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Showing content with the highest reputation on 09/07/2019 in all areas

  1. 3 points
    Yeah it is quite annoying knowing you are getting all crap from 99% of the ships you see. The worst is sinking multiple lvl 60 galleons in a row any only getting mythic ballistas, catapults and dingy docks oh and a ship cannon! Wait its 100% damage. Why god why?
  2. 1 point
    so was reading the road map and saw the devs are looking at vastly increasing the time players spend at sea and thought that was a great idea so i figured i would list some suggestions that would personally see me spending alot more time at sea then i currently do. please note i only really play on single player so alot of these suggestions will be with that in mind. first suggestion: a fleet system for single players to command up to 4 ships of a lower class than the one they are on. as a single player i hate the fact that theres no real reason for me to have more than one ship and when i go somewhere i can only bring one ship at a time. i would love to mount massive expeditions with a fleet or even just to send my fleet on an expedition to another island where i have a base without me. for this i would suggest giving captains the ability to tell an npc captain to follow another ship and "protect" it. to make this fair i would suggest limiting the number of ships that can follow any given ship to four and make it so they have to be a lower class ship so you dont have to deal with four galleons at once. i also suggest giving the option to tell npc crew to sail to specific islands either by themselves or with their fleet. this would enable you to get your ships from one island to another with relative ease without you always having to go with them. flotillas instead of or as a part of ship bases. so one thing i am afraid of is that this game will forget its piracy roots and start going off in a weird direction where all the sudden we have floating castles instead of ships. one way i think this can be prevented is by allowing for a flotilla type base system. this would essentially be a large gathering of your ships at sea that you can travel to and from the different ships via dingy or rope bridge you could connect them with. i would suggest making it so you could assign certain roles for ships. for example have a ship that acts as a naval farm that is responsible for growing crops on the deck and having a ship that acts like a mobile hotel where the crews of the other ships can sleep. make a deep sea anchor that acts as sort of a claim zone at sea and create a system where players can create a mobile self sufficient naval base that uses multiple interconnected ships and the fleet system mentioned above instead of just having one giant castle on a floating raft. to deal with the need for going to land for getting resources i have a few ideas. one is attachments for your ships that passively gather resources that "float by" like a net for fish and cargo. another is by creating trade ships that you can supply with coin and order them to travel to a free port in order to trade for the resources you need. i really like this idea because it poses the risk of not only loosing the coin if the ships of the damned sink your trade ship but also losing it to other players if they decide to play pirate and attack your merchant ship on route to its destination. the more ships you send as an escort the more likely your ship is to make it back alive but the more you have to loose if pirates attack. creating a real risk to doing things the easy way. also to prevent seas from being to crowded have a max number of active flotillas per shard and if necessary limit flotillas to shards with no islands like the ones i mention below. as for exploration some times less is more when it comes to end game exploration. it is always nice to have an island near by when sailing the seas and it certainly makes you feel safe but one of the thrilling parts of exploration is the fact that you dont know if you are going to find anything or if you are going to make it back. for end game exploration i would suggest creating a situation where the further you move away from the center of the map the less islands and resources on the islands their are. make it so at the far edges of the map you are dealing with mostly open seas and desert islands and even entire shards where theirs nothing but water. and at the furthest edges of the world make islands rare but also make them the richest in resources and big. this would create a system where you truly have to plan for and look for these islands and when you do find them you would get the genuine sense of discovery and accomplishment that comes with discovering a new world. also to really hit home the fact that this is undiscovered land make the flora and fauna seem different than anywhere else on the map. almost alien to what you would expect to see given what exists at the center of the map but not so alien that it looks like something that should not exist on the same planet. also make it so unique variants of certain species of animals appear only on these far off lands. this would allow peoples tames to show where they have been and give them more of a reason to explore. examples of unique variants can be anything from variants of the animals with a different color scheme then what appears in the wild like a wolf that has a color scheme that resembles a fox or zebra and for the rarest of beast variants give them some kind of special ability others of their species dont have like a wolf with a howl attack or that gets a stat boost at night and during a full moon. under water caves, temples, and lost cities in the open sea. so one thing i noticed as soon as i started playing atlas is how cool it is underwater but also how there is little to no reason to explore the vast landscape of the ocean. to remedy this i would suggest creating underwater temples and lost cities where you can find rare resources and treasures if you look hard enough and i would also suggest having under water caves that lead to large chambers that air has been trapped inside where you can find some resources and even build a base. this would create incentive for exploring the underwater areas and offer more areas for people to set up bases in secret which given the limited land area is desperately needed. also and this is important. make sure these cities, temples, and caves dont show up on the map. these are lost cities and temples and undiscovered caves after all. so giving players an idea of where to look for them would sorta ruin the whole point of the discovery. and finally carrier ships for tames. this would be a class of ship that is used specifically to carry tames either for transportation or combat purposes. it would have a big door on the deck you could open to enter a large space underneath where you can store multiple tames and if possible a partially submerged deck for storing sea tames although this one would be harder as you would need to make it in a way thats believable so people dont question why their ship does not sink. one reason i spend alot of on land is because thats where my tames are. a ship that you can assign to your fleet via the system mentioned above thats sole purpose is as a carrier for tames would go a long way in limiting the amount of time i spend on land. i saw on your road map you guys are looking at making tames less important. i personally think this is a mistake as one of the biggest draw to these kinds of games is the tames. instead i would suggest better implementation between the tames and the naval aspect of the game to the point where tames can almost be seen as an expansion of the naval combat. a ship class designed specifically for combination naval tame combat would go along way in achieving this. now you can already pretty much create tame carriers given the ships and ship building system that are in the game already. but i think a ship built and designed with this aspect in mind could do alot more. it could have extra hatches specifically for launching your tames from the top, front, side, or backs of your ship or even using some of your tames with ranged attacks as turrets. and given your road map mentioned a boarding meta game i think theirs a lot that could be done in that regard as well. after all who doesn't want to board another persons ship while mounted on a wolf with a pack of wolves following them. i even have an idea for design inspiration for the ship. make it an ark. how cool would that be! of course i dont expect all or even any of these things to actually be implemented. but if they manage to give the devs any ideas or insights into what their players would like to do at sea then i will consider the time spent making this post worth it. also if any one has any ideas they have that they think would make them want to spend more time at sea please post them below. also i apologize for any misspellings or poor grammar in my post. i have a disability that makes things like grammar and spelling very hard for me to learn how to do correctly so bear with me.+
  3. 1 point
    Maybe he just needs to branch out a bit.
  4. 1 point
    Sulfur you’re in your 50’s and retired from both the Navy and Software Industry. So jelly rite nao.
  5. 1 point
    *Looks up from his post in the bushes outside Olivia Munn’s house, Cheeto dust on his face. He notices belatedly that the bottle of Captain Morgan is still in his hand and quickly puts it behind his back. Coughs awkwardly.* Yeah. Sure. Lets go with that. I was just sitting here uh, talking to my friend Mr. Japanese Maple (Olivia has expensive tastes in topiary) about the recent population dip on NA PVE. So far he’s noncommittal on coming back to the game, but he did say something about wanting the devs to put more nitrogen in the soil. *hiccups*
  6. 1 point
    Is that Thing allowed or so we Risk á Ban?
  7. 1 point
    I am really surprised nobody has done Friggin in the Riggin by The Sex Pistols https://www.youtube.com/watch?v=Dh_i7nZT_Qs
  8. 1 point
    Atleast we know it will be reworked at some Point And im really looking forward to it^^ now just wait a bit And Hope they do something Nice with speedsails And its retroactive XD
  9. 1 point
    Craft Yourself some wooden Chairs close to where the NPCs are And let them use These And so you can get them up top bit by bit And also able to pick the Chairs up for the next tower^^
  10. 1 point
    you could always build a elevator to get them up there, but what I usualy do is build a cheap thatch ramp to get the close enough so I can put them on the cannons.
  11. 1 point
    Never heard of this option. Doesn't steam have an option for saving game files? Wonder if this feature could be leveraged and shared. Dunno. It does seem logical that all files for this are saved locally and could be moved.
  12. 1 point
    The harder you make ships to build the less you'll see at sea because people will not want to lose them. They have already stated part of the roadmap they want people at sea and making ships more accessible is part of that strategy. If they can find a way to make boarding and capturing ships much much easier I am willing to listen. At this time I don't see them doing this.
  13. 1 point
    Please do not balance your content around single-player. Thanks.
  14. 1 point
    I am not at all opposed to the very highest tier being ultra rare in this fashion. I think it would be cool and make them truly memorable. For all that is worth criticizing about Atlas, if this is WAI, then it gets 2 thumbs up from me.
  15. 1 point
    Saw the loot too now as it seems item are scaling with the Quality of the map,After collecting about 300myth shipyard BPs,i have never Seen One above 201% And they got a 244% BP out of the map.while its Quite Useless unless you Dont wanna spend too much for int gear it kinda gives an idea of how high some blueprints can roll
  16. 1 point
    So this is what people do when they don't play Atlas. They talk about how many people play Atlas.
  17. 1 point
    By this, Percieval means, he asked for a feature request which I responded to him: Possible sure but not certain on whether it's something we'd likely do at this time, but will note it down as a request. Which is par for the course with a lot of the requests we receive? Is said -suggestion- possible? Sure. Is it something we plan to do? We'll have to consider whether it fits into our plans or whether we can justify allocating the resources towards it at the present time. Are there other things we need to work on that take more priority? Most likely. Single Player and the other game modes won't be forgotten, they'll grow as the multiplayer game does, however, our design/balance will be based on the multiplayer version of the game, and we'll be targetting fixes towards that mode (some of which will impact SP, some of which may not because those problems may not exist).
  18. 1 point
    To raise/educate you break wills. You need to do it to tames, devs need to do it to us!
  19. 1 point
    a little feedback about the ice box 1. it doesnt generate ice if someone is not in render range - this has to be a bug 2. it doesnt keep food from spoiling any longer than salt -given the pita it is to make and transport it should definitely offer much longer preserving times 3. its too heavy to transport in large quantities at 1.2kg per piece for it to be a good alternative to preserving salt -lower its weight by alot 4. stacks of 100 instead of 500 like salt make ice management 5x more complicated than salt. like this its set up to be used pretty much just for breeders and as a salt alternative for the few in the polar regions, which is a shame because its a nice idea. But too niche for general use.
  20. 1 point
    I don't think anyone in my company has really tried using it due to its current setup.
  21. 0 points
    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
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