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Showing content with the highest reputation on 10/24/2020 in all areas

  1. 6 points
    Suggestion: It would be nice if tickets were actually answered and not automatically marked as "solved".
  2. 5 points
    Adding a gold cost to ships made in shipyards is really going to hurt the solos/small groups especially the ones that live in lawless.
  3. 4 points
    Have news is always something good. Most of the things that will be implement will make the game better, but at least there are 2 that i think will really damage again the gameplay, what means, reduce even more the active players: Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold This for a mega is not a problem, they will be even more powerfull. The problem is all this small companies that survive with treasure, killing some ships, or fishing. You can try to balance the different ways of finding gold, but if you remove the gold from all the actual sources and only let trade system you will kick all small companies from the game. Added Gold cost for crafting Ships in a Shipyard Schooner: 50 Gold Brigantine: 250 Gold Galleon: 500 Gold NOTE: These costs will increase when the trade system has been fully implemented Linked with the previous concern, this means that mega have no impact, but the small tribes will notice it, specially if you remove their actual income system, and you force them to fight vs megas for controling sea forts. Changed delay before using newly placed land artillery to 10 minutes This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns I like this change, but clearly is missing another action linked to this change. That was the only counter against barrelbombing, this barrelbombing that 95% of your community hate, that have push-out most of your community, and you keep going on it (braindeath?). So know removing the only defense that was the insta catapult, you make it even worst. So again, please hear you community, remove the barrelbombing from cannons and catapults, and let us play. Barrels are the worst item on this game, because you are not able to balance it. Maybe you have a great roadmap thinking on megas, or in your idea of game, when clearly you are not playing it. Hear your community, and dont kick more players because you take stupid decissions that kill a part of the population. This patch if goes out with this points that i have highlighted, will empty a bit more this game, and will kick most of the small companies, that today survive on this barrelbombing game.
  4. 3 points
    1. one of the coolest places in the game is the Yeti cave now there is no reason to go there. it is a great spot for PVP and if you kill a giant snow monster I think you should get something as a reward. there needs to be a reason for companies to do these encounters more then once. how about just make the EXP reward reasonable? 2. making already poor new players pay for boats that they already had to farm for is silly. larger companies wont care about gold at all but you are hurting your new players with this change. this game needs new players badly. This may be ok if you rework the map rewards and how maps work. most of the maps that spawn in lawless are to high for a casual player to figure out how to do. if you rework how the maps spawn and make good maps spawn close enough that they can be done in a reasonable amount of time this may be ok, but currently lots of players do not have accesses to map due to sail time. 3. I think it would be great if during the next season the devs made a company and played on the PVP server I think you would learn a lot about what makes this game great and what is totally frustrating about it.
  5. 2 points
    Well for one, pyrates didn't build their own ships, they stole them! so why should I need gold for my own shipyard? If you want a trade system then you are gonna have to introduce factions too. Why would I trade for something if I can steal it anyway? Does anyone remember that this was a pyrate game? Or is it trying to become a golden age life and sailing simulator? pull up the roots, kill the tree.
  6. 1 point
    I just read the upcoming "Patch Preview" notes and wanted to comment on the following notes: "Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold " I believe there is a current balance flaw in the early game where Pathfinders do not have easy access to earning their first bits of gold. And I think this patch note will only make it worse. Right now, there's only two ways (that I know of) that a new player can get their first gold on a Freeport island without having to leave the grid. Those two ways are digging with a shovel for gold, or fishing with a fishing rod for fish. Both activities require a lot of other actions to take place. First you to need to level up to be able to craft a smithy and a fishing rod plus chair or shovel. Then you need to place the smithy, but you cannot place structures on freeports, so you have to collect resources to give to the harbormaster to buy a ship to be able to even place the smithy in the first place. Most people will opt for the ramshackle sloop, and right from the beginning you are wanting 10g to even begin to properly man your sloop not including gold for keeping your crew. If you chose the shovel route, you will break your shovel multiple times trying to scrap together enough gold to hire a crew. If you chose the fishing route, after you have placed your chair on your ship because you cannot place it anywhere else to fish on freeports, you then will need to find bait to put on the fishing rod. In which case, you will have to hope you were smart enough to land on a freeport with sugars, or have to go and craft a shovel anyways, just to dig up some worms to go fish with. And during this whole time while you are trying to get 10g to hire a crew, your ship is decaying in the harbor. Of course you could always sail your sloop without a crew outside the freeport to grab some flotsam and then come back and buy your crew, and I suspect most veteran players do this. But I want to highlight the point that the current game flow to earning your first gold is not intuitive, and most definitely not new player friendly. Removing gold from digging and fishing only makes it worse in my opinion. I ask that you reconsider removing gold from these activities, or better yet, come up with a better and more logical flow for new players to start making money in their first hours of play. Finally, I am concerned about the last sentence in the patch preview note, "The trade system will become the way to earn gold." With the development team increasing the importance of gold to gameplay (which I very much support), I wonder how players who do not wish to, or cannot participate in the trade system are supposed to earn gold? I completely understand if you're looking for ways to prevent gold farming, however, there still needs to exist multiple alternative avenues to getting some gold when you have no one to trade with, or all trade routes are blocked.
  7. 1 point
    Ahoy Pathfinders! The new patch is getting really close! We’re still doing some final work and checks on the build. We don’t have an exact time and date on when it’ll be out yet, but here’s a quick heads up that it’ll likely be out early next week! Please keep your eye on this post and our social channels for any updates as to when this patch will release. Now, let’s take a closer look at what’s coming and the tentative changelog. UPDATE 10/26: Patch will be out tonight at 7:00 PM PST. Estimated 30~45 minutes downtime. Please keep an eye out for in-game warning. Sea Forts & Trading Earlier this week, one of the major items we discussed was the upcoming Trade System! A lot of you were curious about what the Towers on the island Control Points, now called Sea Forts, would look like! Trade Routes won’t be available yet in this next patch, but you will be able to at least check out these Sea Forts and battle it out! Here’s an early sneak peek: *** Please note that the above reflects a work in progress. The Sea Fort tower structures are still undergoing some work and adjustments will be made in subsequent updates. We received a few questions as well about how the actual exchange of goods happens and how trade can be disrupted. When shipments for trade are generated, both parties will only receive the goods and generated gold if both Trading Ships successfully make it to the other Market. On PVP, a Shipment will not start if all Sea Forts on a grid that is a part of the Trade Ship’s route have blocked it from usage. Once a shipment starts, it will follow its intended path and pay taxes based on the conditions of its route at inception. Blockading will only stop new shipments or force it into another route if it’s not completely blocked. Trade ships can also be attacked directly, and although players will be able to steal resources from the Trade Ship, this functionality is still a work in progress. We have seen concerns about how these Trade Ships may affect server load. Optimization and server stability are ongoing issues that involve the continual work we are doing to update the back-end code. Improvements are going to be a gradual process. However, we do have a mechanic in place to prevent an overload of Trade Ships. Once generated Trade Ships have reached a certain threshold, any shipments that should have been generated thereafter will be virtual. Virtual shipments do not generate a Trade Ship and cannot be attacked or stopped once it has met the conditions to start. Ships We also discussed the upcoming Ships for Gold system. At this time the plan is to have it exist alongside the current Ship system. The next patch will see a few changes to Ships to balance it out with the changes that the Trade system and Ships for Gold system will bring. Maximum level has been increased to 60 for ships and the exp curve has been adjusted accordingly. Schooner, Brigantine, and Galleon will now additionally cost Gold to build, and this amount will increase once the Trade System has been fully implemented. The new Ship Salesman has also settled into the Freeports, so you can pay him a visit although no ships will be available for purchase yet. Re: Wipes Many players were also concerned upon hearing about “more wipes.” This doesn’t necessarily mean that there’s going to suddenly be wipes left and right, only that instead of hesitating to wipe or waiting until a new “season,” we will perform the wipe if a situation calls for it. However, it does mean that a wipe can happen at any time, but only when necessary. We're going to do our best to minimize the possibility, but the possibility is always there. We'll announce wipes when we're sure, although how much of a heads up we can give is going to depend on the situation. Understandably, many of you were also anticipating a wipe after hearing this news. This next patch will NOT include a wipe. However, as we continue to implement the Trade System, a wipe will be a necessary part of the process. We do not have a date for this yet, and will make an announcement once we do. We apologize for this inconvenience and thank you for your understanding. For our Pathfinders sailing the seas of Private Servers, we will also let Private Server owners know if we recommend to follow suit when we announce a wipe. In addition to the pieces we are setting in place for the Trade system and Ships for Gold, are a few changes and bug fixes as well. We’d also like to remind everyone that we are indeed working on bug fixes and other issues in tandem with the new content. Some patches may see more content, and other patches may see more tweaks or fixes. While certain patches may focus more in one area than another, it does not mean that we are not working on other things. We are a small team doing our best to balance all sides, and we appreciate all of your support and understanding as we continue to shape ATLAS’ gameplay. See the tentative patch notes below: Tentative Changelog ***Please note that this is only a preview of the next patch. Final Patch Notes for the Live build may differ and will be reposted once it goes live. New Feature: Sea Forts Sea Forts are a form of Control Points that give Companies control over trading in an area. This system is foundational for the upcoming Trade System. Sea Forts have automated defenses that will respawn over time when neutral Players have a limited number of build points (100) to spend on a Sea Fort they own Currently only Defense Towers may be built (15 pts each) On PVP Servers, they may be captured and controlled! To capture them, destroy the defenses and plant a flag inside the central tower The flag takes 25 minutes to force an owned Fort return to neutral The flag takes 10 minutes to capture on a neutral Fort Sea Forts in Freeport Servers may not be captured In an upcoming patch, Sea Forts will allow access through a server for Trading You will be able to grant or restrict access to Allies or other Companies Access to a Sea Fort is required for you to have trade routes that travel through a server! Sea Forts may have a Tax Bank built on them The Tax Bank can be raided for gold. Neutral points have the Tax Bank as well NOTE: Until trading starts, they aren't actually earning any gold, so the Bank is empty Tax Banks will allow companies to tax Trade Routes that use their Fort for access Neutral Forts will have a high tax rate and allow everyone access to a server Map Added the Ship Salesman's Island to the center of each Freeport Grid NOTE: Ships are not yet available for purchase. They will be added in a future update Added Sea Fort Islands to the map. 1-4 exist on every server except the center Ships Increased maximum Ship level from 52 to 60 Adjusted Ship XP curve to increase the amount of XP required for early levels and greatly reduce the amount of XP required for later levels Overall, this change reduces the total amount of XP required to reach max level Added Gold cost for crafting Ships in a Shipyard Schooner: 50 Gold Brigantine: 250 Gold Galleon: 500 Gold NOTE: These costs will increase when the trade system has been fully implemented Structures Defense Towers may be built at the Smithy May only be placed at Sea Forts Requires Advanced Automation Skill from the Construction Tree Added Fuel Slot to Farmhouse and Warehouse Dedicated slot holds up to 1,000 units of Fuel This slot is separate from the main inventory Burns a unit of fuel at the following intervals: Oil: 350 seconds Coal: 200 seconds Wood: 100 seconds Thatch: 40 seconds Weapons Changed delay before using newly placed land artillery to 10 minutes This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns Bug Fix: Cannons can no longer be fired underwater Misc Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! 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
  8. 1 point
    Ahoy Pathfinders! The new patch is getting really close! We’re still doing some final work and checks on the build. We don’t have an exact time and date on when it’ll be out yet, but here’s a quick heads up that it’ll likely be out early next week! Please keep your eye on this post and our social channels for any updates as to when this patch will release. Now, let’s take a closer look at what’s coming and the tentative changelog. UPDATE 10/26: Patch will be out tonight at 7:00 PM PST. Estimated 30~45 minutes downtime. Please keep an eye out for in-game warning. Sea Forts & Trading Earlier this week, one of the major items we discussed was the upcoming Trade System! A lot of you were curious about what the Towers on the island Control Points, now called Sea Forts, would look like! Trade Routes won’t be available yet in this next patch, but you will be able to at least check out these Sea Forts and battle it out! Here’s an early sneak peek: *** Please note that the above reflects a work in progress. The Sea Fort tower structures are still undergoing some work and adjustments will be made in subsequent updates. We received a few questions as well about how the actual exchange of goods happens and how trade can be disrupted. When shipments for trade are generated, both parties will only receive the goods and generated gold if both Trading Ships successfully make it to the other Market. On PVP, a Shipment will not start if all Sea Forts on a grid that is a part of the Trade Ship’s route have blocked it from usage. Once a shipment starts, it will follow its intended path and pay taxes based on the conditions of its route at inception. Blockading will only stop new shipments or force it into another route if it’s not completely blocked. Trade ships can also be attacked directly, and although players will be able to steal resources from the Trade Ship, this functionality is still a work in progress. We have seen concerns about how these Trade Ships may affect server load. Optimization and server stability are ongoing issues that involve the continual work we are doing to update the back-end code. Improvements are going to be a gradual process. However, we do have a mechanic in place to prevent an overload of Trade Ships. Once generated Trade Ships have reached a certain threshold, any shipments that should have been generated thereafter will be virtual. Virtual shipments do not generate a Trade Ship and cannot be attacked or stopped once it has met the conditions to start. Ships We also discussed the upcoming Ships for Gold system. At this time the plan is to have it exist alongside the current Ship system. The next patch will see a few changes to Ships to balance it out with the changes that the Trade system and Ships for Gold system will bring. Maximum level has been increased to 60 for ships and the exp curve has been adjusted accordingly. Schooner, Brigantine, and Galleon will now additionally cost Gold to build, and this amount will increase once the Trade System has been fully implemented. The new Ship Salesman has also settled into the Freeports, so you can pay him a visit although no ships will be available for purchase yet. Re: Wipes Many players were also concerned upon hearing about “more wipes.” This doesn’t necessarily mean that there’s going to suddenly be wipes left and right, only that instead of hesitating to wipe or waiting until a new “season,” we will perform the wipe if a situation calls for it. However, it does mean that a wipe can happen at any time, but only when necessary. We're going to do our best to minimize the possibility, but the possibility is always there. We'll announce wipes when we're sure, although how much of a heads up we can give is going to depend on the situation. Understandably, many of you were also anticipating a wipe after hearing this news. This next patch will NOT include a wipe. However, as we continue to implement the Trade System, a wipe will be a necessary part of the process. We do not have a date for this yet, and will make an announcement once we do. We apologize for this inconvenience and thank you for your understanding. For our Pathfinders sailing the seas of Private Servers, we will also let Private Server owners know if we recommend to follow suit when we announce a wipe. In addition to the pieces we are setting in place for the Trade system and Ships for Gold, are a few changes and bug fixes as well. We’d also like to remind everyone that we are indeed working on bug fixes and other issues in tandem with the new content. Some patches may see more content, and other patches may see more tweaks or fixes. While certain patches may focus more in one area than another, it does not mean that we are not working on other things. We are a small team doing our best to balance all sides, and we appreciate all of your support and understanding as we continue to shape ATLAS’ gameplay. See the tentative patch notes below: Tentative Changelog ***Please note that this is only a preview of the next patch. Final Patch Notes for the Live build may differ and will be reposted once it goes live. New Feature: Sea Forts Sea Forts are a form of Control Points that give Companies control over trading in an area. This system is foundational for the upcoming Trade System. Sea Forts have automated defenses that will respawn over time when neutral Players have a limited number of build points (100) to spend on a Sea Fort they own Currently only Defense Towers may be built (15 pts each) On PVP Servers, they may be captured and controlled! To capture them, destroy the defenses and plant a flag inside the central tower The flag takes 25 minutes to force an owned Fort return to neutral The flag takes 10 minutes to capture on a neutral Fort Sea Forts in Freeport Servers may not be captured In an upcoming patch, Sea Forts will allow access through a server for Trading You will be able to grant or restrict access to Allies or other Companies Access to a Sea Fort is required for you to have trade routes that travel through a server! Sea Forts may have a Tax Bank built on them The Tax Bank can be raided for gold. Neutral points have the Tax Bank as well NOTE: Until trading starts, they aren't actually earning any gold, so the Bank is empty Tax Banks will allow companies to tax Trade Routes that use their Fort for access Neutral Forts will have a high tax rate and allow everyone access to a server Map Added the Ship Salesman's Island to the center of each Freeport Grid NOTE: Ships are not yet available for purchase. They will be added in a future update Added Sea Fort Islands to the map. 1-4 exist on every server except the center Ships Increased maximum Ship level from 52 to 60 Adjusted Ship XP curve to increase the amount of XP required for early levels and greatly reduce the amount of XP required for later levels Overall, this change reduces the total amount of XP required to reach max level Added Gold cost for crafting Ships in a Shipyard Schooner: 50 Gold Brigantine: 250 Gold Galleon: 500 Gold NOTE: These costs will increase when the trade system has been fully implemented Structures Defense Towers may be built at the Smithy May only be placed at Sea Forts Requires Advanced Automation Skill from the Construction Tree Added Fuel Slot to Farmhouse and Warehouse Dedicated slot holds up to 1,000 units of Fuel This slot is separate from the main inventory Burns a unit of fuel at the following intervals: Oil: 350 seconds Coal: 200 seconds Wood: 100 seconds Thatch: 40 seconds Weapons Changed delay before using newly placed land artillery to 10 minutes This affects Cannons, Large Cannons, Catapults, Puckles, Ballistas, Mortars, and Swivel Guns Bug Fix: Cannons can no longer be fired underwater Misc Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra Removed Gold drops from Kraken, Squids, Army of the Damned Soldiers, fishing, and digging. The trade system will become the way to earn gold Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! 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 View full article
  9. 1 point
    If it’s going to cost gold to build a ship, then EVERYTHING should cost gold. Why stop with ships? Walls, ceilings and items should need gold. We should have to really work hard to build anything and have it all cost money like in real life. No more spam, giant pyramids or useless gates because no one will have the gold to do anything except build ships. Heck we should be able to buy XP too! On that note, the best idea I read was a point system for construction. Apply that idea to every company based on members and the lag will be better and the spam will be gone. No more endless, pointless construction in PVE. Lastly, I have decided I don’t need a trade route. All I need to do is gather every map full time and sell them.
  10. 1 point
    Its supposed to be an "interceptor" but we already have barshot schooners i don't see the need for it and the concept is fucking retarded. Its either gonna be another squirt camel or barrels all over again. How about these devs just roll everything back to before the puckle buff in season 3 AND FUCK OFF!
  11. 1 point
    First of all Thanks for taking up the burden of fixing this game. Many of us are aware of the hurdles you're facing. But just as many are not. Please don't take all the non-constructive criticisms as a personal slight, most of us appreciate the work you've done. Some (hopefully) constructive feedback Sea Forts Tower The biggest remark I have on the fort model is the fact that it looks like a structure that would topple over easily. Perhaps remove the lower section, or make it wider, so it doesn't look like it would topple over in a storm Floor level I would also recommend adding a wall around the whole structure, that way the floor will look more in-place on the rock. Trade system I love the idea of a trading system, but please make the world map a bit more sensible again. Surely it's possible to balance a world with somewhat realistic biomes (hot at equator, cold at poles)? Ships & gold Please don't make shipyard ships cost gold unless gold can realistically be gotten by smaller companies. Make shipyards require a paid crew in order to build the bigger ship frames. While this doesn't do anything mechanically, the gold cost would make more sense and the world would feel a bit more alive. Wipes I'm glad you decided that wipes aren't a major issue during an early-access phase. This is what testing is for after all. People seem to forget that the game isn't released yet. Again, big thanks to all staff working on Atlas, not just the devs. The transparant communication is appreciated!
  12. 1 point
    Please, please, please reconsider introducing a gold cost for ship crafting. This puts all the burden on solo players and small companies and will not really change anything for large companies. It took me hard work to convince a few friends to buy the game and start playing regularly. But they are committed and we are having fun now. We are a small group and have zero - absolutely zero - interest in joining a large company. We all have demanding jobs and family with limited time and irregular schedules - we are casuals enjoying a game that lets us build ships, explore and generally act like a rag tag group of pirates. Please do not become World of Warcraft with significant barriers to core components of your game, gold in the crafting system is a poor decision and will harm groups that don’t have the capacity to participate in your higher tier end game stuff. Everything else sounds good and helps to grow your world, but you need to know that on an average night many of the people online playing are solo and small group players. You risk alienating the people who have stuck with you since you launched early access. I’m one of them. Please reconsider. Ship building is one of the things I really love about this game.
  13. 1 point
    Sorry but this is just dumb. 1. Whoever created that trade fort needs to be sacked. In fact punched in the face then sacked. What are you doing here? You put a lighthouse on top of some gates, gratz. Appreciate its not finished but it better be a HELL of a lot better than that. 0 effort. 2. Why are you making people pay to build their own ships? I get paying for the pre-made at freeports which is fine but paying for a ship in your own shipyard with mats you have farmed makes no sense. Who are you paying and for what? The ship has been hand built with materials you've done yourself? It will hurt single players and smaller companies and make it harder for them to get going.. Unless the new trade routes are going to flood the market with gold. Which if this is the case will have an impact on trading and the economy, prices will get stupid for things if Gold is so easy to find. And then what would be the point in shipwrecks or doing Maps (other than BPs) which in PVE have limited use i.e buildings? 3. Removed XP for bosses? why? So how will players earn XP at higher levels. Past 80 the XP grind is slow AF! The only way to level is end game bosses. It also removes any reason to do them more than once. Once you get the Feat literally no reason to go back. 4. What the hell is the Ramming Ship? Who asked for that? Who even designed that, sorry, think I know ^^... People asked for a ship between Galleon and Brig aka Frigate. No one has a use for this Ramming ship. Please for the love of god just make a Frigate instead.... actually listen to the players! I think you guys need to release a road map to put these changes into context because without seeing the end game these changes make no sense and actually harm the game. People are lining up to leave and everyone I speak to is quitting because the game has no direction with stupid changes and updates. All you need to do is listen to the players...
  14. 1 point
    Ramming ship. Unless it moves at 60 knots and is literally made of explosive barrels, the only thing it'll be ramming is the ocean floor.
  15. 1 point
    This was a well made post. One shot mechanic should NOT EXIST. being able to 1 shot sails or 1 VOLLY sails should not be a thing. LITERALLY the hardest thing to get in the game but 1 or 2 cannon shot and its gone even with max points in a boat. remove the barrels receiving multiplicative damage increase from the game. or nerf/remove them. you say to keep the feed back coming. Yet do not listen to it. EVERY ONE HATES THIS, even company's that USE THEM HATE them it removes all skill from the game. NO ONE WANTS THIS. LISTEN. We have been saying it non stop REMOVE BARRLES
  16. 1 point
    Thank you Devs for your communication this past week. It is greatly appreciated. I did have a couple questions though in regards to the trade system. Will the trade system only revolve around the trading of island resources or will players be able to trade blueprints, weapons/armor, and tames as well in the market? And are these tradeships just auto generated or would they need to be created and possibly loaded/unloaded by the players? Thank you kindly and keep up the good work cheers
  17. 1 point
    Why is there now a gold cost to building anything larger than a sloop? Players that are just starting out may not have gotten a bear or swivels for maps, many of the sunken ships are glitched where you cannot access the treasure, and general flotsam doesn't yield very much gold. I get the idea is to make use of the gold (especially now that crew gets paid once a day at the soonest unless sailing), and to slow down the super tribes, but that's a bit...tedious and blocks solos from progressing at a decent rate.
  18. 1 point
    Holy flippin' moly! I didn't even read anything about this patch preview. All I care about is that we have heard from you devs twice in a single week! Are you guys actually taking Atlas seriously again?!
  19. 1 point
    Please say something about Explosive Barrels. Anything at this point......
  20. 1 point
    The bugs killed the game for me since grid bug that disconnect you and crashed the game to making farmhouses only take coal as well since COVID happened I was in hospital for about a little over the week and ended up losing everything to decay timers maybe I will come back when game is more stable and has more places to build cause ever since map shrunk everywhere is so crowded
  21. 1 point
    Apparently, according to how they handle things, all you need is one enemy on a second account to infiltrate and start cheating.
  22. 1 point
    (Great English by the way Edee) I agree, and further think blueprints should be trashed completely, as should raising/breeding animals. I think there should be a marginal buff to items created using a skill tree or raven (perhaps up to 110%). That way everyone is pretty equal at sea. Maybe a small buff for including mixed resources since if you get rid of fine+ BPs you don't need to collect resources. Breeding animals is a stupid waste of time. You should be able to quickly capture and domesticate a beast for general use. They don't need to level up perhaps all should be locked at level 20. This would force players to rely on their own skill tree to overcome obstacles. Sure you could train a bunch of bears and ride on in to beat a high level map. But you wouldn't be able to breed ONE bear that could take on any map, you'd need more players. If you build a mechanic like shield bash, there should be a skill tree or defense to negate the effect. Barrel bombs should have never been projectiles. The game should be about teamwork, load out and tactics. Not based on min/maxing, time investment and resource collection.
  23. 1 point
    imagine getting infiltrated by an enemy clan who starts cheating and gets your whole clan banned xD
  24. 1 point
    I'm sorry to be so unpleasant, but do you ever look at your community needs? Do you not see what makes people leave the game even tho they love it? I can promise you it isn't the lack of rowing. Or do you just enjoy adding things nobody has ever asked for, and watch as the fun this game still barely provides fade away from the three low digits worth of playerbase you still have left in here?
  25. 1 point
    Unfortunately even those of us who were not cheating or didnt know about it were banned too! Daily dedicated players who loved the game, Globally banned, HORRIBLE!
  26. 1 point
    I agree! I was banned too with no explanation. I have submitted a ticket, nothing. No proof I cheated, no response at all. I just want to play the game. I can't control what other people in a huge company do!
  27. 1 point
    This is not how you treat customers, I get it people may have cheated or exploited and you re residing on a different island you deserve at least by the Devs a response. The Devs should have contacted the leader of the companies and approached them with information so he/she has a few days to figure things out. If someone meshes things under a rock and you have no idea of its placement as a leader, or a member of that tribe how is this your fault as a paying customer. One thing to ban those players its another thing to ban someone for not cheating. I personally stopped playing Offical due to people actually using aimbots, this was a long time ago before the new system was in, yet those players never got banned. Fix the bugs first to stop exploits or cheating then maybe you will have a community. I still think the OP has a very valid issue. Wait for the game to go on sale, @Jeheil Last i think i saw was less then 16 bucks USD.
  28. 1 point
    I understand the comments about if someone is cheating there has to be consequneces and indeed that there may be collateral damage or its the leadershps job to weed them out. I can see elements of this being valid. I have never cheated (knowingly) now you don't need to believe that. I would say that is true for the majorit of the 160 who are suspended without any timeline. The failure in justice is....I don' know WHY and I don't know HOW LONG for. To be punsihed without reason or without clarity as to how long for is the work of Tyranny.
  29. 1 point
    "He who sleeps with dogs wakes up with fleas" unknown. Problems like this might be less of a problem if people start forming tighter, more close nit groups instead of relying on zergs to carry the day. The US Military Academy at West Point has an Honor system which mandates that if you are aware of another cadet cheating, you are Honor bound to report them. Perhaps the gaming community as a whole would be better if more players adopted a similar outlook. my 2 cents.
  30. 1 point
    Maybe you guys can remove all the foundations/floors scattering around on E8? Since you're building this massive project on E10, seems only fair other people can have some room to build as well.
  31. 0 points
    Bug Fix: Driving a Cargo Cart over a Pillar will no longer cause the rider to dismount Bug Fix: If a Ceiling Tile is placed on top of a Pillar and then destroyed, any object built on the Ceiling Tile will also be destroyed So.. if you naming this 2 things as bug.. that means... almost EVERYONE last 2 seasons was abusing bugs... that means almost all players are exploiters for last 2 seasons... so when ban hammer will come for rest of the players, what still playing? Removed XP reward from all bosses including the Abominable Snowman, Kraken, Hydra, Drake, Ghost Ship, and Blackwood's Queen Cobra Any news about adding more xp from maps? or still nothing? when you removing all ways how lvl relatively fine.. not years? what about removing "shared xp" from game.. and keep xp gain from bosses... problem solved. Hope everyone know.. why players was gaining too much lvls from Snowman for example...at least devs should know.. and thats why not making sence this removing xp form bosses
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