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Showing content with the highest reputation on 07/21/2019 in all areas

  1. 2 points
    - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% This is good, and def a step in the right direction.
  2. 2 points
    Stop effing and blinding and show some damn respect, then maybe you will be enlightened as to what the problem actually is. But i'm going to do the decent thing, without effing and blinding, and inform you of the issue. It's a client-side bug. The single structure with bed is not meant to be triggered as fast decay and therefore adheres to the 10 day decay timer. The client is bugged and shows it as the 12 hour timer hence why it says demolishable when it can't be demolished as the 10 day decay counter is still counting. IF the owner doesn't log in for 10 straight days then the structure WILL be demolishable, or will vanish after next restart. BUT the issue you are experiencing is a client-side bug as pointed out by Jat below. So stop effing and blinding. You are the one sounding like a KID.
  3. 2 points
    You pay the right to name the island, to put your flag on it, you pay the taxes you will earn. You pay the right to say "sorry you can't build there" on the new people coming. But you can't destroy work of people that were there before you, because it is PvE, you can't destroy others efforts, even with gold, that's not the point of PvE
  4. 2 points
    We all hope, but know its not even close to true.
  5. 2 points
    Why so aggressive man? Jat and the team are catering to as many people as they can. Cut them some slack. Theres a real problem with the entitlement in this community that needs to be addressed before the devs can be held to account for too much. Im sick of these squeaky wheels ( over entitled pve/non dedicated/anti social small groups playing on a mmorpg) and getting all the grease when overall it’s a really fun game in its current state. Lets chill on the demands and let the dev team do their thing. Otherwise we keep pulling the devs in 100 different directions and someone still ends up unhappy anyways. We all want something from them. But spamming asinine demands doesn’t achieve much when no one can decide on the same path they want the devs to take. I generally like reading your posts ( it’s interesting to see what someone who isn’t playing yet thinks) but just chill. Ps: no hate for pve/ unofficial from me, just concerned looking at the number of forum threads in general discussion/ PvP/ and pve. There are people with great ideas for this game we just need to chill on the demands and over entitlement. I may have read your post out of context and for that I apologise if that wasn’t your intention. Come play atlas realist. I wanna pvp with you man.
  6. 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
  7. 1 point
    new skins Add some bling to your ride with new wheel skins! We're excited to introduce new options for customising your ships with three new wheel skins! Each will be tied to the completion of a quest. Crab A new Quest has been added which entails looting a 16 quality or higher sunken treasure to unlock the Crab Wheel Skin. Shark The Shark Wheel Skin can be procured by intrepid explorers via "Master Cartographer" Quest. Kraken The Kraken Wheel Skin is obtainable through completing the "Power of the Gods" Quest full v211.21 patchnotes Along with the fancy new wheel skins and Quest, we also have some fixes, optimisation and balance landing in this patch: v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% Blackwood Prepare to wade through thick green waters and explore our dark twist on the Equatorial biome with ISO:Blackwood. We're in heart of the jungle putting the finishing touches on our new standalone map and expect to launch it later next week. We'll keep you posted! 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
  8. 1 point
    I sincerely hope the devs read this and take this to heart. I'm sure some will disagree but after talking to countless people and being in streams asking streamers and viewers alike why they stopped playing the same few answers keep coming up. The main answer being the devs went too “Ark” with Atlas. I think describing that would be an insult to peoples intelligence as there is a reason the recent 24 hour peak of Ark was 55,518 people and Atlas was 3,430 people. The reason people were so excited for Atlas originally was the idea of a survival based piracy game. Somehow that concept got morphed into a game with a fictional AI enemy (ghost ships), animals that are far too important when it comes to raiding and hostile animals such as crocodiles that are massive and pull from the experience. It seems much easier to just add the ships from Atlas to Ark to get that same affect. What people actually wanted from Atlas was a survival based piracy game without the Ark style creatures in it. Which is why Ark has more daily active users than Atlas by a long shot. What people want to see changed that will draw large numbers back: A game that doesn't feel like a job in terms of gold/food upkeep for AI. More AI enemies and different factions that are realistic to the lore of it i.e. AI pirates and a Royal Navy that is out trying to catch pirates (even the AI pirates) and if you are able to sink them they have loot on them such as weapons, armor, gold, supplies, etc. Add the possibility of the Royal Navy landing on your shores to kill/capture pirates. Maybe even a "reputation" with them that provokes more aggressive attacks the higher your reputation is. Essentially like a wanted system. Help relieve the pvp griefing when AI is also attacking people that are killing the AI navy. Have animals that are relevant and realistic i.e. cows, horses, parrots, monkeys etc. Limit the number of AI members for a company instead of the insane gold upkeep (which mostly only Megas can keep up with). Make it so it's expensive to recruit them and only takes food to upkeep them and limit it to 10-15 AI per person with a cap of 200 AI in a company or something to that affect. Anti griefing measures which most agree have been resolved already. Thank you for that btw!!! These are just a few of the major recommendations people had to help bring life back to the game and make it something they would enjoy again. For the life of me I can't wrap my mind around why the devs keep pushing Atlas closer and closer to Ark while watching the player base drop constantly to the point where I can hardly see it being profitable to keep trying to develop this game which means the game is literally dying. I would love to hear the devs reasoning for constantly taking this game down a road that clearly pushed over 55,000 people away from their game (all-time peak of 58,788 per steam). At a certain point there needs to be a realization that the current model/path for this game is not one that is conducive to a large player base. I agree with most people that “you might as well play Ark instead” at this point. Minus the stability issues this game is a goldmine if it just goes away from the Ark mentality. It's clear the devs did a great job at Ark because the daily peak is literally 16x higher than Atlas. The issue is people don't want Atlas to be Ark with ships and that is how the vast majority describe it. I beg the devs to take a serious look at what they are doing with the game and to take a serious look at what the community actually wants out of this game. Of course it is absolutely their decision how to develop the game and where to take it but it's those same decisions that are killing Atlas. I understand that this will most likely fall on deaf ears and will mostly get responses from trolls but at least I can say that I tried to help push the game in the right direction before watching it die.
  9. 1 point
    hey buddys, we got a problem with clearing the island on PVE. We claim an island on PVE and we will raze them, we wait 2 days and after the 2 days we cant clear it. the other ppl on this island are accept the decision to clear the islan. And now ? We wait fcking 48h and we cant clear the fcking island coz any fcking childs crying a fcking river. We all spend over 1500h in this game, we play prewipe and now, we r a tribe wit over 30 ppl and we cant clear a fcking island for our tribe for 25k Gold. We r ready to pay 100k for this feature but we cant clear this fcking island coz any fcking kid is crying!!!!! .... so bring a solution for this problem , u can bring it on PVP, why u cant bring it for PVE ??? we need the place and we pay everyting. So i ecuse my rage and my expressions. I enjoy an answere !!! BTW im waiting for our hats greetings CptPaddel
  10. 1 point
    I was playing for quite awhile yesterday without logging out. I marked some silver with map markers and at the time all my map markers were on map. Just before I stopped playing, I checked my map and all my map markers, that I have literally spent days finding locations and marking them, were gone. I relogged, still missing. I restarted game, still missing. I restarted PC and game, still missing. Happened in the middle of me playing for a long period of time and seemingly had nothing to do with any patches or anything like that. Maybe the last 2 markers I put down put me over limit so game just felt like erasing all of them without telling me it was over the limit and stopping them from being marked in the first place? that is my best guess -.-
  11. 1 point
    Two journeyman treasure maps in a row, while fighting on my bear spam clicking both attacks, I have lost all left and right camera movement ability with mouse and can only move my bear forward and backward as well as the game will not allow me to attack or turn my bear while moving forward since camera left/right is locked out. Only way I have found to get back control functionality is by hitting ESC key and then returning to game. Also, when this happens, my HUD partially disappears, --not backspace key--- but only some parts, I can see all my buffs in bottom right(health buff from monkey, coldfront/ fog warning, etc) but none of my health/stam/food etc... in same corner. Tame HUD also completely disappears. Speed/ location/degree-heading from sextant buff remains but compass at top disappears. Entire hotbar also disappears. Inventory screen reveals hotbar once again but disappears when inventory is closed. That's the best detail I can give you for reproducing or finding the source of the bug. Sorry to report it here, had no idea where else to report. No need for a reply, just thought this was a major bug that might be happening game wide and wanted to let you all know.
  12. 1 point
    This might be severely off topic, I do not really see a trend for it.. Jat, is there any word of including growing fruit exactly like veggies, like seeds we can plant. This would be incredible. Realistically you can grow fruit . Also If sharks are mostly the primary source of prime fish meat.... should there be a way to Shark fish? I mean ... ship attachment.... rigging line..... big hook.... using bloody prime meat as bait on a hook? This would be so kool! Imagine a ship attachment fairly larger than a diving platform, but similar in style which has the chum (in a bucket)(place into attachment in inventory) which auto attaches to the end of a large cranking reel line, a manual reel line which plays a mini game where you fight the shark... prime fish meat, resource :)easy money, and fun! ( when the boat is in motion the attachment inventory cannot be accessed and the reel is locked and stowed. Like a harpoon on the ballista, should allow you to shoot a (monstrous) whale, once dead, and reel it in closer to the ship. I make my gold by whaling 100k every week... easy adding in some fun stuff, little bit of creative fine detail would, and you'd like to use that rather than a diving suit, or a submarine... dont get me wrong the sub is AWESOME just more creativity from your local player.
  13. 1 point
    im sorry but the point of the pve is VERSUS ENVIRONMENT not other players who think because they spent a bit of gold gives them the right to remove anything other players built , you sound very much like you would enjoy pvp more ,
  14. 1 point
    Drop the Kraken skin when you're in bed or dead. But Skin is still in my inven.
  15. 1 point
    I have to put a lot of time in my school for the moment, I don't have enough time to work on side project for a moment BUT ! It could be something very interesting to do, it has some math, some logic. It could be pretty fun I'll look at this when I'll have time !
  16. 1 point
    the option was removed because of players like you(and pve forums exploding when it was announced ) , who want everything to themselves , pve is meant for relaxing gameplay without having to worry about griefing players like you removing others time , sorry if the truth hurts ,
  17. 1 point
  18. 1 point
    Raze option isn't there anymore on PvE. It allows too much grief and cancer behavior Though, if everyone on your island is ok for a raze, then they can raze their buildings themself, so not a problem at all And if they aren't ok, well you won't raze peoples work if they don't want to, seems obvious
  19. 1 point
    I had higher hopes for Atlas’s economy after the developers initially said they were patterning the game after Eve. I would like to see more depth added to the cooking, gardening and medicine systems as part of this. The WPE is a step in the right NPC direction, but it remains weird to me that the defining act of piracy, raiding merchant shipping, is nonexistent because there is no shipping to raid. It’s like making an X-men movie without Wolverine (okay I know we can’t expect Hugh Jackman to keep playing that part forever but really shouldn’t he be required by law to do so?) I’d really like to see NPC merchant ships protected by NPC Navy. Also they can go ahead and release those flying ships any day now, just so I can enjoy the delicious tears of those who weren’t paying attention whinging about their “immersion”.
  20. 1 point
    The moral of the story is Atlas has gone from over 55k to under 4k peak daily users. That is a substantial issue and it is a fair statement to say the game is dying as you see monthly peaks declining constantly until a steam sale pops up then it raises for a bit then drops again. I truly think they have a gold mine here but they are going the wrong way with it. The building and survival aspects they brought over from Ark are amazing and people love that. The issue is the Ark creatures they pulled take from it as well as the lack of a relevant AI enemy that people could fight which would provoke an intense amount of game play. Options being adding some sort of Royal Navy that even has bases i.e. military forts consistent with this era to raid by players. It's important in a PvP environment to have a third "neutral" faction of AI that can also add to the fray of fighting. Instead you get people who are bored and want to go sink ships either trying to find ghost ships which are relatively easy to kill or going to beat up on some others that may be just getting established which ruins their fun and they leave. If they added an AI Royal Navy that players could get into conflict with and board their ships and have direct conflict with would be incredible. That is what people were hoping for. Atlas will always have mod support which will help all those people who want the huge creatures and crazy other stuff. But the community has essentially spoken about what they think of where Atlas is going by 50k of the 58k players essentially leaving the game. That can't be ignored.
  21. 1 point
    Economy is the key to success for atlas: -marketplaces on freeports to sell resources, items, ships and tames And serverwide connection of those stores (ex: all 4 stores in a Freeport server share the same goods etc) So people have more acces points and blocking is not that easy If this results in massive server overpopulation you can split freeports servers into 4 own server (triangles) -storehouse on freeports for companies (and private) where people can bring their stuff and store gold and from which transactions are calculated -gold generation! More ways for gold to get into the game -gold consumption! (maybe companies have to pay for the amount of crewmembers, a big safe (structure) to store money for company <= only one per comp) great for smaller ones and big company size is expensive, need for more interactions -blackboard in freeports for comps to recruit new players and new players find comps for joining or renting) This is important, finding a safe place to life should not be a long and frustrating procedure -private message ability: pigeons maybe + pigeon house where messages can be read Comes with the blackboard, people must have a way to contact those companies who offer recruitment or renting -and a tavern on freeports where you can buy Crewmember that spawn ON your ship, there is no need at all that they spawn in the middle of the island and have to follow us, especially if the freeports get more crowded. Crewmember selling guy asking on which ship you want to have them and if you buy them they will be there -if above is implemented QUIT farming events like x4 to not f**k up economy! Why? Because this is not ark, even it feels like it it got special needs to work, it's an MMO(Interaction) where the first M stands for Massive what means 'a lot' and so there needs to be a lot of interactions available (especially some not completely frustrating ones) And why economy in a pirate game? Because there is no piracy without economy.. Think about history ^^ Atm people have no reason to drive with a ship other than discovering or treasure maps, travels are long and not even exciting, encounters are rare and if then totally random. With economy you can calculate an encounter of you wish to have one, you can set traps or patrol routes of trading ships. And if lucky you will also get a reward for being a pirate! And you also have a reason to use ships which rizes the traffic on the seas because people want to get their peace of the trading cake and sell their resources or maybe they want to buy a super nice blueprint ship? Or a bred tiger! This economy change forces people to get out there for a reason, and make some money with what they have on their own island, perfect I tried to think about all the content to fit into the game as it already is so that there is no need of another wipe With those things implemented there are a lot of new opportunities even for new players and for smaller comps
  22. 1 point
    No I don't mean like that, if I did I would have said that. This topic is talking about how the Atlas Sub Reddit is a big reason this game is dieing. But it's hardly used by anyone, so it can't be a big reason. People are just making excuses and blaming the players for Atlas problems.
  23. 1 point
    I think they turned off 2x gold, because they knew i was going to post more treasure hunt adventures.. But little do they know, I need the exp more then the gold. So ha! jokes on them! But seriously tho. Steering wheel skins?? Is that what they are working on. smh
  24. 1 point
    1. automated ship routes. would add a shit ton of player content with just this one mechanic alone. trading routes. widely available piracy targets. more trade between companies and alliances. better and more convenient shipping. blueprint ships more accessible to the masses. 2(A). An entire re work of freeport grids. there is no reason for 4 cloned free port islands in the same grid. if anything it should be one large island with more shit on it. more detailed in the next points. 2(B). The player shops may be okay on peoples personal island but for the most part they were a joke. what is actually needed is a centralised Auction house on the freeport island, smack dab in the middle of town square, where you can list your items/materials alongside other peoples listed items for easy comparison and competition. 2(C). a dueling arena on the freeport island where you can go and have one on one or small group land pvp either by duel request or battle queue. would be nice to bet things on a battle or pay an admission fee where the winners get the spoils. (hell id even pay gold to watch that shit) 2(D). Bulletin boards and bounty boards. Would be nice to put tames up for sale, community events, and recruit in the actual game instead of spamming the chat/discord/forums. 3. tradable items that can not be crafted by players and spawn into the atlas only once. skins... hats... cosmetics... fuckin anything. purely for the sake of creating a "rare" market that will also be a way to hold wealth and show off without actually having to hold gold. (Similar to runescapes rares like party hats, halloween masks, santa hats and etc.) You did good with the bunny ears, keep em coming. now we just need the automated shipping and auction house to create the economy and streamline the market. Im really tired of repeating my self tbh... ive been talking about ALL this shit since the first month this game was released. You want a successful MMO where the players will stick around and buy your shitty micro transactions later on devs? id rather this game didnt die, take a fucking hint from what works great in other games please.
  25. 1 point
    They do have fast travel, that's what the beds are for.
  26. 1 point
    More ships. Like you would expect, you know, for a Pirate game. Actual use for Crew instead of adding a Zoo of tames. Fixing the claim system. Fixing the "endgame" content.
  27. 1 point
    Factions - Make 4-8 factions (e.g. swashbucklers, corsairs, imperials) and make a small cluster of zones for each faction as starter zones and safe areas. Everything else is lawless, golden age ruins, etc PvP faction objectives, add garrison control points in Lawless and the faction that controls them get specialized quests from outposts (like obtain a cyclops eye or hydra blood) and can access specialized vendors there (for cosmetics) Rewards or at least some reason for PvP. Kill so many players of the Swashbuckler factions Combining PvP and PvE systems into the same game. This can be done by making factions! Freeports - This is where you can turn in quests from the special quests obtained from the control point garrisons above Centralized vendor systems - an auctioneer type system like WoW. Animals pens you can purchase breed animals from Quality of Life- Being able to move great quantities of resources from one container to another container without popcorning Fast travel - once you've been to a Freeport you can now fast travel between them. Make Freeports every 6 zones or so
  28. 1 point
    Not being a regular user of reddit, I have a hard time believing that as a game's reddit goes, so goes the game. I think reddit is one component as it's certainly a social media platform that lends itself in many ways to the gaming community's needs, but E3, steam reviews, youtube vids, live streaming, media reviews, and believe it or not, good old fashioned word of mouth ("See kids, this is what us old timers do when you lot are texting and facetiming each other, it's super old school and it's called having an actual honest to dog face to face conversation. Someday you'll try it, probably when the power goes out."). There are more components than just reddit to a game's public face, especially when you talk to gamers over a certain age who have been playing games since before social media was even a thing (there are more of us than you think). Even if we accept the notion that it's all about reddit, Atlas's poor performance thus far would still be about more than just people being jackholes to each other. I have little doubt redditers are also talking about the game's functional and structural shortcomings as well as any perceived abundance of asshattery.
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