Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 02/28/2020 in all areas

  1. 1 point
    Rethink the roadmap. It's counter-intuitive to how the players play the game. I know I'm spitting into the wind here and I understand the frustration of the playerbase given the lack of awareness and interest in player desires or interests, but I can't get on board with the hostility and the abuse being hurled. I know, having observed for a long time now, that the developers don't read your posts or feedback (Detrimental for a game in Early access) and that has fostered a very toxic relationship with this community which saddens me to say because I genuinely love Atlas, but I'm desperately disappointed in the direction it's taking. I wonder if you agree. The roadmap appears to attempt to dictate how we play the game. As a community that has adapted to the game, the roadmap implies we've been playing the Atlas "Wrong." To quote the official post "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." We're spending too much time on land. We're relying too heavily on tames and breeding. We're not doing enough exploring. We're not engaging in enough combat. I feel like Atlas has done themselves an injustice. In an open world, a player base of diverse interests develops; You have those who enjoy combat with Ships of the Damned, Those who specialize in breeding high stat tamed creatures and selling them in a burgeoning marketplace, builders who primarily focus on creating fantastical archaeological wonders, explorers who are achievement completionists, treasure hunters who enjoy the pursuit of gold, resource harvesters who collect and sell resources to travelers- in an open world where our goals are self made, it is a huge mistake to shuttle us all into one linear stream of gameplay as if Atlas were World of Warcraft. We don't a want to be doing the same thing, but that has not stopped our gaming practices from complimenting that of other players. Te roadmap attempt to intercept our self made goals and forcibly divert our play style into what the developers think it should be, rather than what each of us, individually, want it to be for us. This is a game where it will take you as much real time to sail 5 tiles as it does to drive to your next big city. This is a game where, to breed a tier 3 creature, requires a 4 day, real time, marathon with intense focus. These are time investments that would typically feel cumbersome, but we do them, we've adapted to them, some of us appreciate they are not easy because we feel a sense of genuine accomplishment and real progress. But they're taking these things away. They're doing so in a manner that makes no real sense in the context of the game except to make a difficult, time consuming, long term committment of a game even harder but with less reward. Nerfing tames was their first step last night in sabotaging how we play the game. I had a level 11 Army of the Damned drop down from a finger rock someone had been digging up a chest on. It did significant damage to my level 73 bear. This was ONE Army of the Damned. Had it been any more of the 5-12 that spawn, I'd have died, my bear would have did- just like the treasure hunter after that 73 gold common map did. This has a direct effect on the economy. Because of this deterrent, less people will want to treasure hunt meaning less passive income for Island owners who find that 20% tax actually helps cover the cost of their upkeep. Tames are the balance of our combat experience. For every one of us that have been killed by a level 1 bee and been eternally humbled by the lack of proper scaling in this game, tames are the difference between death and survival on land. But spend more time at sea, they said. It'll be fun, they said. But imagine the time, the effort, the relentless grind of harvesting materials, speccing and respeccing due to the limited available skill points, and finally building a ship only to go out ad be destroyed by a random fleet of Ships of the Damned that spawn into the radius of our boat at close proximity, either clumsily spawning in on each other or surrounding us in 360 degree circumference. Rarely just one. Then the rain starts, 10 cyclones spawn, picking away at your person's health, at the ship, damaging everything on it. Then the passive ship decay. You're always slowly decaying at sea, both you and your ship. Your vitamins deplete faster. Then you cross a server boarder. You hang in limbo for 10 second or more. You may emerge being pummeled by more ghost ships or directly into cyclones. This perhaps after sailing for three hours and losing literally everything you've worked days to acquire, on top of your time. The risk isn't worth the reward. Not for the 19 gold a ship may drop. Not for that common thatch door blueprint. At a whopping 180 gigs of space, I have yet to determine what constitutes 250 tiles. Aside from a few resources easily substituted unless for mythical quality blueprints, traveling doesn't offer new experiences except a dramatic change in climate. The islands are the same with a different skin. Most of the animals across each biome are the same with a few variations in basic colors- not even patterns vary, just skin recolors. Models are repeated exhaustively, embarrassingly noticeable. That plant could be a half a dozen looking things because while the model is the same, the harvest may be different. The ships look the same- we all look the same. In contrast to ARK that has a plethora of skins and cosmetics to diversify and individualize our appearance, Atlas doesn't even afford us that. The texture from building? All the same. NPC towns seem to boast more robust building materials and options than we players do. Ultimately, Atlas has decided to push up all back in progress to compensate for their lack of content at the end game. If we are forced into their linear fashion of gameplay and they extend our road, our grind, our path to progress and end game content, that provides them more time. I took a year off, just after the implementation of the trenches and crabs. A year later I cam back and found they'd introduced Crabs and Ulfends. Nothing else really. No dramatic gameplay improvements. The same bugs that existed just after release still persist today. No quality of life or gameplay experiences, no new end game content or achievement pursuits, no new mid game content. The ongoing joke is that Atlas is a sailing simulator, and that seems to be what they're making it. Those who love the game as a foundation for something great will soon sadly realize it's potential will not be met if we move in this direction, but instead suffer at the hands of staff who clearly doesn't listen or even play their own game to understand the experiences we speak of so passionately here, or own steam, or in other mediums. We just can't get through. I know the handicapping of Tames was the first step in further limiting our ability to progress in Atlas, which is why I'm motivated to speak out here. Sorry for the TL/DR.
  2. 1 point
    I often see forum messages like: "WE WANNA MORE SHIP TYPES IN THE GAME" I mean, it would be cool if there were a lot of different ship types. And I feel sad to talk about it. But let's take a sober look at current ship state. So. Difference between ships should be: - Hold size. - Sturdiness. - Amount of cannons. - Speed and maneuverability. And we should actually choice our vessel because of current mission needs (it's like that - we wouldn't wanna sail Frigate to nearest island, because we will unanchor it and then park back like for ever). And what do we have right now? - Hold size doesn't matter. We can put all of our cargo in to small chest in ship corner. - Sturdiness doesn't matter, because we can enforce our ship armor with additional roofs, walls, and ceilings and enforce it more with skills. - Amount of gunports goesn't matter because we can add extra 20 cannons to our brig and even 10 more to stern and 10 more to ship nose. - We have largest and fastest ship in a game. Why would we want slower and smaller? And maneuverability is important in boardside battles, but no one does that. Just usual chasing tactic and nose-stern cannons shoot. So... we've basically got everything we need. Wanna more different type of ship - use current base and create different types with roofs, ceilings, walls, different sails, and custom amount of cannons. If ship type would depend how many cargo it can carry (I'm not talking about weight, but size). How strong firepower it can carry, etc. Then we would wanna more ship types. But to make so - there are a lot of dramatic design restriction should be introduced! like no more guns out of gunports, no more roofs armor etc. Until then (and again I sad to say that) we simply don't need any more ship types.
  3. 1 point
    The fact that Jat and Dollie are posting 5 times more for this ark dlc than they EVER did for atlas (even right at launch) supports that they just lost interest, or never had much to begin with. My twitter is getting practically spammed by all the shit they're posting, atlas never got that much attention I'll probably have to unfollow them as I have no real interest in ark. I imagine they'll quietly remove atlas from their bios and continue pretending it never existed
  4. 1 point
    we talked about this from the start... My thoughts still are - they should only allow guns in gun port structures, with them being also on the top deck... get rid of the front/rear shotguns... - if cannons only fit in gun ports they can make easy cross count so that too many cannons on one side gives balance problems... - for free placing of fire power the swivels are for, give them a small ball ammo... or allow Puckles as they are really designed as ship CIWS anyway... - with the cannon-to-gun port change we need atleast a new ship in between the brig and gally... having like 12-18 gunports each side... - have to change the SOTD aswell, so they also have no turret cannons and shoot most of them broadside... or switch over to the single player pirate ships... - to customize ships further have three typs of planks: normal, cargo, armored... having different buffs and de-buffs... - make the normal wood structures damage pass through... thin sheet of wood will not stop a cannon ball like a thick plank can... actually the splintering wood makes it more lethal for the crew... But hey, it seems to be too difficult to make new ships, as the one we have are from the time this was just a player made mod... the knowledge seems to be lost... And even with new ships and/or significant changes to the ship game, Atlas is still lost, as there are way more other problems killing the game... and no one there to fix them...
  5. 1 point
    I think there should be a distinction between merchant ships and warships. If we limit the number of cannons on a ship, we may be able to sail on more diverse ships.
  6. 1 point
    I've seen people play Naval Action but never played it myself I noticed in that game though you can send ships away on expeditions or to another point and you wait for it to get there in so many hours. I wish this was in Atlas, the NPC control the ship to go to a certain area while you do something else (for the smaller or solo companies of course and single player) I'd be happy with the current ships, if only they added more content to the game, I mean 1 year in and you'd expect abit more to be honest. The wind and weather has to change for me to be playing more again, I don't mind waiting while travelling but after awhile when the wind is against you all the time it's no fun and the boredom creeps in. What happened to the NPC camps? They should be in the game by now to give people something extra to do. The devs have tried to balance Ark and Atlas and it has severely backfired on them, why they split the dev team I will never know, all Dollie and Jat are posting about on Twitter is "how is everyone enjoying Ark" "what would you like to see more?" they have lost the plot. I had hope for the game but with the numbers dropping I don't see it being as good as it was supposed to be. New World out in a few months, another MMO and numbers will fade even more. They haven't listened to anything the community has said and that is their downfall. I've had my fun with it though don't get me wrong but argh it gets me angry at how good it could be and they watch it fade away.
  7. 1 point
    While it would be nice to see more types of ships in Atlas, people will always cookie cutter the same type every time. Some thing they could do, and it would even be within the skill level of this dev team, if they ever get back to working on this game. Is to have different base values for stats and coresponding increases per level. So you would have differing roles for the same ship type.
  8. 1 point
    What about the talk* I hear of them combining Ark and Atlas and calling it Arkelass? From what I have read, I gather that the dinosaurs age and grow old unless you put sails on them and sail your Dinoboat to the Golden Age Of Tek. When you get there, cram them into a tiny hole where they become baby dinosaurs that die if it gets too hot. Don’t forget to get your discovery-note explorers-points along the way! *fake
  9. 1 point
    I have never experienced this but as with everything in Atlas I bet your results are a mixed bag. I would plan on moving anything you do not want to lose as far from that island as possible.
  10. 1 point
    Well i like the game and i believe in it. It's EA and under development and personally i feel there is to much hate. I even go so far to say its the most interesting and comprehensive survival game i seen in a long time.
×
×
  • Create New...