65% on the four official servers. It's been around 55% since single player has become available. Because so few people actually play on Ark Official servers, the Ark devs (who's management and much of the creative team created Atlas) never felt the need to make Official servers playable for a wider array of people. And because each server can only hold 70-100 people it doesn't really matter as the 6500-9000 can fill up quite a few official servers. Or at least give a large number of them good player density. Though in Atlas, where the game world can handle up to 35k and you have four servers, 1500-3500 players at peak doesn't make for high population densities. It's not that they didn't have a roadmap, it's the concept was faulty from the beginning. They didn't analyst Ark's success. Which is heavily reliant on single player and unofficial servers. And in creating the Atlas world map as they have, it means you won't get the same game play experience as you do on the official servers. With Ark, every map is the same, official or unofficial. You can have the same, or even an enhanced experience. I've spent quite a few hours on unofficial Atlas servers and they are missing way too much. Now they are stuck with no clear way forward because they don't even understand the nature of the problem.
  11. 2 points
  12. 2 points
    oh yeah, that's what's going to happen. We're already moving everything back. The whole point is that they spent MONTHS trying to get people out of lawless, and once again they're turning it into the most structured, organized zones with the most consistent rules.
  13. 2 points
  14. 2 points
    And my response will be "I loathe PVP and have no intention of engaging it so I regretfully will no longer be playing your game."
  15. 2 points
    I have to admit, I did a double take when I read this one! I do have a fair amount of faith In These devs, as although they may struggle with the mechanics some time, they have built an amazing world. but this... what were they thinking??? Months and months persuading smaller groups of people to move away from lawless and Settle elsewhere then this.... although we own an island, we have outposts all over the atlas, one in particular is a large hub for us that has grown massively. We had a good relationship with the original island owners as we imported stuff for them. They’ve long gone inactive and the island has changed hands twice already! Next time it’s almost certainly going to get razed. also, island flipping, let’s say if the game was busy enough due to people coming back and settlers were a common occurrence. What’s to stop 2 companies intentionally flipping an island once a month to intentionally farm settlers. There would be outrage! Also, PVE is more likely to have grand builds and long standing established bases. Hence more to loose. I also don’t get the devs tendency to treat PVE like the unwanted stepchild. PVE is half their playerbase on average across the 4 servers. When you google atlas and see an impressive build, it’s good advertising, but you can also be relatively certain it was built in PVE.
  16. 2 points
    Yes! Yes! Yes! What they can also do as an alternative is create a separate use tree, and make it not so expensive to gain the skills to use items. Crafting the items should be where the real cost in points should be at. You shouldn't have to be a tier two tamer and breeder, to ride tier 3. Personally, I'm really liking the skill tree in Conan Exiles. That game is also friendlier to small groups.
  17. 2 points
    Exactly, it says the exact opposite of come to claimed islands. There is literally zero incentive now to build on claimed island, not that there was much incentive before, but now none at all.
  18. 2 points
    Tames - 8 days Structures - 10 days Ships - 21 days (but majorly bugged) Owners can demolish structures within 24 hours of placement. Now, a lot of players had concerns regarding islands being claimable on PvE by one person. The initial concern was that they can build, but for the first 24 hours there is a risk of the owner destroying their work.... weird for PvE but it was generally excepted, mainly because most people decided on PvE to settle on lawless. Claimed islands on PvE also had taxes as well, which people weren't happy with, but most settled for it because they settled on lawless instead. Very little incentive at all to settle on claimed islands. Then lawless structure timers increased to 10 days from 4 days, resulting in even less incentive for players to move from lawless to claimed islands. Then taxes became additive on PvE. This had little effect on incentive for people to settle on claimed islands. But all was generally good with the way it was. I've asked repeatedly for the timers of tames and structures to be slightly increased to 14 or 15 days to incorporate Europe's average holiday, and at least increase tame timers to match structures.... all of it completely disregarded and never changed. So a new major griefing mechanic is implemented into PvE whereby a player simply needs to save up 25k gold, which many will have by now what with the time we've had and also the 2x gold mythos weekends. Also a cooldown between claiming the island and demolishing the entire island.... wow a cooldown, that's gone stop people griefing! /s So now, besides the initial 24 hours building on claimed land, and the short 10 days structure timer that any solo player based in Europe becomes screwed if they go on a 2 week holiday they decided to add a "wipe an island anytime" mechanic that can result in other players griefing entire islands and wiping entire months of work in a Player VS Environment world. This reduces the incentive of people moving from lawless to claimed islands to zero. This is yet another rushed thought, that may work well on PvP, but is the complete opposite meaning of PvE. I understand that managing abandoned structures and structure spam is difficult, particularly in PvE, but coming out with solutions that empower players to majorly grief entire islands is poor thought management and hasty implementation. Again, it needs to be removed from PvE like other things have been removed based on player feedback. I will be gone the moment someone decides to grief the entire island i'm on. Even ARK PvE doesn't have this.
  19. 2 points
    wow what are the devs of this game trying to do to their game , this has to the most ridiculous idea ever implemented in a survival pve game mode ever , please @Dollie @Jatheish where did this idea come from , and how did you think it was a good one ? adding to this since the point change the island i decided to settle on has had 3 owners so im going to go out on a limb and say next owners WILL raze the island , everything i and others built up will be gone
  20. 2 points
    I'm glad i'm not the only one that's been raising their concerns about this. This type of mechanic has no place in a PvE environment. The devs have literally made it possible for everyone on an island on PvE to be wiped at any time way longer beyond the initial 12 or 24 hours like they promised us originally. This is a major griefing tactic that needs to be pulled back out of PvE and re-thought before a new design implemented to achieve the desired result. It needs to go because the moment someone griefs an entire busy island on PvE that is a lot of players done with the game. A dev wipe of official network I can live with, but a player griefing an entire island on PvE just because THEY CAN? Absolutely not. @Dollie @Jatheish This needs to go before it is too late.
  21. 2 points
    I dunno, if the cost is the only offset then I feel like it should be higher. 25k isn't much, to be honest. My company currently owns a large island, that has at least one of every type of resource on it. It's a pretty popular island, and we have 26 different companies on our island that are all active. About half of them have their main base set up there. I could easily just unclaim the flag while everyone is offline, put it back down and in 2 days cost them all their bases for less than half a day's work of treasure maps. I wouldn't, but I could. If I do that, it's unlikely those people are just going to rebuild. No, more likely they're just done with the game at that point, after having lost everything they have to a new mechanic they may not even be aware of. So not only did I just cost them their stuff, I just reduced the already faltering player base. If I were more of a troll than I am, that would be a pretty good day's work right there.
  22. 1 point
    does any of it sounds familiar??...it does
  23. 1 point
    No, in the end it is not a PvE mechanic. Which I'm still waiting for the devs to explain how it fits into a PvE environment.
  24. 1 point
    “....and that kids, is how your dad spent Anthem’s release day. Now put the shades down, bring me some Gatorade, and if anyone calls in the next 48 hours, tell them I’m dead.” Also I got ten doubloons that says it was the least compensated person in the room who had to show all the big shots how to activate the god powers with cheat codes.
  25. 1 point
    I bartendeded for many moons in years gone by, which has some of the same frustrations but more ability to deal with customers who were being unreasonable more directly. Anyone who thinks “the customer is always right.” Is anything but a PR philosophy has probably never worked that kind of job. The customer is frequently a childish unreasonable jerk. In other cultures they are less hesitant to tell boorish patrons to piss off and it works fine. In the US it’s a quick way to get fired. But if you’re gonna work in game development and pay any attention whatsoever to what players say, you better bring a thick skin to the party. Atlas’s community is neither the best nor worst behaved I’ve seen over the years. But I’ll tell you who I would put my money on to sabotage their own project these days: anyone working for EA. “Oh what’s that you say? Our CEO is paid way out of all proportion to the size and profitability of this company and just laid off hundreds of workers after our most profitable year ever? The company forces workers to work insane hours without proper air conditioning AND is engaging in anti consumer practices like loot box gambling to such a degree that governments are forced to pass laws to protect children from their predation? No thanks I’m skipping my lunch break to spend extra time screwing up every possible thing I can on this project.”
  26. 1 point
    I was the manager at our local drive-in theater for years. Had to deal with customer complaints regularly, and while I can relate to being at the end of your rope, sabotaging a product (and most assuredly your job) as a developer out of spite, or as the Germans would say Schadenfreude, is... both sadistic and asinine to say the least. Not to mention you'd have to be project lead for it to even work. Why am I even humoring this idea??? Get out of my head!
  27. 1 point
    Its a soft wipe already. Powered by weird design decisions.
  28. 1 point
    I read that differently - I read it as Kulchatila wanting an action that takes less than 30 minutes each time, that can be done many times, to gain some xp to get things moving after 100, not gaining all those levels in 30 minutes. So not leveling quickly, just XP-gaining actions that take less time than hours-long high-level map runs.
  29. 1 point
    No, they need to stop giving players in PvE a nuke to wipe others. This is PvE. Just because there is a spam issue that the Devs struggle to resolve doesn't mean the players should be held accountable for it or become victims of others wiping them.
  30. 1 point
    Hi Martyn, there are plenty of players who clean up just before they leave. It is just so irritatingly visible there are still plenty who don't. (based on years of being Ark admin on multiple servers)
  31. 1 point
    How are we supposed to pay for the claim? We have access to the owner's flag? We can prevent them from unclaiming when they decide to move to another island or quit?
  32. 1 point
    The fact that it only logs into people that HAD structures means the announcement is only after the fact. Unless you check the island ownership of every base and outpost more often than every 48 hours you'll get no warning.
  33. 1 point
    Very true. They have spent months working on something that doesn’t work when they could have been working on a lot of other things. Claims need to leave.
  34. 1 point
    PvP yes I'd agree with you but I'm not talking about PvP. PvE is totally different, someone has built up their structures or base on an island and someone comes in to wipe it all out? There is not "winning the fight" in PvE. I don't agree with this new griefing tool and I know many others don't either.
  35. 1 point
    So... Reynolds Wrap or Alcan? Or is Great Value fine? "A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. " Perma Death and Character Legacy
  36. 1 point
    I feel sorry for the ones who live on these islands right now, it's like waiting for your death sentence, you know it's coming. They will most likely leave the game altogether and come back to it in a year to see how it is then. They may even just play single player as you will have little problems there and can feel safer. Lets just hope they stop it at the 11th hour for their sakes, although I won't hold my breath. The clock is ticking.
  37. 1 point
  38. 1 point
    I can understand the issue of structure spam is an issue that has no perfect solution, particularly for PvE. We've all known this from ARK's experience too. But the solution is not to give the players in PvE a nuke, and say "have at it".
  39. 1 point
    I'm still bemused that they thought flotilla's of ships of the damned were a good idea.
  40. 1 point
    PVE always was and always will be an afterthought. They knew that if they billed it as a pvp offline raid title they would get a pittance of the custom they got during the bogus trailer hype. All gameplay decisions have been made to appease a very small minority of bros, the animals they have released---pvp centric.(APC/Fire truck/Poison armor ignore incoming), and it will not change. If this had been a sub game, they would have had to cater to what the masses wanted, but as b2p you get what they are willing to give. My tinfoil is that it is a calculated move to drive even more to single player and the new mini-servers, once it gets to that point, close official and save that cost all the while crying crocodile tears about how they were misunderstood. They are just trying to hold on long enough to get past the Xbone people so they can quick cash grab then outtie.
  41. 1 point
    If you think people are upset now. Just wait 48 hours. Finger on the button.
  42. 1 point
    It also means with my 500k gold I have no use for and the increased island points we have I could just go around griefing people, claiming unclaimed islands for 2 days and wiping out everyone that lives there.
  43. 1 point
    It was reverted at the wipe, those extra levels were what they made into the bonus from quality. They leave a lot out of the patch notes.
  44. 1 point
    Wouldn't the easiest solution be to not let NPC's repair unless dmg is at least equal to the maximum that 1 resource can repair? That way it's not "wasted" on a single point of durablilty.
  45. 1 point
  46. 1 point
    Free to build wherever always seems to be a major problem in any open world game ark has the same issue but at least in 12 hours the structures now poof
  47. 1 point
    Atlas Architect is one I really like. It has new parts to build and has a 1x1 Smithy, Loom, Tannery and Forge, so even a sloop could have them on board. Medium Gates is another one I like, as those stupid-looking gigantic gates in the vanilla game are FAR too big for the animals in this game. They're for Brontos in Ark! I have Better Bridges installed, which can make bridges 50 foundations long with no central support, but I haven't found anywhere suitable to build one as yet.
  48. 1 point
  49. 1 point
    This is why on PvE structures need increased timers such as 14 days, and tames need increased timers from 8 days to match, i.e. 14 days. It's silly that timers are different for different things: Tames - 8 days Structures - 10 days Ships - 21 days It doesn't make sense why tames are 8 days but structures 10. @Dollie @Jatheish I know i've said this plenty of times before, but we really need timers increased on PvE. 10 days is too short for holidays or unexpected absences. (Also if Silo could feed tames with berries too that would be amazing, hehehe hint hint )
  50. 1 point
×
×
  • Create New...