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Showing content with the highest reputation on 08/08/2020 in all areas

  1. 3 points
    Ahoy Pathfinders! Our commitment to bringing new features to ATLAS continues. ATLAS is still in Early Access, and we’re only in the beginning stages of developing the renewed ATLAS journey. Many changes are incoming and a lot of work is being done behind the scenes. All of your feedback has been very helpful and we’re thankful you’re taking this voyage with us as we shape the ATLAS experience. Many of you have expressed that you wanted to hear more about our vision as we breathe new life into ATLAS. From the highest level, the main efforts are towards making the ocean fun and cleaning up the code. We are putting equal efforts into fixing bugs and rickety systems while we work on new things for you to do on the water. Apart from that, we feel that ATLAS suffers from a themeing problem. In some aspects, the game tries to be almost a simulation, but in others, there are dragons and hydras. Currently, this creates a bit of incongruence which we are working to solve. Unifying the theme is one of the broader arcs within the design team. For example, it's fair to say that we want to edge away from being a high fantasy, "WoW with ships". There are lots of great ideas we are playing with, but nothing that we are able to share at this point. As we get closer to defining our ideas, we’ll bring them out onto the deck for you guys. One of the bigger changes is a new, more optimized system for ships and new types of ships. This includes the mechanic of buying certain types of ships for gold. We’ve seen a lot of excitement and feedback around this topic, with many players hoping to find out more info about its current state. Unfortunately, that's all we can say right now. Please know there is a steady stream of content planned and we're half timing on that and half timing on fixing the bugs and cleaning up the code as we navigate towards a 1.0 release. A lot of these bigger changes are going to take some time to fully implement, and some of the changes happening now are setting the foundations for that gameplay. Think of them as building blocks. For example, although the Farmhouses are indeed a QoL update, it’s just the first step in a longer scheme for a new system. Now, we’re excited to announce the second step - Warehouses! Warehouses Warehouses will be coming to ATLAS next week! Connect Warehouses to Farmhouses to automatically store the resources you gather! How will this system continue to evolve? You’ll have to wait and see. Please note that Farmhouses and Warehouses are still in their first iteration. We will continue to develop and improve them as we look at gameplay and receive player feedback. We’re sure you have many questions on how the Warehouse itself will function as well. Leave us your questions in the comments section! We’ll be going more in-depth about Warehouses in the patch notes next week. In the meantime, we’d like to share some of the concept art for Warehouses below: Endgame Encounters & EXP We’ve received a lot of questions about the boss encounters continuing to reward EXP. After careful consideration, we will be leaving it “as is” for the remainder of Season 4. We appreciate the reports you all have been sending us. Through your feedback, we saw that the problems with the boss encounters were a priority issue that the community wanted addressed. In the process of introducing the fixes, we found that it is a deep rabbit hole of accumulated issues. Unfortunately, it is going to take us some time to fully sort it out. We are a small but dedicated team with big aspirations, and there is a balance that we want to strike when it comes to implementing new features while continuing to work on existing bugs and balance issues. At this time, we currently do not have the resources to properly approach boss encounters and the myriad of issues surrounding the current state of endgame content. We have therefore come to recognize that it would be better to leave the boss encounters as is while we focus on implementing the next steps of the new system we are currently rolling out. We’ll still continue to include other fixes and adjustments as we can, but we will have to apologize for where we have to leave the state of endgame for now. However, please know that adjustments will be made before the next season wipe. Please note, the zeroing out on some of the endgame exp is temporary. As an Early Access title, many things can and will continue to change during development - and your feedback is an integral part of our approach. We are very grateful for the reports and feedback we’ve received thus far and will continue to look to the community to help guide our actions and improve our processes. Thank you for not only helping us discover these issues, but for the insight you provide us as well. As our First Mate, the community, and the support and dedication we receive from you, means a lot to us. Happy Sailing, - ATLAS Crew 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
  2. 2 points
    Some sort of resource to boat management would be nice. It takes so many trips to kiss the boat.
  3. 2 points
    now that you have acknowledged seasons and wiping the servers can we get an idea on how long the "season" is?
  4. 1 point
    So with the news of warehouses coming next week what do people think about them now they know abit more information on them? They will connect to farmhouses so automatically gathering resources. At the moment I just use the resource box but now they will automatically go into the warehouse it's another nail in the coffin for tames I guess. They look quite big on the picture, it will be a nightmare seeing them all over the place. People have already spammed the farmhouse now we will have to see warehouses everywhere. Many probably won't be able to connect them if it works the same way as farmhouse where it says "can't place here to close" I think it is taking things away from tames, not sure if this is their intended purpose to cut down on tames but I have never used the elephant, all resources I need goes into the resource box near farmhouse. Only tames I use is bear and giraffe only to carry huge amounts of weight. People who breed and sell won't be to happy, I'm sure they will have a reduction in people coming to buy elephants and giraffes. I would have preferred them to focus more on things to do at sea first, sailing is to boring, at least to me. We need more things to do at sea and new ships, maybe NPC ships to board at sea etc. I just wish they focus on these first rather than buildings to gather resources. I know these things are in the pipeline but I get the feeling we won't see them for a very long time, maybe even next season.
  5. 1 point
    The map change being somewhat awkward is something I agree with. I liked the more realistic kind of map as well. At least keeping the whole round planet kind of atmosphere with realistic climates and related resources would have been preferable. Explorable biomes keep things interesting. I feel like they ARE working to improve performance though, there have been multiple hints to that. It just takes a while to clean up the mess the other dev teams before them have made. This is the first group actively working on fixing the game properly. Give them a chance
  6. 1 point
    regular wipes in pvp is not a bad idea. but on the pve side most people play it so they dont lose all their stuff and progress. they stopped playing pvp for a reason and switched to pve. if pve starts to give the same results as pvp i think people may switch to a new game since they are all out of modes to try to enjoy atlas with
  7. 1 point
    It blows my mind that there are people that think seasons will help the game long term. It definitely increases short term fun but it burns people out when they build and breed and then lose it all. This isn't rust, things are not as replaceable or as temporary. I truly hope thst come release they stick with the original plan and don't wipe again.
  8. 1 point
    Simple UI fix for ship boxes and warehouse, with inventory a single click gets one, while t gets the stack which is useless for the infinite stack in these. Change the ship boxes and warehouse that a single click gets a stack in your inventory. Because why would you go to the warehouse just to get one item, you usually want just a stack to make something.
  9. 1 point
    So, in short, we get XXXLstorageboxes wich we can connect to farmhouses. That's impossible for the most players to place them, but let's see how this turns out. WIPE CONFIRMED. Sigh.
  10. 1 point
  11. 1 point
    Please make is so others can't simply turn off your farmhouse.
  12. 1 point
    I have some things to ask you guys. 1: Why does it feels like you don't want people to get to max level? This is the first game i have ever played where it feels like you are doing anything in your power to make noone ever get max level. S1 a few was max level, S2 a few was max level, S3 some found the lever bug and got 120, S4 more bugs are found and you start wiping cause you dont want people to be max level. I understand that people should not be max level that fast, but doing 1000's of maps to get max level??? Who wanna do that? 2: PLEASE make reversing go just a little faster. Reverse parking my galleon makes me wanna kill myself. 3: Give all grids their own server like S1.. Every grid where there are 2 company's building harbor and defences = LAGGY shit... 4: A lot in this games takes VERY LONG time. You lose a lot of players because they dont have time. Not everyone have a lot of time to spare, and can only log in for like 1-2 hours every second day. But if you wanna do anything other than farm it take agaes. Just sailing 3 grids, doing 4 maps, sailing 1 grid, doing 2 maps and sailing back = players that can play only a few hours wont be able to do it without having to park their ship, gold, BP's a random place and hope its not gone when they come back. Parking it at freeport wont work either if they can't log in before the next day. Or how would a casual player ever breath a horse? I know some things should take time, and some should not be easy.. But have you thougt about how many players you are loosing because you need to play this gave for MANY hours each week to not get hopeless behind. 4: Give the option to log a ship out in freeport, transfere it off the server. Make it cost like 5K gold, 10K gold or whatever price feels right. People wont need to build masive harbors, wich makes server lag, and ther eare not 20 gally with crew and stuff draining resources from the server either. 5: Build a better trade station thing. Make one that dont have to be on the freeport. Make let people use the bank or something for it. Make it cost some more to use it, like 1 gold for each 100 things that gets traded and make a fixed valve. Like 1:1 only or gold. 11.000 x-wood for 10.000 x-fiber - Cost 110 gold in fee to make the trade. 250.000 softwood for 5.000 gold - Cost 2500 gold in fee to make the trade. 6: Make Weight sails and Speed sails Go up and down just as fast as Handling sails. 7: Do something about the RNG of treasure maps. First you need to actually find a good treasure map, the you need to go and hopefully be able to do the treasure map (hope that its not on a enemy island, defended with puckles, spam build on the island and what ever) and then hope that its not a myth fishing net or some crap that you get. Its like 1 in 200 maps you collect that is actually decent end game BP. And change people being able to block map spawns with small shipyard and other stuff. Just a few thoughts from me.
  13. 1 point
    New Update! v2.2.4 Accurate total player count, bug fixes, & improvements. - Fixed: Total Online Player Count should be accurate now. The player lists are still unchanged and will still show duplicates. - Changed: Max player count for Discord is now Max players per grid multiplied by number of grids. - Changed: Checks for running grid before starting a new one.. even when "Allow multiple instances of ASUU" is enabled. - Fixed: Watchdog timers pause while checking online players & server starts to prevent false crash reports when player check and/or startup take longer than watchdog timer. - Fixed: When assigning CPU Affinity, ASUU would sometimes restart the grids, causing duplicate starts - Changed: GridParameters.csv: Added AutoDestroyOldStructuresMultiplier and changed CompanyMaxIslandPointsPlayer to CompanyMaxIslandPointsPlayers - Several other stability and bug fixes. Latest Version: http://www.phoenix125.com/share/atlas/AtlasServerUpdateUtility.zip GitHub: https://github.com/phoenix125/AtlasServerUpdateUtility @Liljagare I will continue to update ASUU as needed. Thanks!
  14. 1 point
    It would be kinda cool if it was a liveable space. There are many buildings that we have access to but can't "use". If we could have the warehouse be "liveable" with snap points for the different crafting benches and slight customizations like ships, company island foot prints may become much smaller (Almost like a one stop shop) with one of each farm per grid or something to that affect? You could even reward players by boosting the efficiency of the farm if the use the small foot print. Customisation would be required though so it doesn't look quite as spammy. Perhaps have different base models per biome theme?
  15. 1 point
    Limit farmhouse to one per company..the damn things covers the islands and get unattended..and imo cause ton of lag. One company shouldn't have 10 or 15 farms on an island
  16. 1 point
    I don't mind the Farmhouse and won't mind the Warehouse. But please give us the ability to build it ourselves with customization, just like we can add stuff to our ships!
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