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Showing content with the highest reputation on 10/17/2019 in all areas

  1. 1 point
    So this topic always went down well on other forums I've been on. Figured we could give it a try here. Nitrado Xbox Server: Today I managed to finish my first sloop, the very basics anyway, I'll tweak it over time.
  2. 1 point
    Hello Xbox Players and welcome to the Atlas, i am Zottel from the Company Fairy Tail on EU PVE and i will try to answer some frequently asked questions about Atlas, and will also respond if you have other questions. - How to get Gold? There are many way to earn Gold but i will list the most common ones for you. - Shipwrecks: You can find procederly generated Shipwreck which contain gold and food etc. I recommend using a Diving Platform on your Ship to loot these. - Whaling: While PETA wont like this method,it is still an easy way to kill the monstrous Sperm and Bluewhale in order to get some Gold. The easiest way would be using a Schooner with 3 Ballistas on the back manned by NPC crew. -Treasure Maps: Treasure maps are awesome and bring loads of Gold,but you first need to find those glowing bottles on shores and beaches. As the common ones are quite easy i´d recommend doing those at the start,while Journyman and higher require you to have atleast a good tame you shouldn´t try those without atleast a decent Bear. Where do i build? This question will define how and where to settle and should be choosen wisely and considering what suits your playstyle at most. Own an Island: Sure owning an Island sounds great, but you need to pay an upkeep every 12 Hours and if not payed you will lose your island. While you can generate Taxes from Tennants and also stretch the payment period up to every 19 Hours, Tennants are a good start and will help you alot if you both Co-exist. Be aware of the fact that the 20% Tax are additive and your Tennant will still get 100% of what he farms, while you get additional 20% into your Flag/TaxBank. You can demolish stuff build on your Island within 24 Hours,after that you need to wait about 30 days till the decay timer destroys it. Lawless islands: As the name suggest, there are no existing laws. It has a rather fast spawning resources but you will also need to deal with neighboors and if unlucky end in a Foundation spam War,as this will be the only way to secure Land there. Living as a Settler: If you dont mind living for free on someone elses island,this will be your choice. Be aware of the Fact that the Landlord still can demolish your structures within 24 Hours after beeing build. But if you communicate with the Landlord you will most likely find a nice place and friendly people to get started with. Tames: To Tame a creature you will first need to learn taming ( Tier1 Tier 2 Tier3 ) to tame the creature of your choice. First prepare some Bolas and bow and Arrows, then find the creature to tame and dmg it till ~20% HP and you are able to use the Bola on it. Now feed them their preferred food till the Bola runs out and you need to dmg it again. i would recommend to wear Plate Armor and use a taming pen,as those will make the whole process alot easier. Seeds?: In Atlas you can get many different kinds of Veggies which you need to tame Creatures or for cooking some delicious pirate food. You will find those seeds by collecting the "wild" version of it and need to plant them with some poop in a crop plot. Be aware of the fact that it needs to be watered, fertilized and be in the right biome as you cant grow all Crops in all regions. How to sell or buy stuff: Most Blueprints item,etc. will be sold via a Discord server. But you will also be able to set up or find Playershops on Islands where you can buy or sell your goods. Ships and level: The level of ships is defined by the quality/ durability of the shipyard you use for the shipsceleton. For common shipyards the max. level of a ship is 42. If you do treasure maps and find better shipyards with high durability you can raise the max. level up to 52. From 100 ~120% durability your ship will still be max. level 42, but every full 10% more durability will bring you one more level to your max. level ships. Max level of tames: The max. wild level of tames is 30. If you dont loose any taming affinity and use the prefered food you can get them up to level 44 after taming. Bred tames can have a way higher level at birth if the stats are combined and im not sure where the limit is, but the highest we had was 120 after birth. The max. Level a tame can reach is defined by its wild level ( level after its been tamed ) x2 +30. A perfect tame ( level 44) will be able to reach level 118 that way If you have any further questions feel free to join our Discord: https://discord.gg/EYC7epU or write in the comments and i try to answer your questions as soon as possbile
  3. 1 point
    So whenever I do a server search, the game freezes and crashes. If I try to manually search through the list of servers, the game freezes and crashes. If I switch filters to PVP, the game freezes and crashes. I've wasted like a whole dam hour trying to connect to a server with my friends. I tried 2 different xbox's. I did a hard reset on each. Still not working.
  4. 1 point
    So yesterday I finally got around to breeding. I did it a lot in ark and thought that maybe I would try it here. Bears being the obvious choice as we had 2 perfect tame 30's itching to get it on. I spent the 4 hour gestation making sure I had everything ready to go once the little balls of fur were shat out in our tames pen. I spent almost 6 hours with them making sure they weren't too cold/hot with campfires and penguins. They hit around 20% and I figured I could get at least 3 hours of sleep before work. I go to sleep with 4 fires still blazing next to them and hope for the best. I wake up and log on to find that both of them froze to death and my penguins glitched through the foundation. It sucks wasting so much time for something to not even have a chance. Oh well, I will try again. Devs, if I could make a suggestion to breeding, make it to where once they hit juvenile that they get a fortitude buff so when the temps swing a little too high/low they don't die. I would love to no life this game but cant because I have to adult
  5. 1 point
    Hey man, so there isn’t a way to even access photo mode on the Xbox as far as I know but I know exactly what you mean by it won’t go away when you try to access your map! So what you do is pull out whatever ranges weapon you have in your hot bar and make sure it isn’t zoomed in! I have no idea why it breaks the game this way but if you zoom out on that weapon it will fix your map!
  6. 1 point
    Paragraphs are your friend. Use them. Wall o text won’t keep Mexicans out, but will keep people from reading your post.
  7. 1 point
    Just be a nomad and live off your ship lol
  8. 1 point
    Better read the patch notes then, I thing you missed a few hundred things.
  9. 1 point
    Hallo @Kluffi Hast du auch alle Ports geöffnet? Gruß lolman2079
  10. 1 point
    @Phoenix125 Another QoL suggestion. Can we have ASUU manage mods but have the option to not download them automatically. I like to shut everything down, do a back and then update mods as they sometimes tend to break stuff. But I like that ASUU checks and lets me know when a mod has updated. so maybe. ASUU managed mods: yes/no Check for mod updates every xx hours (1-24): 12 Install mods automatically: yes/no If Install automatically is set to no ASUU will check for mod updates and notify that a mod update is available, but it will only download/install the update if you click the "Update Mods" button.
  11. 1 point
    Okay, so this isn't intuitive at first. The hotbar that shows up while you are the wheel we'll call the "Firing Groups Hotbar". When a firing group is enabled, it's active to receive commands/orders. When it is disabled, it's not active to receive commands/orders. Think of it as earplugs for the crew for when you are shouting orders. So, when you do the command "Attack this target", the firing groups that are active/listening will do just that. Same with "Stop attacking/targeting", "Fire at will", "Board/Attack". Until you get to a point of trying to get cheeky with telling the left side crew to do something different from the right side crew, I would just leave all firing groups set as enabled. Now, if you tell your crew to "Fire at will", they will keep that command forever. Which is why they will start shooting fish, people, and the like when you are docking. You need to remember to issue the "Stop" command after combat. The current icon displayed on the hotbar is their current orders (Stop, Attacking target, fire at will, etc).
  12. 1 point
    Try https://exploreatlas.co.uk/explore/ It's kept pretty up to date.
  13. 1 point
    Thanks for responding quickly. I'm not saying anything was done maliciously. I was just reporting what was found. I scanned the suspected file again with Malwarebytes and it was also positive for the same infection. The previous version has no false or otherwise flags for infection. The virus may have come from something else, but it is slim because I only download tools for running my server and the infection only showed up in the update to AutoUpdate utility. It also was the only download on the server in over a week so the options are few. -Tru
  14. 1 point
    so windows 10 xbox play anywhere yes no maybe? Not like answering this is going to break the bank for anyone... jeeeezz...
  15. 1 point
    its an early acces game, you should have expected wipes.
  16. 1 point
    DOES THAT MEAN IF I SKILL ON RESSIST THE ship i can stay longer than 8 hours in freeport? as solo player it would be helpful so long pve is ooffline ! only like the game for sailing around the world and dont get griefed by a poor sausage while im offline.
  17. 1 point
    Sinking ships sitting anchored is one of the reasons I barely even log anymore. Who cares how realistic it is it's just stupid. How about get some balls and just engage in actual ship to ship and stop slinking around like a little bitch looking for defenseless things to destroy so you can make yourself feel like a big man? Agreed with this. Once the green goes to white you are good to go about your normal life without worrying about some jerk destroying your stuff offline while jerking one off.
  18. 1 point
    At least a sinking ship shouldnt be immediately become salvageable to anyone. Give it a timer to to combat the silly griefing and popcorning.
  19. 1 point
    I've used it with the npc's on the ship now and it's pretty damn good. The left joystick Does up and down sails and controls sail direction too. And I managed to actually reverse the ship and park it just using the joystick now, I used to need to do wasd. Also there is nothing stopping any pc player from using a controller, I do.
  20. 1 point
    Ive been using the xbox controller since the game was released and it's been fine. I've been testing the new setup in single player too and the only thing that is slightly slower than mouse is moving amounts in your inventory. The rest is the same.
  21. 1 point
    Have you ever thought of , I don't know. Maybe getting a private server for you and your friends to invite others to where you can boost your harvest rates and do what you want on it without the 123 griefers and such? Yeah that's a thing, maybe ask your friends to chip in . We ran into the 123 griefers, we killed two off, an hour later they came back way higher level and knocked us out to grief us and just be jackasses which atlas will never fix. Ah well. Thank GODS I go onto rp servers where there's nice people, battles are set up and harvest rates are boosted, SUPER fun.
  22. 1 point
    This. Fortitude needs to be boosted a little imo, but torpor is a good mechanic and i hope it stays. It's the perfect counter for people who just build massive hp pools tanking everything and adds a different aproach to kill someone, i like it.
  23. 1 point
    put more points into fortitude and you will be surprised how many hits it takes to KO you.
  24. 1 point
    99% of the ship losses in PvE are due to illiteracy in regard of game mechanics, but not the game mechanics. The issues begin with inadequate ship building. Many players tend to overload their ships with bunch of useless elements. Then the disaster continues with inadequate sails choice. Moreover, many players don't give a dime about things as border approach angle, wind speed, wind direction, optimal load percentage etc. The cargo ship is the easiest design in the game. All you need thee is a bare minimum - e.g. on galleon you can place 3 decks in total without any functionality loss. But loading 52 cannons on a gally plus 12 extra ones on the ass plus balistas etc and having this ship as cargo one... A ship like this is like getting married to your sister - you can do it, but its not right... Below I will put a list of FMPs (frequently met problems) which I have witnessed during my 3100 hours in the game. FMP - overload. The maximum load a ship should have is 75% w/o cargo boxes or 50% with cargo boxes. The optimal config is 4 cargo boxes on Gally as you can have low load ratio, good amount of cargo (32k metal/ingots or 100k wood) and still maintain normal speed. FMP - bad sails choice. Currently the best choice in the game are the handling sails as especially with good ones you match speed sails speed-wise and yet - you are practically wind independent due to their effective angle. Ofc, you should place 6 of them on gally - a mix is the worst decision you can take as you gain no benefit, but accumulate the downsides - increased wind dependency due to the low effective angle of the speed sails and lower speed if you don't have top acceleration handling sails. FMP - bad planks choice. Use the highest possible BPs you have. Even generic BP planks crafted with no extra Intel skill will give you extra durability for free. E.g. 110% generic gally BP plank will give you 1200 durability above the base of 12 000 - effectively 13200. Every dura point is useful and increases your survival chances. FMP - incorrect ship leveling. A cargo gally should have resist to 140-148% and all the rest in weight. This allows you to have any incoming damage significantly decreased and as a result - increased survival chance without losing much cargo capacity especially now as cargo boxes decreased the importance of having maxed out load. FMP - REPAIRS and spare parts. Unfortunately, this is widely neglected. It is not a rare occurrence to meet a ship with planks at 30% durability. Mentality "If they are not leaking - then no problem" is a highway to the bottom of the ocean. Another issue is that many players don't carry enough repair resources. I have witnessed how a ship went to the bottom due to a storm because his owner had not enough wood to repair the ship and as well - neglected the repairs in time. As an addition to this - he had no spare planks to replace the leaking ones that remained damaged due to the lack of repair resources. As a golden rule you can accept having extra 10% of the planks count as spare parts - for gally this is 8 rounded up plus a spare Ship Wheel. A spare deck and sail are not a must imho due to their higher durability. But having spares won't kill you. FMP - Neglecting the "Captaineering" skill tree. It is one of the most important ones and mandatory for every ship driver - especially the Ship Maintenance tree. FMP - Border crossing approach angle and correct route planning. When you are about to cross the zone border, you should do it at angle of 25-30 degrees. This will allow you to jump back with minimum maneuvers if you meet storm, 2-3 groups of SotDs etc. That applies if you are jumping grids in the middle of the border. If you have well planned route, then you should sail your cargo ship by the border and there you can cross at 90 deg. With this angle of approach you can easily change the grid again as you will have a border very close to you. FMP - lack of knowledge of core sea based mechanics. Tornadoes do damage ONLY if you pass through them. Because galleons are not very agile, the best option is to stop and wait. Using this tactic, you can get lucky and miss all tornadoes or get hit by one or two - something that any timely repaired galleon can take with no issues. SotDs do not spawn by the border - usually they are there because they followed another player ship and they lost their aggro by the border. Same goes for whales. Now some useful information - SotDs and whales have top speed of 6 knots. If you can maintain higher speed than that, you should have no issues with escaping. This can be easily achieved with proper ship building and load ratio balance. Border crossing load times are not a problem too as your ship keeps sailing even if you don't see it. If you crash at this time - your ship keeps sailing as the game counts you ingame for about 90 seconds. So, with proper speed you will be able to loose the chasing SotDs. But if you cannot run away from a SotD or whale - you are doing it wrong. And devs are not to be blamed here. By avoiding the aforementioned FMPs, my losses in sea are limited to a single plank on a galleon and 3 on brigs since the wipe. I lost a plank on the gally when I was literally stuck in SotD gally due to MY BAD CHOICE of ramming angle and it took me some time to split the ships so I can move on. The brig planks I have lost were again due to bad decisions on my behalf. As a conclusion - learn the core game mechanics, apply the best practices and learn from your own mistakes. And do not blame the devs for your own mistakes, neither cry for more player protection. They sell a game, but not brain. P.S. Ramming a SotD at steep angle is an effective way to disrupt their barrage as you spin them around - especially if you hit them with gally and this gives you precious seconds to set a distance between you and them.
  25. 1 point
    Shelling from shore and watching skellies crumble as a result is also very much part of pirate fantasy. There is an easy exploit fix without removing the ability to do it. The solution is very simple, the XP should not come from the mob, it should come from the method used to attack the mob. This is something the game clearly knows because you get XP per dmg, and it knows the dmg types on a hit. Do that and now if you want to use easy but fun ways to murder skellies you get less XP than if you go wading into mobs naked with your fists. And since it is so damn easy to wack a mole with a bear using one should also get nerfed XP.
  26. 1 point
    Maybe the devs don't want you abusing AoD with ship guns and skipping straight to level 30 by bow fighting for a map? Maybe they want your "adventure of a lifetime" to be... an adventure?
  27. 1 point
    I agree to a certain extent. At least when anchored in shallow waters ships should not sink completely beyond recover and repair. It is ok if damage can be dealt, however allow us to repair the ship so that it can be saved. IRL ships sunk near shipyards/harbors could often be recovered and repaired.
  28. 1 point
    While I agree they need to fix it, there is a certain element of seamanship that everyone should be using when crossing a zoneline: Don't blunder in at a 90 degree angle, instead turn to a tight angle with favorable winds before crossing. I usually blunder through with my Galleon, partly because of the poor maneuverability and excellent survivability, but when crossing into Golden Age or Polar regions, this is still something I do. If I find myself in a more delicate ship, I generally use it everywhere I go. The 10 seconds of extra time is worth not finding yourself in the middle of three galleons, a monstrous sperm, and a cyclone in the freezing fog.
  29. 1 point
    All you turtle speed hauler create this problem, they dont (all) spawn at the boarder, mostly they get kited there by slow moving ships. Faster ships loose aggro way earlier. SotD at boarder are bad, polar whale at boarder are worse. We sail with spare planks ,deck and wheel for a reason. 15 seconds peace periode will not be enough for some PCs. But you can avoid this problem by spending RL money. I only need like 5 seconds transfer time normaly.
  30. 1 point
    I like the idea of pigeon / crow post for BP's and maps. (light paper based items) And they could use that as a reason why that shop has the prices of materials all across the Atlas.
  31. 1 point
    Maybe a mix of both. Let Crows deliver BPs And small stuff or put a weight Limit to them. And if you buy a tame via auction House it tells you where to pick it up or it gets delivered by a player. Or be able to Send it from free Port to free to freeport
  32. 1 point
    Again: if someone takes the time to deliver that last resource to your local free-port, is that not worth anything. Far flung resources should cost the lazy players more. That way someone might even earn money just buying and selling between different free-ports. = more trading. = more to do in the game. = a better game. The very idea of an instant teleport shop is just ridiculous. And just because someone else has done it does not make it less so.
  33. 1 point
    Thats just lazy, Instant teleportation of materials around the atlas, no thanks. A game with a dynamic economy is for more interesting.
  34. 1 point
  35. 1 point
    The point of this post is good. I see some replys asking why he wants to make the game even easier? It's not that he wants it easier, he's trying to create maximum pvp engagement to make it MORE FUN. Which will bring more players to the game making it even MORE FUN. Which creates a positive feedback loop, which in itself creates the success of the game. Progress is EVERYTHING in this game, so losing that progress to start over just because someone found your stuff while your offline. Creates no sort of creative difficulty of any kind, it causes you to repeat things you already have, like building another galleon, that's not difficult it's just time consuming. Also I've done a test, of the games defences, there all terrible. So if your logging off at all during the 9hrs your risking all your progress that's on that land. There just needs to be something, to save the progress of small company players. The whole settler idea is good, but big companies dont struggle with upkeep, so there's not much incentive to protect their stuff as the island owning company. I think ships not being able to be sunk, and even a small personal Freeport bank npc would go a long way in helping the little companies make this game fun again. There WERE a lot of players in this game wanting to do small companies, alot of them have quit, and the only reason I've been able to keep my progress since the wipe is Freeport tames, and a brig at 200% resist takes 16hours to sink in Freeport. Since my progress is relatively safe, it makes game progression fun. If I was progressing on a claim, it wouldn't be, because I know everytime I log off in battle time, I should expect it all to be wiped when i come back. So whenever something is working towards this saving progress of players that want to play with themselves and some friends, and not have the entire game done for them by a big company. Why I think they should model it around small company, no land claiming, and just living on lawless and freeports, then up to bigger companies keep land, and can have settlers. Do a small Freeport bank, and make ships unsinkable ,but raidable while offline, and smaller companies have a way to play the game. Atm if your not in a Freeport, as a small company, your stuff simply isn't remotely safe, doesnt matter if your defence cost 10000 gold a day, it wont stop players
  36. 1 point
    I agree, there is no way to protect ships from bored trolls passing by. Stone gate is one broadside+game over, so ship hangars dont help. 9hour combat window is not giving any troll protection as well. Anchored ships = invulnerable would be the perfect solution. Wouldnot hurt open sea combat but prevent offline lolstomping
  37. 1 point
    I have to admit the griefing of anchored ships in this game is getting kinda old. Litterally planking a ship. Having it sink and popcorning it by demolishing the decks is kinda crap mechanic wise. Building giant aids harbours is just making the game lag from the number of entities people are using to protect their very very vulnerable ships. I agree that there should be a way of saving green anchored ships after being planked. Atm they are too hard to defend without aidsing up the spot you intend to store them in. The idea with having them at 0hp is pretty good in my opinion. I would be on board with this as long as the cost of repairing a fully planked, green anchored ship is the same as the cost of rebuilding those planks. So a fully planked schooner will cost you 15 k wood, thatch etc or whatever to repair. This way the levels on that ship arent lost. The cost of fully griefing that ship would also be more balanced in cost as rebuilding it from scratch costs. Hitting unprotected ships is just PVE. Theres no risk to the griefer. Its a pretty shit flex imo. You didnt sink anyone in pvp. You just pve'd a bunch of npcs and sank an unprotected boat. Ur just a wannabe mlg tryhard. Try fighting actual players. Just my thoughts. Its cool if you disagree.
  38. 1 point
    It is NOT pvp anyways with offline ganking of unprotected, docked ships....that is merely griefing. Clearly, you are a griefer if it bothers you so much. We shall eventually see if the DEVs plan to design the game to support you "griefers" or if they plan to address griefing and make offline sinking of ships impossible... Hey, if you don't like it and just want to cry about it, go play a hardcore PVP game then...Altas was advertised as an online sandbox with both, PVE and PVP elements intertwined. Hell, if you "griefers" got your merry way, Atlas would have to have its advertising changed to: "ATLAS...spend all day building ships to have high-stakes pirate combat but then awaken the next morning to find them all sunk by griefers. So, get your money together, because you are in for one hell of an adventure. Join today...because tomorrow might never come!"
  39. 1 point
    because it's really not gamebreaking, at all, it's a bookshelf... honestly of all the bugs and hitches in this game, that's the one i've never even given a second thought to, we're 5 months into Early Access on this, patience is key. besides if previous titles show what's coming you're going to be starting all kinds of ranty threads.
  40. 1 point
    If you put the gateway first, walls will snap into it. It's a good idea to build around your gate.
  41. 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
  42. 0 points
    Aye, it is indeed a frustrating bug and one we've got in our pipeline to tackle. Unfortunately, I don't have an ETA to share at this moment but it will be fixed.
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