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Showing content with the highest reputation on 07/14/2019 in all areas

  1. 3 points
    The system was advertised as lords and tenants. A tenant should be able to exist through many different lords because in the real world, lords need them working the land. In Atlas, tenants are not needed so the option to erase them is given. The problem with this in PVE is that it becomes a player vs player to see who can grab and hold an island. I predict there are going to be a lot of one owner empty islands and a population (what’s left of it) shift to lawless. Disappointing direction.
  2. 2 points
    No response yet, shame. It's funny how the stationed NPC crew being able to repair structures was immediately reverted because the players stated why it was bad. Was there a need for immediate revert, not really, but it was good to see a quick reaction. Really the end result should have been figured out before it hit the official servers. But when a new patch is implemented that gives PvE a nuke to wipe islands, there's no immediate pulling of the patch. How can anyone on the team believe that providing a nuke in PvE is acceptable for PvE? This image literally shows what someone on PvE is now capable of. This has to be the worst decision for PvE ever. So why is it always the players that instantly know it is a bad thing when they read something in the patch notes or captain's log? You don't even have to play the game to know giving the ability to wipe islands in PvE is absolutely wrong.
  3. 2 points
    If you view the difficulty as getting to the location, that's a pretty straightforward issue of getting comfortable with climbing picks and grappling hooks. If you are talking about the potential difficulty of defeating the spawn without a bear that you can't get up there, or because you don't have proficiency with firearms, then yeah, that's pretty tough.
  4. 2 points
    He's not giving them credit, he's doing actual research into activity. Your view is based on....your view, not any tangible information beyond your own personal experience. I played both official and unofficial servers and spent significant time looking at server populations for both when doing searches on battlemetrics. I also ran an unofficial cluster of 4 servers for about a year and a half and I know exactly what activity was like on it because it was whitelisted and to be added to the list you had to be personally interviewed by me. While it's true that many unofficials have a transient existence in Ark, it's also true that there are many stable, well run, long term active unofficial servers. I know this for a fact because I kept in contact with a number of them. We kept each other informed about problem players, common issues with mods etc. Even if three quarters of all unofficials are little used personal wastelands with insignificant activity, Battlemetrics currently shows 50k unofficials to under 1200 officials. This means even if you ignore 75% of all unofficials as dead, you're still talking about ten times the number of official servers which are active, and that's if you count every single official as being active, which isn't the case. The numbers make it plain that the majority of activity in Ark is on unofficial servers. Considering the strength of Ark's modding community and how punishing many players view official rates as being (my servers btw used rates of 3x on harvesting/taming/xp 5x on breeding to make it bearable), this should surprise no one. My personal feeling is that Atlas is a similar game with a different emphasis (ships and exploration vs dinos and technological progression) I'm of the opinion that Atlas would be better if it leaned away from Ark more and became it's own thing, instead of leaning on taming, building and other shared aspects. Given the current state of Atlas I can see how many see it as being merely an outgrowth of Ark. I agree that Atlas should focus more on the ships and even underwater content and less on taming/breeding and land based building.
  5. 2 points
    Some of the PvE players have moved to single player myself included, don't blame them either. The rest of them have quit the game altogether and some remain on PvE. I remember playing from day 1, I enjoyed the interaction with other companies, you hardly get that now. I have to say I don't get the same enjoyment out of it like I once did, maybe the novelty is wearing off? I hope they turn this game around but I just don't see it myself, they don't seem to know where to go with it and that is not good in itself.
  6. 2 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.
  7. 2 points
    No. You are misunderstanding the patch notes. This change doesn't give tenants 48 hours after the wipe is triggered to remove their stuff, it just limits the new owner to a window of using the option from 48 to 72 hours out after acquiring. There is literally nothing in the patch notes that indicates settlers get any notification or option whatsoever. So, a settler could be gone for a few days (you know, that rl thing that seems to come up for a lot of people.) and return to the island they inhabit having changed hands while they were gone and the new owner having razed everything they did without warning. Show me the patch note indicating settlers are given a direct notification when island ownership changes hands. Show me the patch note requiring new island owners to communicate their intent to existing settlers. Stop stamping your feet up and down and insisting it's your island you can do as you please. In the real world, if you buy a building with tenants, your rights as an owner do not entitle you to knock the building down 2 days later with no notification whatsoever. Ownership in a civilized society has limits and clearly should. This is not meaningfully different.
  8. 2 points
    I'm still bemused that they thought flotilla's of ships of the damned were a good idea.
  9. 1 point
    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. 1 point
    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 View full article
  11. 1 point
    There's a segment of pvp players who want to have opponents who can't fight back. Anybody who thinks griefing will never happen should check out every game ever.
  12. 1 point
    The majority (which he made up in his head) have not been seen in PvE regarding supporters, there's a simple explanation for that.... people don't support it. The majority that do support it are playing PvP so that majority has no say in PvE. You are right, Martyn is the minority in PvE supporters. You know why he supports it? Because he's a landowner and unfortunately one of the few landowners that is arrogant enough to think he is the only one that has rights on his island and that he can wipe anyone he wants in a PvE environment..... you know why? BECAUSE NO-ONE CAN FIGHT BACK AND WIPE HIM. He also plays 16 hours a day 6 days a week because he is unemployed. He thinks of that as the base line for everyone else, and if you don't play Atlas every day you have no right in commenting on Atlas. But hopefully once the weekend is over we'll see what the Devs have to say regarding all of our comments and hopefully they'll realise the majority of PvE players, which as you say are settlers, are not happy at all with this. If they listen to the minority, which is basically Martyn, then that says a lot about their decision making. Anyone looking at the feedback from this recent announcement, in regards to PvE only, will clearly see that there is little to no support for it.
  13. 1 point
    Y'all are making me want to roll up a character on EU, is there a company called Bloody Yanks yet? Not very original, of course there is. I'm solo NA PVE mostly online EST mornings, global chatter is generally Deutsch. N7 & M3 are home.
  14. 1 point
    N10 New Eden's and N11 Breeders Cove are safe and will stay that way If for some reason we have to leave or w/e everyone on the Island's will be notified and given the chance to claim the Island before any one else. We see no reason to wipe out people who have spent a lot of time building and storing their personal stuff, no reason at all. NA Pve btw
  15. 1 point
    I may be misreading this but, you don't buy multiples. One purchase = 1 skin with 10 uses. If I am misreading I assume you mean multiples for your army of NPC's so I'll reiterate the cost. 25g. You can literally shovel that out of the ground. Also, again back to gold sinks and inflation blah blah blah. Where there's a mechanic to create currency there MUST be ways to remove it.
  16. 1 point
    Mad Max in B11 (Barter Town and Barter World) and H4 (Arakis) are safe. This should never have been the option at these prices - won't comment on PvP but PvE should have been a bunch more expensive or should have been that price per company to erase or a better option would have been a list of structure collections with check boxes - would not have been a very long list - that could be selected for destruction. By structure collection I mean structure with the same components ignoring layout so a floor plus a pillar plus a ceiling would be a single entry in the list regardless of what order they were placed / built and how many there were of them. Ideally the list would show how many of each collection there were and the number of pieces in the collection. This would quickly show the spam collections (high count of collections with low component count) vs base buildings (low / single count of collection with high component count).
  17. 1 point
    i want to point out that we are already only talking how to defend against the obvious abuse of the raze mechanic. but i dont see it beeing used as it was intended either, neither on pvp or pve. you have to wait 48h, you need to pay a lot of gold and you loose your buildings as well. no one will use it to raze an island they intend to live on and build their first base. and definitely no one will use the raze to get rid of a foundation or pillar droppen on their doorstep. i see this mainly used by big companies that already have a main base and dont know what to do with all the gold they get to raze large areas around their island void of players or just move around the map razing island in an area and moving to the next after 48 hours. anyway this change will make more players quit but it will not bring more players to the game. the bad just outweights the good by far. maybe it would be a good idea to limit the raze option to a one time raze in a small area around the new claimflag, so you free up the space for your own base but not raze every player on the island.
  18. 1 point
    How anyone is claiming this new nuke option is not PvP is beyond me. Island owner (Player) presses big red button..... all structures of other Players are demolished, tames at risk of being killed, everything that was sitting on foundations destroyed and gone. How did that happen? PLAYER committed and act to demolish everything other PLAYERS have done. How anyone can claim that is NOT PvP is ludicrous. People also saying you have 48 hours to pack up and move... are you seriously deluded? A) There is no 48hr notification beyond the fact that a new owner has taken the island. B) There is no certainty whether the new owner will or will not nuke the island after 48 hours. C) Anyone destroying their stuff to move would be foolish if the new owner doesn't use the nuke. D) The devs assured us before that after the initial 24 hours of placing structures that land owners will not be able to demolish structures.... now they give them a NUKE. Let's put it this way.... Thursday evening after a hard day at work I come home and i'm playing Atlas. Knowing that i'm going to be away for the weekend Friday evening to Sunday evening, I make sure i've got food and gold etc for tames and NPCs before logging off Thursday night. Friday AM - new owner takes island. Friday - work all day, go away in the evening. Saturday - Away. Sunday - Away Sunday PM - return home, log on to Atlas to find base NUKED and tames half dead. How is that at all acceptable on PvE when a Player carries out the action of nuking an island in a PvE environment? How many times do we have to explain to people how this is not acceptable in PvE. All we have here in this topic is some dude that plays PvE 16 hours a day, 6 days a week and uses that play time as the 'base level' for how others should play or they don't have a right to comment.
  19. 1 point
    Upscale Outlaws in B9 and D5 are safe. We respect the time you have and will invest.
  20. 1 point
    It doesn't take much imagination to realize that the way the servers look TODAY is not the way the servers should look at release. I'm assuming that the current low server population won't exist ad infinitum. If it does there will be no game, or at least no official servers. Before the mass exodus, you couldn't find a smaller island to claim. They were all taken nearly immediately. So, new guy brings 8 or 10 of his friends to all start playing the game. There are no small islands they can claim, and anywhere else they want to build (except lawless) may be subject to surprise wipes any time the island ownership changes hands. Will this group think that's a great idea and dive right in to start playing and building their bases? I doubt it.
  21. 1 point
    PvE Scenario 6: A tennant, works full-time and has kids, plays a few hours a day, but not every day ... logs on on Tuesday after playing in the weekend, only to feed the animals and notices the message stating he has 7 hours left until the new landowner can raze. He didn't have a big game session planned this evening. And he will need hours to pack-up, build elsewhere and then move. It hardly matters how much time he has, as he has to start early the next morning. What real (fun) options does he have?
  22. 1 point
    1. If you log on and your building is gone, it doesn't matter much to you whether it's gone because someone destroyed it using pvp attacks or erased it using a pve landowner wipe mechanic. Either way your building is gone, and whether some guy on the forum arbitrarily declares it not pvp on a technicality won't matter a hill of beans to the fact you had no recourse to prevent it in a game mode where you're not supposed to lose things because of other players. 2. No one is objecting to this mechanic because of the people who won't do it *eyeroll* They're objecting because of the wildly obvious and foreseeable way some folks absolutely will use it just to inflict misery on others. Your position is defending griefers in pve because they have the resources to buy an island and pay the fee. That is what you're doing right now. 3. It shouldn't be an option. You just aren't willing to put yourself in the tenants boots. 4. The level of hypocrisy involved for the guy who keeps stamping his feet and yelling in all caps about it being his island and he can do as he pleases with it to accuse others of only being concerned with their own selfish rights is just breathtaking. I don't get it.
  23. 1 point
    nice thread lets hope that other follow suit
  24. 1 point
    PvE is not player vs player. Player wiping player is PvP. But keep on ignoring me. Like your paranoia over things that people can't do? Like when they allowed people to base on other people's ships and you worried yourself that people could use your beds to fast travel to your ship. We aren't paranoid here, we know what players will do, it is only a matter of time.
  25. 1 point
    You can hide them using one of the buttons on the left-hand side of the inventory. Can't remember which one it is.
  26. 1 point
    Use a med kit. You are pretty much invincible if you have one.
  27. 1 point
    It has been the Discord Darlings vs the Forum Fanbois since the beginning. The problem is Discord allows for instant interaction and the person that can shout the loudest gets the most attention. They believed all the full loot pvp brahs about how Atlas needed to be hardcore and fuck those pve carebears. If you only gave us pvp people what we wanted we would have the population to help promote this game into the path to riches you believe it will be. This has been proven to never work in failed game after failed game. Wildstar had the same crowd in the beginning claiming that if they just made the game "hardcore" they would have people maxing out their servers with subs. Where is Wildstar now? Oh yeah. Ded game. Some good advice though would to not put this one on your resume when you end up having to try to get the next job. People remember and most shops would rather bring someone on without the shitty reek of failure through bad decisions onto their next project.
  28. 1 point
    Don't lie, you don't have pockets in Kentucky. Woven cloth is still several generations away. *ducks from over in North Cackalacky and goes back to his cotton gin*
  29. 1 point
    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.
  30. 1 point
    So excited for the non-dedicated multiplayer! Playing this game with just a group of close friends is about ideal for me!
  31. 1 point
    First one always gave 10. The following ones always gave 5.
  32. 1 point
    Use a bidet. No wiping needed.
  33. 1 point
    @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.
  34. 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.
  35. 1 point
    Even if they do that, the 10 day PvE Timer will run out and anyone can come along and drop the flag. Which leads to only one stack of each item stored in the flag being dropped btw, another bug. 30k gold turned into one stack on 1k gold. Gold in the flag doesn't keep it from being de-claimable after 10 days of the owner being offline. Please reconsider this, it is not thought trough at all.
  36. 1 point
    Huh, so it does. And yes, it does look like you can deposit coins into their flags. This... probably should have been announced. So now you just need to A) Prevent them from EVER being walled off and B) Prevent them from EVER being voluntarily unclaimed. Once you place a claim flag, it will stay, no matter what, until it runs out of coins. Oh.. and landlords can't be able to pull coins out of their flags. If the tenants decide to force them to hold the island, then they can't pull out the coins in order to ghetto unclaim. AND you have to turn off the "pay your crew from the flag" feature. For same.
  37. 1 point
    So, first, we have unlimited claim flags - which sucked and resulted in a few companies eating up half the map, and people clamored for limiting claim flags...so they gave us whole island claiming with a gold sink instead. Then everyone said the hell with it, we'll set up in lawless, since the whole world is basically lawless - so they started talking about setting up accelerated structure decay in lawless to make bases there unfeasible. Then we decide to move to claimable islands, without claiming them, since after 24 hours your stuff was safe, even if someone claimed the island afterwards - so they give anyone with a half days worth of treasure maps the ability to completely level an island in 72 hrs. I know that we on PVE generally feel shat upon by most changes, as they seem to mostly address PVP specific problems, but this one is...special. There's no PVP related issue, other than people having to manually go around and demo structures there. - This is purely the devs looking at a uniquely PVE related issue and saying the hell with it, scorched earth it is - kinda like when they couldn't figure out a way to stop overweight griefing and turned our ships into glue traps. I feel bad for anyone living on any claimable islands, because there is a 100% chance of people with hundreds of thousands of gold in the banks already, whose sole purpose in life for the next few weeks will be to go around to every unclaimed island, claim it, wait 3 days, level it, and unclaim it/let the claim expire to free up their points...rinse, and repeat. And all the while, those of us who were content to be settlers, and didn't want to spend all our time doing treasure maps to pay for upkeep get 3 choices - Hope our landlords pay the rent, Move back to lawless and hope the structure decay doesnt happen, or Bend over and take it with a smile.
  38. 1 point
    Pretty much. The weirdest thing is.. the entire purpose of this "feature" is to bypass another feature. The fact that things can't be demolished after 24 hours. that feature was put in place for this specific reason.
  39. 1 point
    Wonderful. So it's "Hey look, you used to have a place here, but some @#$% named Martyn bought it and since he's the owner and can do as he pleases, the way any 4 year old insists they can, you no longer have a place. By the way, your new landlord Martyn says to get a job loser and start paying rent, because he doesn't understand how the taxes you were paying would have benefitted him."
  40. 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.
  41. 1 point
    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.
  42. 1 point
    And that is what is wrong with the game in PvE "MY ISLAND" it isn't your island and it never should be in PvE. Settlers should be able to stay there regardless and this feature will only go towards killing PvE off. The claim idea needs to change also, it is PvE. You might be used to PvP and this "MY ISLAND" mentality might have a place there but it doesn't in PvE or it shouldn't at least. It is a trolls toy, it will be used to grief people left right and centre.
  43. 1 point
    For a lot of people.. yes. That's the entire reason for the "build anywhere" mechanism, so that people can share the bigger islands that they can't afford with landlords who are willing to share. Now if those landlords change their mind, quit, leave the island etc. your entire base is just gone
  44. 1 point
    If the company is long dead, then all their structures will magically poof after 10 days. This feature literally can ONLY hit active companies. And since in PVE the only time you lose an island is going inactive, it's only intended to punish the previous tenants and settlers
  45. 1 point
    Oh boomer I have been saying no claims for awhile. I am a big time ark veteran and the building was just fine and that was with a full server of people. some things you don’t need to play the game to realize to don’t like it and I know you know that. claims are one thing I know for damn sure I do not like. So far claims seem to be what is causing them most of the troubles. They had the old claim system and had to changed it(requiring a wipe). Then they make varying points for island size since the whole put 1000 flags anywhere didn’t work. That change resulted in bigger companies just taking over small islands because they didn’t want to pay for the biggest islands even though they are the biggest company which still left less room for small companies. then they did the whole tenant/landlord thing. Not going to bother with this one. And now they are doing raze for even more gold(yay more gold sink). i have seen them do more changes with just the claim system than they have done with the whole game of ark. I mean Jesus Christ, if you have to change one thing so many times maybe it is time to get rid of it. So much time has been wasted on this one aspect that it is just getting really sad right now. really hoping claims are gone by the time console releases in December
  46. 1 point
    For someone not actually playing the game but just standing back and observing from the forums and seeing how other players react to systems and changes to them, this isn't the worst idea I've ever seen you put here. Claims certainly seem to be a headache so far. I think land ownership is a far easier thing to navigate from a development perspective for pvp than pve. In pvp saying "If you don't like what someone's built, go destroy it." Is a perfectly workable overall directive. In pve land ownership becomes a thorny problem.
  47. 1 point
  48. 1 point
  49. 1 point
    Some people will move on to a new game, if they have been wiped. Imagine somebody who has worked hard to develop a really good breeding pair of bears. Very high stats...some good mutations, etc... Somebody attacks, his crew is woefully undermanned, and they lose everything. It took him months to create that breeding line. Think he starts over? Not likely. Some will, some won't. How about a company that isn't really a full size company...and they got to the game a little late. They work hard, start building up, get a healthy amount of gold, get some good blueprints, some maps, etc...and just as they feel like they are getting somewhere, they get wiped. At this point, they are trying to compete against an alliance of Companies that dwarfs their size, and now they have to start completely over. Do they do so? Maybe once. Maybe twice. At some point, they move on. So what can be done? Obviously you want the PvP element, and the piracy, and raiding. But, how can we do that, and yet not have total wipes? I would put a central banking system into the game. The banks would be located at the freeports. Here, you can store your maps, blueprints, and gold. Obviously you wouldn't keep all of it there, but you would keep there, what you don't need in the near future, like in the next few days, to a week. At the same time, I would create a Stable, with an animal tender. In effect, what you would be doing is uploading your breeders here. They would be uploaded until you need them. Ideally, you would be able to use a facility on this island to breed babies. The idea here is that you would have to put stuff at risk, to take it back and forth between the freeport. If you can breed there, it allows you to keep your breeding pair safe, but the babies, once grown, would be at risk, as you transport them home. Your BPs that you want to use, would be at risk, as you transport them home. Same for maps, and the gold. What you have in your base, would be at risk. BUT...when you lose something, even your entire base, it's not the end of the world. You can rebuild, and not be starting with nothing, in a world where there are people so far ahead of you. This would help retain players, and companies.
  50. 1 point
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