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Showing content with the highest reputation on 01/01/2020 in all areas

  1. 4 points
    Most of it on PVE like 80 % now So, I return to Atlas after a while, I was hoping that most of the stupid mistakes will be repaired after a 5 months of my brake from game. Guess what. They was not! First of all, a sailing simulation , it was very very nice to sail in game the filing of it was so nice ( I did not sail irl ), an now you broke it !!! I don’t know what happened and when, but when I sail, I haw a wired d-sinc it looks like my ship sailing on code but graphics of waves is covering my ship to half of the height of the mast, and fallowing with flaying ship whey above the water. Next – Why berries give vitamin c boost and berry tea give vitamin a boost ?? Can you make cooking system that is actually nice to interact, right now I don’t see any sens to use cooking for hunger and vitamins, only for buff, there is no sens in it, there is more meals with one vitamins combination then the other and if you want to make like 2 meals for all needs ( vit and hunger ) You can’’t or is very problematic to find ingredient. Making game easier is not making it better, all the hunger and vit effects was good idea but wrong implementation. You have to have drawbacks when it is a little survival game, for now there is no sens for vitamins system at all. Skills, just OMG Progression of some skill tree just don't make sens, why you have to unlock hand to hand combat for harvesting skill, make it on his own or strap it to cooking or building or even farming … Why Weaving is between tire of buildings, you don’t do it for buildings Why sword and pike is a separate skill ( the first level )?? Why improved steady aim required Explosives And we got 3 skills for better quality bows fallow by grenades !! Just allow a firearms to be learned after a bow skill like advanced steady aim In shipbuilding you can get sloop and small handling sail in one skill and afterword you can make a speed or weight sail, in bigger ships is sail first then ship Preservatives should come from cooking not from farming – and change the icon And the worst thing in skills One skill is + 10 % per level and on the end is 30 % other is like +10 +15 +25 and end result is +25 % Really Sextans skill don’t provide bonus you get 7200 sec of buff time from one skill and the next don’t do much of a difference. Sightseeing should give you boost to see a SotD from further away And islands Shoreline, there is a lot of very nice bays that can house more players, and allow them to create a city of some sorts ( if there is mechanics for it - claiming sucks -) but you can't sail in them because there or to shallow or at the entrance is a ridge preventing any ships to swim in, We need more shallow navigable waters, some can be cowered in mangrove, but with space to build homes and shipyards BPC …. Good idea with different minerals, from what I know it is that a gray BPC can get from lets say 0 to 10 % but a pink one can get from 0 to120 % Make it like its green its not less then gray It is for sure not all, but I just want say something, because I like this game a lot and I want it to be something more, but I know no one will care, Just do like you said guys, sit down and tackle basics and build more on that solid base, do not add another jesus feature which will be broken because of core gameplay mechanics. You can add more ships, and ships building materials and more ability customize ships, but don’t brake old ones. I like this game, I play it, and I enjoy it, with couple of my friends, and still think its a mess, in some parts. and yes for PvPvE server
  2. 2 points
    Same here. I've been gone since May till late autumn and found that game plays a bit different, but yet a lot of weird thing happened. This wave issue - it's happens after storm. Because the way wind rotates is out of sync with wave direction, and I guess ship moves with right waves and we see wrong ones. I once had waves moving opposite direction to wind. I also noticed that "+sail velocity" in speed sail blueprints is gone. Does it mean - better speed sails no longer increase speed? It's a bit strange. We still have skill that increase radius we see thru fog of war (which is no longer exists in a game). Tames are still irreplaceable. Ship leveling is now dramatically long (like few days ago I was on my damned ship hunting, I took down about 4 schooners all from lvl-30 to lvl-60, I took like 5 brigs, all lvl-54+, and one Galley lvl-26 and guess what? With this holiday buff I got JUST +1 LVL from 35 to 36. Most blueprint I've got is masterwork one). When you rebuild something in your base - random railings and ceilings all over the place are keep disappearing. We still have rain with -20'c (-4'f) and snowfall when it's +25'c (+77'f), we've got like 3-4 fog waves during the daytime in tundra.
  3. 1 point
    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 View full article
  4. 1 point
    I bought 2 crew mates on a freeport today. My friend is also near me. Spawned 2 and wanted to look at them and how they look. Went close to them and crashed. My buddy also tried the same thing and crashed. We managed to bring them near the ship with whistle and we needed them on board so we tried to go near them and we did without crashing. After pressing E crashed the game again. Which crashed my game in water and i got killed from sharks my body also got deleted. And lost near 500 GOLD. We are not gonna hire any crew till this gets fixed. Please look into it.
  5. 1 point
    I love this game Traveling 6 hours with my brig from 01 to 08 to get a giraffe. on the way down in 06 i see it is gone, sail half a grid back to find it swimming. In O4 It is lost again. tracking our path down 1 and a half grid, but nowhere it can be found. Spend 11 hours for nothing in this game again. pfffffff I love this game, but i see why we play with 3 players on our server.
  6. 1 point
    Totally agree. From the very beginning people were playing the game thinking this would be the next big MMO, the WoW killer if you will. I don't think the Devs vision aligned with that. Freeports should have became some kind of hub, more MMO elements and randomized systems should have been added into the game encouraging player interaction. But nothing, instead they focused on singleplayer, and PVE mob events which are honestly pathetic in design and not very fun. The cooperative and competitive player interaction is what should have been nurtured and is what the game that I think everyone at launch was desiring.
  7. 1 point
    I agree also, I've stopped playing it and I only log in to reset my timers and feed the animals. I'm hoping the update this month is going to bring us new changes, I won't h old my breath though. Until they add more things into the game then I won't be playing it anymore. For me the development is far to slow, for 1 year you would probably expect to see alot more things implemented in the game by now. My opinion is I don't think they will end up with a good finished game, judging by how it's gone in 1 year tells me they are incapable of developing this game into what it should be like. I don't think bringing 1 new person onboard is going to change that. With Other games coming up such as New World and maybe Skull and Bones, I think they will lose many more players, people have just got fed up of it and I start to find it repetitive. There is nothing to keep players engaged in the game, especially trading wise. Freeports are just left in the game empty, I mean anyone with half a brain should know these zones could be used for many things and bring players together but nothing has been done with them for a year. The honeymoon period for this game was well and truly over months and months ago and until the devs wake up and take notice then it's downhill all the way.
  8. 1 point
    So your solution is a specific skill and to wander around a very large and vague area? Why I have no doubt this is possible, it is not really viable. It is not that he's trolling, it is that you can't see that your "solution" is not a solution. I thought you'd want to know as you were confused about somebody being stupid, well... somebody was.
  9. 1 point
    well, i say this all the times but, AUTOMATED SHIPPING AND NPC CONTROLLED ROUTEING IS THE ANSWER!!! Everyone wouldn't get bored to death with exotic resource shipping. Just put an npc on the wheel of the weight shit, send it and do something else. perhaps even put an npc on the wheel of a battleship and set it to follow the weight ship and BOOM you got a trade caravan. and this is what automated shipping would do for everyone. 1. small companies would have a better chance of getting BP'd boats and gear. Small companies will have an easier time competing with the large companies and large companies will love it because they will get an actual fight from someone other than other large companies. win win. 2. every company would have more targets than attacking islands and the occasional ship you run into at sea. less small casual companies quitting after being wiped because someone was bored. 3. Piracy will become a real element to this game. 4. trade will become a real element to this game. the tediousness of shipping and the distinct lack of trade and competition will be replaced with content! CONTENT CONTENT CONTENT!!!!!
  10. 1 point
    Why we should have to ask for an oceanic official server just baffles me, but yeah I agree with OP on this, as my distance from a North American official server produces a ping of about 312ms and thats fine until you get in a fight with something. I attempted to fight those pig looking things the other day and though I was aiming at my target and should have been hitting my target, what should have been a landed blow had no impact at all, so I wasn't landing about 50% of my attacks give or take due to my high ping and then there's the jittering and rubber banding that happens at the worst of times. oceanic customers are real! lol
  11. 1 point
  12. 1 point
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