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  1. 2 points
    nah. by the time you are lvl 75 you will have enough points where you can spec into a pvp skill tree set that you can compete with. only difference is that you wont have them all like a lvl 120 would and you wouldnt have as high of health and stam. ive seen plenty of lvl 75's with skill in pvp take out lvl 120's. you just need to know what you are doing. also, they even stated that they are enabling 2x xp until they add new mechanics for players to gain xp other than just maps and cave farming, so right now, it's easier to get them levels... and hopefully will be even easier after they make the changes. but trust me, im lvl 122 and im really happy they are changing this, even though soon ill have nothing left to work towards concerning my player advancement and i'm gonna lose 2 lvls (almost 2 mill exp). Im looking forward to players advancing faster and there being a more lvl playing field in pvp. there is no glory in killing low lvl bobs.
  2. 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
  3. 1 point
    Just some ideas for QoL and ballance i would love to see implemented in the game. These devs need to start listening to players who actually know something about this game, not loudmouth idiots. The reduction of the lvlcap is another perfect example of bad design, shitty bandaid fixes and devs caving to people who know fuckall about the game. Instead of fixing the root issue, beeing the XP curve is stupid and discovery points are way too annoying/hard to get, they just shit on everyone that put time and effort into leveling past 120. these xbox players and beachbobs will get clapped just as hard by lvl 120 as they would by lvl 150's the problem isnt the levels, its the fucking difference in game knowledge, any good player could clap a lvl 100 noob as a lvl 30 any day. All youre doing by lowering the max lvl cap is now effectivly making it so everyone will have less carry weight, meaning more shit gets popcorned instead of looted, INT is even more nerft, resistence not nerft, ships will be even harder to sink now with lower dmg cannons, lower accel sails, even slower sailing, fucking great. Were playing a downgraded version of season 2 in every aspect of the game, all theve done is remove shit and chance stuff for the worse. Here's some suggestions: Qol Increase alloy crafting speed or increase crafting queue. Berries should stack 500/1000.-Seeds should stack to 500/1000. Make skilltrees savable so respecing is a little less aids Allow tax rates to be set by company ID and/or by allies. Allow to tax your own company, think this would be nice since ud always be farming stuff for ur own bank without really realizing, making it so u always have a stock. Increase the barrel slots, crafting grog is aids Allow NPC crew to repair all structures including ceilings,cannons,walls when the ship is anchored and the NPC's are unseated. Ramshackle should by default have Npc's when purchased.(2 hours until mutinied) Make some interface that allows u to change cannonsettings for all cannons at the same time on ships, doing it manually is tedious as fuck. Add an option to "carry npc", like u can carry penguins. Sometimes its really annoying moving 1 npc from one end of a boat to another, this would help with that. Improve colors on ship planks. We still dont have a proper white, id love to be able to paint with white. When a plank is say at 33% hp, make a repair hammer icon apear on it, so we have an indicator which planks need repair most and can avoid leaks. Land Nerf shield, make it do alot of torpor or smt, the stun is retarded and needs removed/heavily nerft. Horse speed should be lowered and front facing swivels should be removed, noone likes them, they ruin land pvp, remove it. Buff carbine dmg a little Buff bears, make them do more dmg or smt, as of now they are useless, if ur gonna stick to a land meta revolving around tames, which u shouldnt, at least make a variety of them useful. Increase balista range so it outranges cannontames, makes them somehwat useful at least Increase the 3rd person view when using mortars. Just remove the ability to glide with barrels, with the last patch youve menaged to not only not fix the problem, but also ruin gliders, and make it so now only certain islands can be barrelbommed, just stupid, remove. Revert the entire last patch, noone likes it, just buff puckles by like 20% and ur fine. If you want to encourage ship pvp, you cant do that by discouraging land pvp. Sea PVP Increase the plank HP on Brigs to 7/8k Fix speedsails. I really dont understand why handling sails can and do have a working stat that increases their speed, but speedsails cant?? whats your philosophy behind that. Make weightsails usefull, make them the same speed as handling sails with a little bit of a better effective angle than speedsails Somehow make medium sails worth anything, or at least remove them from the loottables as they are the most useless item in the game currently. Double the ghostship spawns in GA, its ridiculous leveling ships rn with the amount of ghostships and people trying to lvl. theres way too little of them. Also adjust loottables so ghostships dont drop balistas, catapults and other useless shit, add it to treasure maps so theres a reason to do them more often. Or just make the ghostships drom 3 times as many blueprints. About 1 in 1000 blueprints is usefull rn, its ridiculous. If u want to make BP's less impactfull, you either have to rework the entire system, which i would recommend, or adjust the tables for now. Noobs dont have nearly as much time to farm them compared to competent bigger companies, so even if they find a good bp, craft it and go fight, bigger companies will always have 20x more. Now if the noob loses his good ship, he most likely will quit or be highly demotivated to get another since the chances of that noob finding another good bp are very low. Flotsam and shipwrecks should contain between 10-50 cannon balls depends on the quality (instead sailing to home grid 2 hours for restock we can collect flotsam for 20,30 minutes). This would make it possible to farm in GA's further away for extended amounts of time Let us to be able to take parts from enemy ship or from our ships that got sunk planks/sails/decks.etci am aware that this is probably way too hard for u guys to implement quickly, or at all tbh, but as of now sinking a ship gives u nothing, would be nice to have the option to actually be able to salvage a ship for parts. decrease the time it takes to claim boats, make it like 2 hours to claim a gally. Gives people time to send more ships and get their gally back in case they somehow lose it, and 2 hours isnt too long and is probably worth the wait if it gets u a mythical gally. Ship stats respec for gold, only usable Crew counter hud for ships. -Increase reverse speed for ships, cant be hard right, RIGHT!?!?!?!?! Ability to mark ally boats with a spyglass so they appear on the map. Add "trade route wind tunnels", Say E.G let the wind be twice as strong in the whole 2, 8, 14, C, M and H grids, this way u have a quick way to travel across the map. Make it so that when looking through a spyglass, boats render in from as far as u can see. This would make having someone in ur crowsnest with a spyglass actually useful, darkside RP already has this feature implemented as a feat, just pay their mods to do ur work or some shit, we all know u like to be lazy. Remove/rework grapples. With the current implementation, most fleet battles are a pure numberfight as its impossible to 1vx at all when theres a grappleship in play. Im not sure what exactly needs to happen to make them more fun for both sides, just fuck around with it, any changes are good changes at this point. Let us add 1 personal marker or smt similar to the one you get when marking a boat with the sextant. I personally dont use sextant, but would love to have a waypoint so i dont have to keep checking map if im sailing in the right direction. Or just make the sextant compas bar thing a standard, and let sextant only give u a minimap. OTHER SHIT Make it so u cant enter the freeport for 15 minutes after uve taken pvp dmg. Or make it so that the islands in freeport are all infinite peace phase and ur ship gets invulnerability as soon as u anchor untill it leaves the grid. Running to freeports is stupid, uve said for months now ur working on it, youve done fuckall, sort ur shit out. Introduce claim flag height limit, pillar bases are stupid, at least if the flag has to be on ground, u have a shot at claming the island. This change was one of the best ones uve ever come up with, fucking stick with it. Get rid of the current claim system, its shit. Hardly possible to claim islands, promotes crazy spam resulting in unplayable grids. Just do season 1 claim system but add peacetimers to it. Maybe add the option to place mortars on ships, but make them only usable when anchored, idk might be unballanced but defending is way too op rn, need some tools for attackers. Bit rp, but id like to see catapults be able to shoot oiljars. Idk if possible, but would be nice to be able to link resource box to smithy's and other crafting stations. I would love to see you guys add some actual objectives to this game. Say for example twice a day a "super ghostship" spawns in each golden age grid that drops like 30 blueprints. This would encourage people to fight over an actual objective with some decent loot. The best pvp weve had this season was fighting over the caves, we need more stuff like this. We need repeatable PvE content. As of now, all the PvE stuff in this game u do once, and then never again cuz theres no point. Add some smaller dungeons in GA grids that are on like a 1 hour cooldown u could farm for loot. I dont know what this loot could be, thats up to you guys, but something thats WORTH farming for. This would add some nice PvE content to the game, while also encouraging more pvp (people fighting over who can farm it) away from laggy shit mainbase islands. You guys could basically acomplish a very basic version of this by simply adding better drops to dragon and hydra kills, making it worth farming them and attracting pvp. Bugs to fix When your sails are repairing fiber and you zone, the repair will stop, and you wont be able to repair it unless you rerender the boat, please fix this. Greenscreens when spawning on boats When you switch ammo types, the ammo in the cannons will be wasted, please make it so this is returned to the ammo box, we didnt shoot it right? When you dodge backwards and instantly after do a scroll down attack with sword, mace or pike, your character moonwalks backwards instead of properly lunging forewards. Hitboxes of players on puckles and mortars are completely fucked, would be nice to see those adjusted to fit the actual model of the mortar/puckle instead of beeing a huge invisible wall When your boat planks are on low hp, and a tick of decay dmg makes them leak, it wont show the leaking icon (this only happened to me once, so idk if its an actual bug or some other weird shit happend to me) When zoning out of a grid that currently has a storm, the wind indicator will be wrong in the next grid, this is very annoying as it can fuck u up when ur getting chased. ladders are still dogshit, can almost never get up first try while swiming towards it. Sometimes when placing a structure, it will not actually place on the spot the blue indicator indicates, but it will just replace some other random structure thats near it. cannon indicator at long range is off, feels like cannonball will go lower than is indicated. After comming to a fullstop with a ship and then opening sails with spacebar, your ship wont move for 1 or 2 seconds even though sails are fully opened. This can be fixed by pressing s, but it feels like a bug. The same thing will sometimes happen after breaking free from a harpoon, even though ur free and sails are up, you wont move for a while unless u hold s for any amount of time. When you equip carbine and press lucky loader too quick after, the feat is wasted and ur carbine wont reload Song "the bryner's ballet" for ships thats supposed to increase repair speed doesnt do that, it reduces the time the debris is in the way. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- There hasnt been any significant change to this game in well over 6 months now, all uve done is tweak some numbers, and done some lazy bandaid fixes, most of which were for the worst. I think its about time you guys step up and have the balls to implement some actual impactful, meaningful changes to this game. It has potential, dont fuck it up.
  4. 1 point
    WELL, we are Still waiting for Update. Feb 3rd, 2020
  5. 1 point
    gotta love when the blowhards act like the devs haven't neglected the Atlas Community. I truthfully really enjoy this game. But the continuous lack of actual content updates / improvements / and outright abandonment of the Atlas community has really driven a wedge between whether or not most people will pick this game back up. Most of the major PVP companies are merging smaller companies into themselves just to stay relevant as far as player count goes. Broken PVP mechanics, poor server performance, unbalanced defenses, limited ship build options / customization . . . just a few of the failures thus far.
  6. 1 point
  7. 1 point
    It's a legit game mechanic, rather than dealing with people perpetually respawning when you're raiding them, if you are able to knock them out and handcuff them, you can take one of the fighters out for a good while.
  8. 1 point
    if youre still caged and they are keeping you alive, you can kill your self while handcuffed by using the "yell" function. though, it wont drain your stam unless youre actually causing noise feedback, you will eventually die, even if they are med kitting you.
  9. 1 point
    But I want that level cap right now....
  10. 1 point
    WELL, we are Still waiting for Update. Feb 3rd, 2020
  11. 1 point
    ... Nerfing grenades (and by proxynerfing raiding any base built on the east side of the map? Like really you gave invulnerable bases to a whole SECTION OF THE MAP! COME ON!) Buffing Swivels and puckels to god tier trash game play? I remember alot of post from top company's ASKING FOR THEM TO BE NERFED. the ground game is essentially gone now (at least from the fun we used to have now it Just run this swivel in a circle..... OH JOY!) Not to mention The elegant fix you said we would have for gliding barrle bombs is essentially glider dont work for anything any more. Gliding to ship or divebombing on to a deck is near impossible (still possible just incredibly harder to maneuver as the glider will now go left and right when ever shift is held. Just make it if you holding a barrel you go down when you hit shift. ) so i am now expecting you to break the combat mechanics even more with that statement
  12. 0 points
    If you want the level cap so badly, that means you have no chance against them and you will have no chance against them when they’re 30 levels lower.
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