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Showing content with the highest reputation on 01/30/2020 in all areas

  1. 1 point
    Hello Everyone, I have been playing the current ship meta for a while now and i have to say it is not great. You have to shave all the weight of your ship to be able to take other ships down. I would like the devs to change the ships so that if it is under 50% weight, then it has no impact on the ship max speed. This would make it so you can actually build on your ship and make different types of ships. It would also be nice if you refined the detection of structures sticking over the side of your ship. It would prevent wood armor from covering the planks on the side and front of the ship, this would prevent the armored schooners and brigs. When a ship has cannons on the deck it makes it way stronger in ways of coverage or broadside damage. For instance people use a one side broadside brig where they have 12 cannons on one side to instant destroy galleon planks with the feat buff(You get hit by 24 mythical cannons at once). It would also be really good if there was a stat penalty for putting cannons on the top deck. It could be a reduction in resistance or damage of the ship. Like the current speed/weight meta is boring and is not really how a wooden ship fights should be in my opinion. The speed differences between the classes dose not make for great game play and fights. I would change the max speeds on the different classes, right now it just dose not make sense to me. Schooner should be the fastest, then brig and the galleon should be slowest. I will give you an example of how the max speed was in real life 16'th century time. Schooner 16 knots, Brig 12 knots and galleon 8 knots(Max speeds of those classes form the 16'th century). I am not saying that we need to go that slow but just balance the difference, so it fits more. You could go max speed schooner 30 knots, brig 24 knots and galleon 18 knots as an example. I believe that a galleon should always have support ships when in use, since they are large ships for company use! This would also create an objective for companies to protect there galleons and create fleets more often. What do people think about this? Please try to keep an open mind and don't flame the people for there opinions. Please like if you do agree Best reguards FightzGamer
  2. 1 point
    Ahoy Pathfinders, HAPPY LUNAR NEW YEAR! To kick off the new year, we’ll be releasing a new patch late next week for both PC and Xbox. It will feature a number of various bug fixes, QoL improvements, and balance tweaks in a similar vein as the update from this past December. The biggest change that players will see this update is the reduction of the max player level from 150 to 120. We wanted to give the community advanced notice of this particular change since it’s a fairly large shift in how players’ characters will experience ATLAS. All players who have raised a character past level 120 should expect those characters’ levels to be reduced back to level 120 and all characters (regardless of level) will have their skill points automatically reset for free. As such, players will need to reassign their skill points upon logging in after the update is released next week. We’ll be sharing the rest of the patch notes with you once it's released next week. In the meantime, we’ll be enabling 2x rates for experience points and harvesting this weekend and those rates will continue to stay active while we continue to explore additional changes to gaining experience, harvesting resources, and leveling up in general. Until next week! 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
  3. 1 point
    Heyas! Probably something what got ask already, but didn't find anything about it with the search function. The Idea/Suggestion I was just about kill (Butcher) one of my bulls i've breed before, cause in 1st case i didn't need it anymore and 2nd case i could use the Meat and Ressources. But with Crossbow, Axe, Pickaxe it's pain in the Arrrrr to get it killed + it feels wrong hitting the Animal like a Drumset. So what i think is, there should be kinda "butcher knife" or "bolt pistol" what can kill the own tame with one hit. It feels less cruel + i guess it's way more immersive butchering an animal fast this way, without hitting the animal till your stammina ran out for the 4th time. So yeah a butcher system would be something what really could be cool and usefull so you can breed animals for meat and other ressources. So yeah hope it's an idea i am not the only one who may like it. See ya around! Synthenza
  4. 1 point
    Reducing importance of tame is stupid, and stupid is forcing players to play the way you want... Open world are amazing cuze players can act and fight and grow as they prefer and fight and live where and how they will want.... If i ll want to be a tame soldier that lives with animals or a pirate that lives on boat or even a land guy that loves to live on his lovely island you should let him do it... Ofc for the end game people will have to do certain things... And go in certain spots... But an open wolrd is an open world and remeber that not all the players play in huge gangs.... So everyone should have the possibility to live where they will want and play how they will like... Cuze it s the beauty of open world... Is not cs go or rainbown sixage... If u ll want to really let people spend more time on boats and sea, you just have to remove retarded npcs and let people be able to shoot and move sails open and close them automaticly without having to spend ages just to be able to have enough npc crew member setted up on a boat... Also reducing tames and lands is stupid cuze i thing that it s also a huge portion of the game that alot of people love... If u remove it u just will lose lots of players like me... I suggest also to give us more ways to fly like also letting us be able to tame leatherwing ofc working on the stamina of this animal so people cant cross maps just by flying... Let people choose the way they play... If u force people to do what u what u ll just lose more players...
  5. 1 point
    I think we can all agree that Atlas has been created with the intention of being difficult. I and the company I operate, find ourselves back on this game daily for 3-4 months now largely BECAUSE it's difficult. It's incredibly refreshing to find a game where everybody doesn't have the best of everything and what you do have, inherently garners much higher value to the player. Now that you understand my mindset going into this I'm going to address 4 things that I think will help this game immensely going forward..... #1 - The Land vs Sea Argument - I watched the dev roadmap video on YouTube and I've read plenty on the forums about making sure that the game remains a "pirate game" (aka a sea focus). I think most have thought about this all wrong.... every imperialistic power in history has sought to gain land. For resources, to acquire population and equipment, etc. Not continuing to improve and develop the settlement building aspect of this game would be a tremendous waste of potential. Instead, we should view the water as the most vulnerable location in the game and work with that. While I'll admit I don't know what they need to look like; adding architecturally unique ships for transporting people and tames and others as cargo ships while keeping the current fleet as warships would entice more sea patrol because you have a much better idea as to what you stand to gain by attacking specific ship types. My other suggestion is river systems deep enough to bring ships into. Essentially proviing easier access to more of the island. #2 - Tames - For one; PLEASE do not ever introduce anything that flies into this game. You saw it with Ark and you'll see it here; they will become the primary method of transport always. I'm also against sea tames for that matter, but much less so than flying. Only because I think we all agree that it should be fleet vs fleet vs monsters / pirates of the damned. With that said I have a modest wish list that I'm proposing more for a functional purpose than to get a T-Rex that can kill 99% of anything in the game. Pigs - Regular pigs that produce meat at a higher rate than most animals, poop more often (similar to Phiomia in Ark), and reproduce quicker than most tames so they can be used as a meat source continually Goats - Similar to sheep but produce goat milk which can in turn create new recipes without having to add a whole new subset of meats Donkeys - Operate like a horse except they should be slower with a decreased jump rate and can have a tiller attached for farming Dogs - A cross between wolves in stats with a lower damage effect and they cannot be ridden. You can even add tons of variants but their purpose would be the ability to search out specific items for digging. At the moment we use the shovel and any of 6-10 items can be dug up. A dog could help sniff out specific dig spots for nearby items. They could even be an alternative to a broken shovel but they dig up less of whatever item it is and less water Koalas / Iguanas / Peacocks - All of these would be intended as shoulder pets from different biomes but their purposes would be small benefits to crew member morale (I would add cats to this too). Similar to the silos; any crew member on or docked at an island, on a boat with one of these animals would accumulate gold slightly slower and consumer less materials when repairing. The more you have and the higher the levels, the greater the benefit #3 Building - The idea is to play as you want to play. The inevitable trolly kids will always seek to gain the best tools and weapons to take advantage of the weaker players. This game makes getting to that point a major time investment; a built-in anti-troll device! The players this game is intended to attract and should embrace this; want to play a game that provides purpose and options. Some will aggressively battle for land and resources, others will travel tirelessly to acquire rare items / resources / tames and operate as merchants, and others will enjoy attracting players to their complex cities / towns / ports. So give us lamp posts, more building design options, pillars, archways, more door / gate options and sizes, for the love of god give us glass! #4 Decor / Settlement Enhancement - Playing off #3, give our settlements some life. If there were more reason to interact, it would foster an environment where towns and cities actually become an integral part of the game. Not just for the building company to store and construct in. Decorative plants and re-fertilizer (just like in Ark except show an ethereal image of what is about to be re-grown), streamers, various wall banners, different sized and styled flags, new lighting options, different tables / chairs / storage items / beds/ etc all provide ways for players to make their settlements unique and more organic to the world. You enhance immersion with mini games. Adding in bar games like darts and poker, betting on wrestling matches where players grapple in a designated area until one is damaged to the point where they take a knee, and many other ideas would all increase actual player interaction (you could do this with tames as well). And finally, add an actual bar top piece and barstools. The bar top piece and tables would show placeable meals and drinks for other players to interact with and pay money for. These types of things often occurred in Ark but with some cleaning up of the interactions and incentive provided by the game itself; I think you'd see a huge participation from players.
  6. 1 point
    Easily the dumbest thread ever.
  7. 1 point
    No. nope. They have no other games to work on, this is literally what this entire studio was made for, was making this game. That's not how studios work, usually studios build up a portfolio of games they have made and keep going from there. They dont usually create little side studios to get away from their chinese overlords they sold out to to pay off their court ordered debts, and then technically poach a 2017 mod version of that game from said previous studio, and release it as a brand spanking new game. [Edit: nevermind, it looks like they never really escaped, Snail Games still publishes it in different store fronts(like Microsofts), or intrinsic in some others(egyptian publisher). I mean saying that's how all studios work is a pretty huge stretch. It gives us a pretty good insight into how little you really know about any of this. Usually game designers dont port a game to another platform until their game is already in a pretty respectable state, and most of them give themselves proper time to port it over if its not all ready to go at once. A good example of this is made for console games that get ports onto to PC. Most developers on average give themselves at least a year to port the game over after release, because console platforms are very different and generally break the game if they dont do it right. They took a buggy broken mess and ported it over to console. It wasnt a great decision. They basically cronenberged it.
  8. 1 point
    There are more changes coming silly. Read the blog. It's not just you "wanting puckle and swivel dmg increased" that makes you and most of the PvP community sound like cry babies. Yeah man, how dare they have fun. They should be constantly pissed off too. Pillars do work inside rocks, you just have to snap things using Q inside of them, sadly. I agree though, this needs to be made easier
  9. 1 point
    Hi guys, this is good news that you are aiming for a better balance of stuff Please consider removing the crab ability to jump on land and make it just run faster(Like a real crab) Don't make it run sideways tho People should stop being so frustrated and be happy that we have this large scale game in our amazing lives Happy Lunar new year to you all
  10. 1 point
    Lol dumbest thread yet?
  11. 1 point
    This thread is dumb. However, I do enjoy how you started to go back to using different font sizes to show how angry you are.
  12. 1 point
    I don't think atlas was ever a cash grab, I think they have just taken on more than they have the manpower to do. I play eso as my main game cos I bought it when it was released and though I love the game I can only imagine the size of the team needed to keep it running. If atlas is gonna reach it's potential it's gonna need a much bigger development team. Which I doubt if they have the budget for at the moment. Especially at the price Atlas sells for. Programmers and computer artists etc don't work for milk tokens.
  13. 1 point
    They had an alpha test, saw the toxisity of PVP'ers for themselves and decided they were a part of the comunity they didn't want to cater to. Can't blame them realy, blame the toxic side of the PVP community not the dev's.
  14. 1 point
    Love the idea of making the ship your home and making it more fun to stay on the sea. Here are a few things that would be needed for this to be viable: — Prevent animals from falling off ships. There is nothing worse than losing tames to the sea. — Add animal trackers for lost animals. —Prevent SOTD from attacking anchored ships. It’s hard to want to log off on a ship knowing the ship could be gone when you log back in. — Higher base weight — Higher ship speed — Wind direction alternating patterns based on server (rather than same global wind direction). For example, all 1 servers wind goes East, all 2 servers wind goes West, all 3 servers wind goes East. This would allow sailors to sail to and follow wind routes rather than getting stuck sailing for long periods against the wind. Love the idea of making the ship your home and making it more fun to stay on the sea. Here are a few things that would be needed for this to be viable: — Prevent animals from falling off ships. There is nothing worse than losing tames to the sea. — Add animal trackers for lost animals. —Prevent SOTD from attacking anchored ships. It’s hard to want to log off on a ship knowing the ship could be gone when you log back in.  — Higher base weight — Higher ship speed — Wind direction alternating patterns based on server (rather than same global wind direction). For example, all 1 servers wind goes East, all 2 servers wind goes West, all 3 servers wind goes East. This would allow sailors to sail to and follow wind routes rather than getting stuck sailing for long periods against the wind. 
  15. 1 point
    I take it your on pc then.
  16. 1 point
    Nah, wait just 3 months, come back and see the new roadmap, rinse repeat and maybe in 2 years they will finally settle on something
  17. 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
  18. 0 points
    https://www.google.com/search?q=grapeshot+games You don't understand shit. Maxis makes all of Electronic Art's Sims titles, but it is not at all it's own independent studio. Grapeshot is a brand made specifically for the Atlas product, as is common place for specific titles or properties at some studios. Just as "Instinct Games" is a studio made specifically to work on the Ark series: https://store.steampowered.com/search/?developer=Instinct Games
  19. 0 points
    I like that you imply that devs don't work on multiple platforms simultaneously, and that you don't know the difference between "multiple platform" and "port." Pfffffffffffffffffffffffffffffffffffft. Studios are indeed often created to work on specific properties.
  20. 0 points
    You’re complaining about there being too less SoTD. Then find them, they have been farmed before you came there. That’s not too hard to understand now is it? And having view distance set to Epic is more than enough to see them in time or to spot them at all.
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