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Showing content with the highest reputation on 12/09/2019 in all areas

  1. 1 point
    As long as I back for a while, I decided to practice my English more reopen my feedback thread. We still in early access, right? So all bugs and issues we find - are good help for devs. If they still reads this forum. Anyway. 01 - My bear still don't wanna travel with me in my boat. Instead he just jump out and flies behind my vessel. It's weird. Anyway one of possible solution is in this message: Special boxes for ship insides. One for tames (little ships can carry just small ones), we put them there and all fine (we don't need even physically show them inside, make it just cage with custom tames animation). 02 - Temperature and rain/snow are not friends at all. I mean we've got absolutely weird situation in Tundra when it's -20'C (-4'F) and it's raining. It must be some horrible deadly icy needles rain right? But today I met +25"C (+77"F) with snowfall. Couldn't imagine what king of snow it might be, but... yeah, it was strange. What if there would be raining in tundra when it's above 0'C (32'F) and snowfall if it's below? 03 - When you set sails just alt-tab for a while, go youtube, and start this: Then go back and start your long sea journey. I guess that's THE experience we need in game, all this relaxing Jeremy Soule-like tunes : ))
  2. 1 point
    We are tired of that Bugusing in EU PVP. Our enemys flying with gliders and carrieing explosive Barrels to our Island and place them into our Tame Buildings, or in our Peacetime. I wrote already a ticket, but only i only get a standart comment... our Company is sick of that problem! DEACTIVATE IT, or fix that exploid... Is THAT THE GAME?! A pirat game with only gliders.. few our members stopped playing.
  3. 1 point
    Market place where you sell goods to NPCs in the freeports who sell that onto other players. Perhaps you could have an option to rent a market stall for yourself to sell goods to other players and NPCs. Would also be good to see NPCs wandering around in multiplayer sessions because right now the world of Atlas does not feel very alive at freeports.
  4. 1 point
  5. 1 point
    this is totally *******, we just spent the better part of 4 hours trying to clear a level 20 map, it cost us 1 elephant, 3 bears, 2 wolves, 4 people in plate with the 2 hander, and a lanky boy that I got stuck in a sign. Even with circling the spawn with signs to block them in and control them, even with clearing the pack a number of times, we just kep getting the bullshit message about there being x number left, or worse, I would go in to dig and the whole pack would just spawn in my face . Not being able to grenade, puckle, greap shot, or even shoot with a carbine this is simply stupid design, even with dodge to avoid the power swing, there are just too many of them you dodge one to get slapped by the other, and if you kite them out and takle them in more doable numbers you take to long and it respawns in your face. This needs addressed as soon as possible, cannons , grenades, balistas, all of these things should work its stupid they don't, if some players or groups of players are abusing it some where else to super level ships then block that action don't hurt the rest of us because of them.
  6. 1 point
    Could we have some more new tames added, would be nice to see it as varied as ARK is tame wise and also could you spawn in more colourful varities of animals. -- Buffalo -- Camel -- Zebra -- Owl -- Maned Wolf -- Lemur -- Gorilla -- Otter -- Cheetah -- Chimpanzee -- Kangaroo -- Jaguar -- Okapi
  7. 1 point
    Just built a schooner. I put everything on it that would fit easily. Loading an elephant, some supplies. It was about half the weight (this is a modded ship, so would be more for a regular). I went out and collected a few resources. Adding just 1k more weight noticeably slowed the ship. Ya, you really can't use a schooner as a base because it just slows down if you add anything more to it when you are out exploring. I love the schooner for treasure hunting though, since it can get into all the harbors and most shallow areas. The Brig can't do that. Also Atlas is not just an mmo. The official servers are what some would describe as an mmo, but not like most, but the game also has other modes you can play it in. I can play single player. If I want someone to join me on an adventure in my single player, I can launch it as non-dedicated. I personally only play the single player mode and think it is an important addition to the game. Until the game is out of Early Access, it is the only way I'll be playing. I'm waiting to see if the game becomes something I'd play on a server (my preferred way to play games). If it never meets my expectations, I'll never play anything but single player from now on. If Atlas is ever changed to be more like a typical mmo (player is not in game when you are offline, etc.), I'd play the mmo version. Right now, I don't consider Atlas to be an mmo, more like they found a clever way to extend a low population server game to have many more players, but in the process did not add any of the typical mmo features.
  8. 1 point
    Motik, a schooner isn't big enough to live from, if you put all your crafting benches etc on it you wouldn't be able to move. even a brig is barely big enough and still retain a good sail speed. And I recently built a galleon solo and it's taking forever. Also my point is if you get rid of too much land there will be nowhere to put the shipyards. And games like this where you cant build get boring very fast.
  9. 1 point
    Still not fixed?? .. Was reported long ago.
  10. 1 point
    An acknowledgement of the ticket is just standard procedure, your ticket is not closed. One of our GM's should get to it soon.
  11. 1 point
    I'm salty too. I stuck with the game for maybe six months. Got tired of my wife complaining about the boring sea trips just to kill a few army of the dead for treasure maps. She loves to kill stuff, but there just isn't enough killing in this game to keep her happy When I did play with my wife, she would play with me maybe 1/4 of the time. I would tame up some bears. Make a good schooner or brig, collect a bunch of treasure maps and we would go out killing and collecting the treasure. This was about a year ago. Back then, the game was half fun, half frustration. If she logged out on the ship, sometimes I'd run into problems with that. We lost tames when loading onto ships (this is now fixed thankfully). We would find treasure, but find we couldn't get to it with our bears. My wife hates dying, so we would skip those maps. Occasionally an alpha would kill us. Then a server would shut down when everyone got bored with the game (we played the unofficial so the grind was less). Just seemed like there were better games for her to just be killing stuff
  12. 1 point
    I think they could use the land for more buried treasures and add the pirate encampments to them. I don't know why they have multicoloured ships of the dammed, not a fan of them to be honest. Why can't we have the real ships that we currently make? Add them into the game the same way ship of the dammed are now, put NPC on them that fight back and make it so we can board those ships to take anything they have on them. I'd much rather they changed from companies to factions though, that would make it easier to help out others and make pvp and pve in the 1 server, each faction has their own place on the map where you start out. The freeports could be used for all faction members to meet up and if they had events on they could have the festival atmosphere like they show in their videos that was supposed to be in from the start or so we thought. So many ideas they could come up with for this game but they don't seem to listen to the way the community wants it to go, it's their way or the highway and many chose the highway, it's about time they learn from their mistakes.
  13. 1 point
    Again, the objection I have to fast travel is that if the game is marketed as being pirate oriented, and I agree that for a game we are told is the ultimate pirate experience, there is actually no opportunity to engage in piracy (look up the definition of piracy, it involves hijacking of commercial shipping by force over water), then sailing would be a core activity of such a game. If the game is doing poorly and large chunks of the playerbase are complaining that sailing is boring, the solution is not to create a workaround which short circuits a core activity, but to improve your content in ways that makes that core activity more appealing. The reason why I don't think fast travel is a good idea for Atlas even if that is accomplished is a phenomenon common to gaming and gamers which developers are aware of, but that gamers themselves tend to be extremely poor at perceiving. Many gamers, when confronted with an aspect of a game they find too challenging, boring, or taking up too much time, loudly call for changes to alter the experience to tone down the challenge, shorten the time investment etc etc. They most often fail to realize this has the consequence of accelerating their journey to complete boredom with the game. Especially with the MMO genre, it has been proven time and again that no development team, not even the well funded behemoth at Blizzard, can produce content faster than most gamers can comsume it. This means that time sinks and higher levels of challenge difficulty are necessary for the long term viability of any MMO. For Atlas, that would be allowing fast travel. Letting players zip back and forth across the map would only accelerate the speed with which they reached a point their boredom with the game could not be reversed, and this is assuming the present lack of meaningful content were actually eliminated, which it has by no means been. Let me be clear, this isn't me saying "you can't have fast travel because if you do you'll suddenly be more likely to notice they haven't put much actual content in." this is me saying "Look, even IF they put in a bunch of meaningful content, allowing fast travel would inevitably lead to a large percentage of the playerbase just becoming bored with a game they might otherwise enjoy." The random encounter you never expected while moving from point A to point B can often be some of the most memorable and rewarding gaming experiences most players have in an MMO, and while fast travel looks appealing, in the end the cost of the conveniance it offers is acceleration towards tedium. This game desperately needs to make sailing less boring because sailing is the very thing you should expect to be doing most of the time in a pirate game, not riding a bear or an elephant around while you build a base and attempt to breed veliceraptors under another name. Spare me the argument it's pirate/fantasy, yes that is a loophole that lets you shoehorn other things in, but if you don't think the majority of your prospective players are here primarily for the pirate experience, you haven't been paying attention the past year. The game is failing because you aren't providing that experience, and the one you are providing isn't at it's core holding people's interest.
  14. 1 point
    Happens to me all the time. You'll have to tell him to follow you, then get on the sloop and after some fumbling around the sides he'll get on board.
  15. 1 point
    There is no debuff or any perma death as far as I know any more it got patched out awhile ago So IMHO it is optional as of now
  16. 1 point
    Nah They remove bases And Give us tents
  17. 1 point
    Not much chance of community engagement here, they prefer the social media platforms where any comments they make are buried under the dung-heap of comments 5 minutes afterwards. It's been almost a month since anyone at grapeshot posted here on their "first point of contact" official forums.
  18. 1 point
    TLDR: Npc's on swivels are broken, disable them to be mounted onto swivels. I've talked to a few people on this subject from different companies now and pretty much everyone agrees, please remove NPC's from being able to sit on swivels. Having a device that can be placed behind a doorway on a boat makes ship boarding difficult if not impossible. It's something that either needs to be policed as a bug (along with putting the captain's wheel inside a box) or taken out of the game. The easiest way to fix this problem would simply be to not allow NPC's to man swivels. That way, you can still defend your ship but you need a player to jump on the swivel if someone boards your ship. I think it would at a much more interesting design to ships in consideration for where you might need a swivel placed to create a "kill box". Additionally, it opens up a myriad of different ways in which you can attack a ship (especially with the new harpoon changes). I could get close to an enemy ship and have a few of my crewmates jump over to the other side to engage the enemy in swordplay on their deck, meanwhile its chaos as the captains are still fighting on the wheel to shoot cannonballs at eachother while the melee breaks out on either or both of the ships. This would lead to a new meta when it comes to NPC's making them more useful for fighting. Now the CODE RED button actually would mean something as if someone jumps on your ship you may decide its time to get your cannoneers to focus on the problems on your deck. This also creates a new meta of actually arming your NPC's with gear and swords. Currently, people just put ncp's on stations without any kind of gear on to save weight. Instead people might keep an extra reserve of npc's with gear on board just in case someone manages to glide on to their ship. Even when it comes to giving your NPC's new stat upgrades it would make a huge difference between fighting a level 100 with a bunch of additional melee damage and an upgraded sword vs the current meta which is simply all npc's are leveled into health as they will never leave their station. At the very least, npc's on swivels should be taken off of ships. I understand the intent especially for using them on another boat, but I think that it would make the game far more interesting and pirate-like to have people grappling over to your side to get in a scrum. Lastly, I wanted to touch on swivels on the ground. This is more of an optional change as I don't want to take away from the main issue which is swivels on ships. In that same right, however, I think that swivels have no place on the ground being manned by NPC's either. When it comes to base defense you can use puckles, catapults, and harpoons for defenses. The reason I find this so irritating is that people are building large bases on top of pillars that even if you manage to climbing pick your way to the top, they have full swivel coverage that stops you from being able to actually do anything. At least with puckles you can tank a few hits and find a position to use your grenades. With swivels, it's 1 shot and you're done. I''m open to any other input people may have regarding this, but I think it would make this game quite a lot better if we were to take NPC's off swivels and let players actually have some pirating fun. I hope the dev's see this as they don't often seem to care about posts on this forum. But hopefully someone will be able to catch their ear!
  19. 1 point
    All are pirate based foods/drinks and what pirates really did eat and drink Drinks: Brandy Port Sherry More rum based drinks Coffee Tea Root Beer Food: Salted meat dishes (food) Oatmeal Foods with Butter in Foods with Cheese in Bone Soup Black Bean Hash Pancakes Waffles Croissants Muffins Yogurt Granola Sausages Caesar Salad Grilled Trout Grilled Cod Grilled Salmon Scrambled Eggs
  20. 1 point
    1. If that happened in lawless region: Your fault. Lawless has no peace timer, and isnt supposed to be your forever home. 2. If that happened on a claimed island: Your fault. Combat time is 9 hrs a day. You can easily make friends who have overlapping peace timers to ask if you can park your boat there.
  21. 1 point
    Ahoy Pathfinders, This Captain’s Log will be a catch-up following our Xbox Crossplay release along with a couple of announcements regarding what’s on the horizon. News from the Cabin We’re going to batten the hatches and retreat to the cabin for a little while. We’ll still be around, collecting bug reports, monitoring your feedback and addressing any critical issues that may arise but you will likely see the frequency of patches slowing down for the immediate short term. With the Xbox version of the game now out and stable, the team will be taking a deeper dive into our planned Phase 1 efforts (quality of life improvements, bug fixes, and performance increases) and that will require some work behind the scenes. With these phases, there will be a decrease in patch frequency as we are aiming to have more items bundled together and get out changes in batches rather than piecemeal. A quick note on Halloween and other holiday events, this is something we would like to support in the future with more fun-themed patches, but given our current timeline and recent focus we aren’t planning to do a specific Halloween-event this year, however we will be fundraising for Extra Life with our sister-team, Studio Wildcard, so you can expect some fun and bonus rates there ;). We’ll be participating in Extra Life this year, a charity event to help raise funds for the Children’s Miracle Network benefitting sick kids across the US. We welcome the ATLAS Community in joining us in celebration of what we can accomplish together via games and giving with our 24 hour Community Stream Event commencing November 2nd at 9am PST. Tune in as we get together with our sister Studio, Wildcard, in our Seattle Headquarters to bring you entertainment, giveaways, prizes and (most importantly haha) embarrassment for our team as they compete in challenges. In the spirit of the event, we will be enabling boosted rates for all players on our Official Networks. These rates increase incrementally as various fundraising milestones are reached. The rates will each scale independently and have unique caps. Last year we were ranked as the 11th team globally, let’s make the top 10 this year! For those wondering how you can get involved, it’s simple! You could either tune into the stream on November 2nd at 9AM PST and show your support, either by watching, participating or donating to the cause! Additionally, you could sign up to our Extra Life team and fundraise with us! Join our team using the link below: https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=47725 Once you register as a Team Member, you can direct your Community to donate via the “donate” link at the top of the page, then select you from the drop-down menu. How will we support your stream We’ll give you a shoutout on stream and, in some cases, via social media and share your stream url. Provide you with game codes and other giveaways to distribute on your stream during gameday. Giveaways beyond codes will be on a case by case basis. Goodie bags for awesome content creators who meet fundraising goals! Games keys are limited so get in quick and sign up on our Team Page Xbox Roundup What a ride! We are so excited to have Xbox Crossplay launched with few explosions and close to no frazzled Devs running out into the streets. On a serious note though, we’re thrilled to have our new Xbox Community onboard and we’re humbled to hear that you’re enjoying yourselves. We’re also proud of our veteran PC Community for being welcoming and showing newer players the ropes (or sometimes the “pointy” end of a cannon). You’ve all made the launch a hit. You’ve all been amazing with reporting bugs and issues to us and we are confident we’re making some good headway into smooth sailing. Welcome to our new players and welcome back to our seasoned scallywags, we look forward to the voyage ahead! Updates to our Code of Conduct The ‘Misconduct’ section of our Code of Conduct on the Official Network has been updated to reflect taking action against players for things said and shown during broadcast and videos associated with ATLAS. You can see the aforementioned change within the ruleset here: Behaviour, Chat, and Interaction With Others Behaviour and interactions through text chat, voice chat, during broadcasts and videos associated with ATLAS, and in-game signs or paintings must adhere to the rules below and you cannot use alternative spellings to circumvent restrictions. Ensure that you do not: Offend - this includes but is not limited to language or behavior or use of art and assets which is unlawful, harmful, threatening, abusive, harassing, defamatory, obscene, hateful, sexually explicit, or racially, ethnically or otherwise offensive. Post Personal Information - belonging to someone else in the game or any Official Platforms related to the game. Harass, Stalk, Threaten - such as sending repeated unsolicited or unwelcome messages to specific users/Companies. Disrupt the game - such as intentionally causing the chat screen to scroll faster than other users are able to read, or setting up macros with large amounts of text that, when used, have a disruptive effect on the normal flow of chat. Promote - do not send messages which are advertisements for inappropriate topics, including scamming, hacking, exploits or the sale of goods and services unless trading within the game for game specific resources Real-money trading (RMT) - items, creatures, or services must only be exchanged for other items, creatures, or services within the game. Trading for real-world currency (real money) is not an accepted form of trading. And if you’d like to refresh yourselves on our full Code of Conduct, please click here We’d also like to give you another reminder about the comments you’re making in game. Unfortunately, many of our recent Misconduct bans have revolved around racial/cultural and/or homophobic/prejudistic statements. These will not be tolerated on our Official Networks and will result in a permanent account ban. Please abide by our Code of Conduct when playing on our Networks if you wish to avoid such action. To be clear, PvP-related trash talk is fine however there is a clear difference and we trust the vast majority of our players know the difference between that and the type of talk which will likely result in enforcement action. Finally! Freeports, creatures, and boats. It is intended that anything kept on Freeports is invulnerable. We want players to be able to dock up to an island, access the relevant NPCs, gather the base materials and head out on there way. A side effect from this is that players have been using these locations to effectively store their boats/creatures/items without fear of being attacked, whilst this is unintended we recognize it as a side effect of the system and will be exploring ways to resolve this explicit case - whether that’s through more aggressive days, or new systems entirely (whilst still maintaining the support for casual groups). However, something that has taken place recently is players finding ways to exploit the game in order to destroy another person's boat/creature on Freeports. This behaviour is not acceptable, and going forward we will be taking enforcement action against it. Consider this your heads up Official ATLAS Discord Our Discord is a space you want to watch as we roll out information and communication throughout ATLAS’ development. We’re also known to chatter with our Community there from time to time. We’re also grateful for the players who frequent the Discord answering questions and steering people in the right direction if they’re in need of help. We have recently added new roles for our Xbox players along with a specific bug reporting channel for Xbox. You’ll also find new channels for Content Creators and a channel for Community screenshots and various media. We’ve enjoyed these new channels greatly and it has become a habit for us to check them daily to see what players have been up to. You can join the Official Discord through this invite link: discord.gg/playatlas Look, if that isn’t enough to get you there, I’m just going to leave an example of my incredibly nuanced artwork documenting cycles of ATLAS here. I'm shocked I'm not on the art team too. If you want the opportunity to bear witness to more of this quality art posted to Discord, you know what to do. Live Game Patches For those not familiar with this section, it’s where we round-up our recent patches. Sometimes those may include some explanations, other times it may just be reiterating the updates that have gone into the game for those of you who aren’t regularly following our patches but do read the Captain’s Logs. As it’s been a while since our last roundup, this one will be a little larger than usual -- and for those of you who have kept up with our releases, you can skip this section ;). Current v400.58 First things first! For those of you living under a rock, we recently launched on Xbox as a crossplay game preview title. This required a major game update and allowed us to change various elements of the game, including the world layout, limitations for structures, creatures, tames and updating core low-level systems. The patch also included a ton of new content! Xbox & New Content: Enabled Crossplay New world map with improved biome layout (and a new biome type) Over 70 new core island templates, and many polish improvements to existing islands Over 20 new cosmetics and sail cosmetics Improved client and server performance Full Gamepad support "Wild Pirate Camps" option for singleplayer and non-dedicated sessions (enabled by default): take over each island across the ATLAS by attacking and claiming procedural enemy pirate camps, guarded by cannons, pirates wielding all sorts of weapons, and even powerful pirate ships! New Multi-shot Hydra Pistol Cats (with hats!) The serpent boss, Anacthyon, added to Blackwood Hardmode Snowman Now for the balance changes and quality of life changes. We covered quite a bit of ground here so we truly recommend reading through the notes to see what has changed prior to the Xbox launch. There were quite a few things we wanted to tackle. Some of these changes are just an initial step until we can flesh them out more in our later stages of development, and others despite their early stages have been quite impactful. The first thing we want to discuss is the state of the Intelligence (INT) stat prior to these changes. Formerly, the end game was about whichever player or company had the best INT. The loop generally worked as so: They find a BP, craft it, get a better INT item, use that to craft the next BP, get a better INT item, use that to craft the next BP, etc. It's a continuous power-creep by the strongest players. By removing the INT stat from armour we prevent this from happening. The INT bonuses will come from capped sources that do not grow infinitely (such as player stats, crow, and the dolphin) and we're able to identify the average/highest INT players have. We believe this change also reduces the gap between the larger and smaller groups, as the game is less reliant on how high you can scale your BP with an INT crafter and instead based on the BPs you find out at sea and your skill. We're looking forward to seeing players searching, stealing, and trading for the best BPs. On a final note, we want to mention that these changes will allow us the opportunity to tweak the end game more without having to worry about huge power creep. Secondly, the next aspect of the game we wanted to address was Ship Scaling balance and also opening up the option of players treating ships as their homes should they wish to do so. We wanted to tackle how strong ships could get through scaling, so we reduced the amount of points they could put into their damage and defense stats. There were additional changes made to ship stats and items which we hoped would lead to new types of builds and players being able to do more on their ship through the weight changes. On the topic of ship balance, we also changed the way harpoons work. We felt that they had become too strong in the meta to the point where they dominate ship PvP. Whilst this change may not perfectly address all situations, we expect it will encourage more planning when harpooning along with additional risk and decision-making whilst also opening up options to the harpooned ship. This is a work in progress and we have some ideas to further improve harpoon’s place in the meta in the future. Finally, there were a bunch of other general balance changes and quality of life improvements, it’ll be quite cumbersome to go through and explain each one so please read through the notes to get an idea of where the game is now versus a few months ago. To end, please remember, these changes you see here aren't always final, they can and may be adjusted in future updates. Balance Changes - Applied treasure gold multiplier buff to: floatsam/aodloots/shipwrecks - Enabled Revolver reload mini-game - Changed salted fish stack size from 30 to 50 - When harpooning another ship, the aggressor (ship shooting the harpoon) will have it's cannons (large, swivel, and regular) disabled until the harpoon attachment has ended. - Increased Net Fishing speed threshold by 25% - Wild elephants now have 3x resistance - Plague can no longer be spread via cough, touching, or poops. - AOE has been increased for plague debuff when shot via catapult by 70% - Fishing rewards have been increased by 2x - Added prime fish meat, fish oil, and fish skin to the fishing rod loot table - Dolphin Buff now lasts for 600 seconds - Scissors now snip at 2.5 dura per snip instead of 5 - Increased blueprint scaling of shipyards by 20% (easier to get higher durability BPs) - Prevented enemy pirate NPC's from fleeing - Stone Wild Pirate Camp doors are now wooden - Increased mortar damage against ships and ship structures by 30% - Lanterns now last 20% longer - Rifle shooting range now correctly matches view distance - Increased fish-catching speed by 15% - Make musical buffs last 50% longer - Throwing knife damage increased by 30% - Crop growth speed increased by 25% - Increased durability of hydra revolver by 30% - Increased durability of grapple by 20% - Reduce crafting times of intermediate materials (alloys, paste etc) by 20% - Icebox thermal insulation increased by 33% - Increased pike damage by 25% - Map spoil time increased by 3x when in bookshelves (this means they take longer to spoil) - Explosive Barrels now sink 50% faster and for a total of 6 minutes (increased from 5) - Unthinkable Delicacy cooldown decreased to 2 hours - Keratin farmed per minute on cat reduced to 10 (from 40) - Whale hitting XP increased by 10% - The rate at which ice is consumed in an icebox has been increased by 10% - Icebox insulation distance increased by 20% - Ambient temperature required to make ice has increased to 0 - Reduced blueprint bonus weapon damage and durability by 25% - Target Soft Spots and Target Weakness can no longer be used when wearing a Pike - Swords and Pike now pierce armour by 4x the previous amount - Reduced blueprint bonus armour resistance scaling by 40% - Reduced blueprint bonus armour durability scaling by 55% - Reduced blueprint bonus health given by armours by 40% - Reduced blueprint bonus weight given by armours by 66% - Removed health bonus from rejuvenate buff - Health has been capped to 300 and players have been given a free-one time respec - Large Cannon Damage buffed by 10% - Reduced shark team notify radius by 15% (how far they can call other sharks for help) - Claim Flags can no longer be placed underwater - Prevented grenades from being thrown when a glider is equipped - Increased the slots of tannery from 120 to 150 - Cooked fish now stacks up to 50 - Removed the INT stat from armour - Doubled creature INT (Dolphins and Crows) Ship Changes Brigantine: Extra Weight per level increased to 400 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Schooner: Extra Weight per level increased to 200 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% Sloop: Extra Weight per level increased to 100 Extra Crew per level increased to 1 Extra Beds per level increased to 1 Extra Sturdiness per level increased to 4% General changes: Extra Resistance is now capped at 396% Extra damage is now capped at 252% and adjusted to 4% gained per level - Reduced the weights of the following ship-related items: Ship Weight Reduction to 1: Rope Ladder Wood Ladder Chair Table Grill Cooking Pot Other weight changes: Water Barrel (1 when empty, 19 when full) Steering Wheel weight reduced to 12 Quality of Life - Added missing ceiling when building ramshackle sloop with vendor in Freeport - Enabled multiple client-side options for players to disable HUD/UI clutter - You can now fill water barrels directly from waterspouts - Right bumper now cycles between two inventory UIs - R3 now toggles use states (for example light fires) again - Lawless Servers now check for structures (at a small radius) before spawning folliage to prevent trees/rocks/bushes from spawning inside bases. - Added HUD callout on handheld map to re-center on players - Reduced non-offensive structure crafting times from 5s to 1s - Setup loot table overrides for DevKit - Action Wheel toggle for Yell and Whisper Modes for gamepad (PC) - When claiming a Wild Pirate Camp, the flag will now show the company flag painting - Painting a wild pirate camp flag will set the company flag painting - The cursor is now kept in place when navigating full folders - Level limit no longer applies in Freeports on non-dedicated session modes - The last search-strings on all Inventory Menu search bars will now be saved - Fixed the ability to use emotes whilst dancing - Added one more crew by default to a sloop - Increased non-dedicated tether range - Non-Dedicated Servers will now allow you to receive resources when demolishing structures on an anchored boat - Increased collision size of dropped bags. (You should now be able to pick up bags more easily when they are dropped on top of a bed etc) - Presssing Y on gamepad when an editbox is highlighted will now clear the editbox - Enemy pirate ships now display a sink percentage - Added a new "Tutorials" menu tab, which provides details on many of the basic mechanics and concepts of the game. - Modified a couple of snap points for the ladders on the brig to be climbable - Added warning that shows up in the company log 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Changed meat stack size to 50 for all meats Boss Fight Changes Next up, Boss Fight changes! When the Snowman Boss was first released, we received a lot of positive feedback about the experience and how much you guys enjoyed the fight. With this set of changes, we aimed to make the fight a little tougher, fix some exploits, as well as introduce a new difficulty. Snowman Boss Revamp: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. Bug fixes and Optimzation And last but not least, a whole host of technical changes including performance improvements and bug fixes! - Fixed hundreds of issues with levels from covering holes, adding collision to decor, removing floating folliage, waterfall post processing, resource overrides, island points, discovery zones, and reducing the amount of natural fog on some islands. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Fixed multiple client side crashes - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed cheat giveengrams giving -40 stone arrows - Fixed a bug which allowed crew to be knocked off of puckles using a blackjack, even in peace time - Fixed alcohol buffs not persisting through grid transition - Fixed a bug which made it impossible to escape the left claw of a crab - HDR mode for Xbox One X now enabled - Optimized ship position callouts for Wild Pirate Encampments - Fixed a bug which would cause Non Dedi clients to get into a broken state when fast-travelling to a bed in stasis - AOD Armor icon colorization fixed - Atlantean cloth armor icon fixes - Atlantean heavy icon colorization fixes - Cyclops heavy icon fixes - Implemented a fix to resolve islands where foliage cannot be harvested - Fixed broken IBLs which caused some trees to emit a light source - Fixed a bug which prevented silos from paying/feeding crew on Lawless Servers - Fixed a bug which caused ground clutter to flicker on Xbox - Fix a bug when you use the map camera while piloting ship, the compass wouldn't hide from view - Added missing Forest dye craftable to grill - Moved pipe engram into pipes folder - Lawless regions on officials should no longer show any "island points" on the map. - Beds on cooldown are now visible (it will indicate when a player can spawn on them) - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Volumetric fog and ground clutter improved and enabled for Xbox One (and Xbox One S) - Fixed a bug where the shift key would stop responding on Xbox - Fixed a bug which would cause the camera to always be selected when pulling out your map with a gamepad - Fixed a bug which causes your map to be black with HDR enabled on Xbox - Improved Army of the Damned animation on Xbox One and Xbox One S - Fixed a bug which made navigating between rows in two separate inventories reset location - Fixed a bug where some fantasy creatures weren't tamable on Golden Age servers - Fix to destroy sunken ships when last structure is removed - Fixed a server-side crash for Modded Servers which have modified their loot tables - Fixed structure tiling textures. Structures (such as wood walls) lined up near each now have the correct textures. You'll see slight differences in their pattern to prevent repetitiveness. - Fixed a server-side crash - Items caches will no longer be left behind and removed the drop-all on items like founders hats - Fixed a bug which would cause players to be unable to level up certain stats when highlighted over them - Fixed being unable to scroll up/down on the Company Log using gamepad - Fixed being unable to assign Company members to groups with gamepad (Xbox and PC) - Fixed a server-side crash - Updated Gamepad controls screen to reflect new gunport and anchor controls - Fixed Atlantean heavy helmet colorized icon - Fixed Atlantean female medium shirt colorization (added region for emissive) - Cyclops Heavy Boot and Hat Icon Fix - Hydra Hide Glove Icon Fix - Commander outfit torso colorization - [XBOX SPECIFIC] Fixed a crash caused by vivox/parties in non-dedicated servers - [XBOX SPECIFIC] Fixed a bug caused by vivox/parties which would cause the fps to degrade over time - Fixed an issue where searching for remote inventory text would then populate that saved text in all search fields after opening inventories twice - Fixed issue where players no longer gained EXP on freeports - Fixed a spelling error on the Plunder Skill description - Fixed craftables not showing in folders in the hand-craftable view of the UI - Double-tapping A on any item in the Trade UI will no longer open the cancel UI - Added attenuation distance to Dive-Into-Water sounds - Net fishing sounds adjusted to only play locally - Fixed various stalls on Xbox and cases which would cause the Xbox' FPS to drop and the game to stutter (we are still looking into more cases of this) - Removed the range-limit on voice chat for non-dedicated sessions - Fixed a stereo audio bug which would cause players not to hear each other - Server ping 0 now hidden when you are the host - Fixed a bug where the targeting cursor wouldn't disappear after your ship was sunk - Removed the speed stat from speed sails to avoid confusion. This will be revisited further during Phase 1 of our development cycle - Fixed the description of skills (target soft spots and target weaknesses) - Disables gun crosshair colour change unless the server is using the new Game.ini setting: bAllowWeaponEnemyTargetingCursor (we'll drop a new server build for this later) - Fixed some rare client-side crashes - Session names on non-dedicated servers should now correctly appear in the sessions list - Red Target Cursor will always display in SP and Non Dedicated mode - Numerous Anti Cheat Updates - Fixed a bug which caused waterskins to be lost on spouts - Fixed a bug which caused the Raider of the Deep quest to disappear - Fixed a bug which would cause structures to have the wrong health points when replaced - Lighthouse can now be found in the Structures/Misc folder of the smithy - Fixed a bug which prevented cannons from being placed on certain gunports in Galleons - Fixed company logs not updating properly (or taking hours to do so) - Fixed beds not updating properly (or taking hours to do so) - Fixed a client side crash related to weapons and the tutorial system - Fixed a crash related to low memory mode (caused by fog of war) - Fixed the bug which prevented players from putting berries inside of their claim flag - Fixed a bug which would cause structures to sometimes float when placing them - Fixed an issue where distance field fonts would show invisible characters for certain characters, they'll display boxes for now. - Fixed an issue where servers would not correctly update their concurrent player counts when players would log off or move to another server - Fixed an issue where digging for water overrides were not functional on the server which would stop spouts from appearing when digging - Updated voice chat systems to Vivox in order to support Crossplay - Updated Waveworks to latest version, improving both client and server performance and quality of waves - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship - Tweaked ocean trace so that it doesn't create floating ocean shops - Fixed an issue with stone walls clipping through the floor when placed in wood half walls. - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle (NPC's should no longer dismount with legitimate builds) - Limited the slope campfires can be placed on - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Modified offsets for unboarding the Tortuga so players don't get stuck. - Fixed mortars shooting through ceilings that are one wall high - Fixed placing large cannons on the back gunports of a schooner - Fixed an issue where being mounted on a swivel cannon and pressing M would bring up a floating map and compass - Fixed armour pieces floating in view when equipping them whilst mounted on a cannon that is on a bear/horse harness - Players can no longer knock out enemy NPC crew manning puckles using the feat "Target Soft Spots" (also applies during peace phase) - Crew can no longer be dismounted from puckles using a blackjack even though they are immune to melee damage (also applies during peace phase) Well, that was quite a lot to get through, our next recap will be a lot easier to digest! For a full list of changes that have happened since ATLAS launched into Early Access, check out our patch notes thread: Community Content We’ve seen some awesome screenshots and builds created by the Community lately. Check out some of our favourites: Globy City SouthernReb D2 Inara Globy Erza Nick Vampish Senpai Well, that's it for this mega-Captain’s Log. We hope to see you all on the 24 hour Extra Life Stream on the 2nd of November. 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 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
  22. 1 point
    By pillar bases I think you mean mountain pillars because claim flags must be placed on top of ground whether beach side, inner island or on top of mnts. That being said every land spot in the ATLAS is reachable by either by walking, or climbing. I see ZERO wrong with mnt pillar bases. People can spec stamina and climb and use grappling hooks. Such bases are a wise strategy to keeping an orgs stuff out of reach of players that don't want to put in the effort. If the devs are going to dictate how a player can play then why do any of us play atlas? If every valid strategy, NOT exploiting like floating puckle gun placements and floating crew, then why come up with winning strategies? I find it very disturbing a dev would say you cant put that base on a mnt top because its work for another player. PvP is work! Period! Side note is smaller orgs need strategies to keep their work and stuff safe and inland/mnt bases are a game changing helper. Otherwise the atlas is nothing but a handful of megas where org population is all that counts. In which case everyone not part of a mega should just up and leave or find a entry stepping stool position with a mega. Keep in mind we aren't talking about a few man hours here people are trying to keep safe. We are talking about hundreds to thousands of hours. Small orgs have a right to defend their hard work just as megas do. Its just often 10X - 100X easier for megas because of manpower alone. Imo, devs should be removing, banning, fixing exploits/bugs (like the one mentioned above) not implementing code that limits totally sensible strategies. So I am all for removing limiting mnt bases all together and I know everyone I run with in Atlas is in agreeance with this because this conversation come up before the xbox x-play wipe/restart. Best of luck, really enjoying most of your work. Cheers!
  23. 1 point
    problem is not the claim flag high - no one wants to build high up mountain... PROBLEM is that a single cannon bear can take down any base on the ground without loosing anything but cannon balls when there is no player defending... all NPC defenses are useless if they are not out of range of the cannon bear, or the cannon bear has to be well within range of the defences... and even if they would work, they make not enough damage to effect a cannon bear... even if you would hit him... while he is shooting and scooting... we would build bases on the ground if there defenses would at least cost the attacker more effort and resources than a 10 min tame and 20 min resource gathering... and only one player... in the real world a defense structure always has the advantage in a direct assault... that is why we humans use them... and in the real world the soldiers are not standing around doing nothing under fire, when the officer went to bed... also if we get proper NPC defenses we could all play more atlas with better performance because we would not need to build K's of passive structures for defense... think about the poor XBobs!!! we are building up on mountains because land PVP is totally broken right now - since the beginning... If the flag change would happen, without PVP balancing... islands would be claimed daily... and we would still build on pillars to keep our stuff save from the ONE griefing cannon bear... same goes for ship to land combat... a harbor fort is useless against tank ships... because a meter thick stone wall is no match to a wooden ship plank... and harbor cannons are out ranged by ship based cannons...
  24. 1 point
    Forget the flag system nobody cares we need ways to DEFEND OUR FLAGS/BASES. This has been a massive problem since Ark day 1 and you guys CBA fixing this simple problem that makes it way to easy to offline raid I work FFS I can't defend 9 hours every night. And no no I don't want to play unofficial or PVE. unofficial is glitchy AF and PVE is boring AF
  25. 1 point
    It's not the damage, the nerf was because people were luring AotD on golden age ruins islands to the coast and leveling up ships by killing them with ship mounted weapons. But rather than nerf the XP gained from mounted weapons against AotD, they made AotD immune to a whole host of weapons.
  26. 1 point
    Thankyou GNIHAR, you seem to be the only one in this topic who has managed to stick to the actual topic. Which is a bear with a cannon strapped to its arse is able to systematically demo any players island- unchallenged. Raiding should be hard. I’m sick of feeling like I’m exploiting by using a cannon cart due to the fact it out ranged other peoples ranged base defences. Anyone who thinks this is fine is shit at raiding imo. You’re relying on what would be considered to be a cheesey exploit in any serious PvP game.your saying it’s okay to raid as long as you can’t get hit by defences. That’s weak AF. The issue isn’t that the counter to it is ur shitty flame swivel( which any serious PvP company can dunk on with a off cut throw away breed line tiger or canister swivel horse, or ballista cart, or dropping grenades on the floor infront of the cart horse while mounted on nearly any other mount , or use pillars staggered around your fob to dismount the swivel gunner, or olfend gangbang the flame swivel cart horse (this is my favourite) the issue is that defences don’t work for the people building them due to the range of the cannon bear. The only counter to a cannon bear atm that doesn’t solely rely on your smaller company trying to defend against my mega company ( you will lose, I don’t care how good you think you are, we have many, many, many more than you and our gear will always be better than yours, we popcorn entire raid kits on our way off raided islands because they’re heavy and slow our raid boats down too much on the way home ) is building on top of a rock pillar and hoping we look at your base and think “screw that, too annoying to raid today” when we come raid you, and we will. I hope you remember this thread. Stop bitching about mega companies if you argue so hard when we try to fix things to make the game fairer for you. We like this game. We want you to like it too.
  27. 1 point
    Spamming E button under attack of hundreds hostile creatures - Imho, this is not the best way to make an "unique" quest
  28. 1 point
    Does it even makes any sense that a "90" year old person is actually capable of surviving a quest for "The Fountain of Youth"? What is this, Geriatric Olympics?
  29. 1 point
    Arr, but what if yeh don't like ya hair blowin' in the winds. What if yeh prefer it tied back? Yeh get me?
  30. 0 points
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