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Showing content with the highest reputation on 11/10/2020 in all areas

  1. 3 points
    Does our toon have the option to sell his body for gold now just asking for a friend is all
  2. 3 points
    I am very sad to see the dev team move in such a direction. the new trade system you are imposing is not the way to go. I would have been cool to have a spot set up were ppl can in person deliver goods and sell them. I must say, you are using people to purchase your game, and you don't even have a vision for it. the way you have set this game up, we are actually paying you to build a game. that if very amateur. you should have built this game on your own dime with a vision. it just shows that you guys have no idea what your doing and your actually stealing from your fans. you moved all pve servers to one. all pve servers are laggy as hell, just like your already established game Ark. you obviously are not listing to the people paying you to build this game. so really why are you doing it?
  3. 2 points
    They gotta get to the building, clock in, get their coffee, boot up there cubicle pc's, discuss the wipe, discuss it more, go to lunch, pretend to do some testing for something they plan to happen many months from now, discuss those results, discuss the wipe again, go to dinner, discuss dinner, play a cpl rounds of Among Us, discuss their performance in Among Us, discuss the wipe one last time, hit the wipe/reset button, clock out, go home, come back tomorrow and start fixing the 6,723 bugs they just created.
  4. 2 points
    LET'S GO YOU INBRED DICKWADS!!! WIPE US ALREADY!!!
  5. 2 points
    Guess this is it then, I'll be back in a few months to see the winds being returned home. As the game was sold to us. For now it's uninstalled, I still feel it's a real waste of what started out as a good game. Goodluck for the devteam, or whoever came up with these blunded ideas. Take care, it was another crazy season, that's for sure.
  6. 1 point
  7. 1 point
    7:00 PM since you're crazy, that's 4:00 am for us, so in the middle of the night. A shitty time for us and also quite unfair
  8. 1 point
    dont add gold to crafting ship cost. its gonna add a super grind to a game thats already struggling, sailing is fun, grinding thousands of maps for a single ship is not fun, would seriously reconsider this move.
  9. 1 point
    https://www.youtube.com/watch?v=kerUbfOQTW0
  10. 1 point
    Nope.... They have yet to even figure that out themselves
  11. 1 point
    Yeah i uninstalled.... 4k hours or something. Whatever.
  12. 1 point
    There's no sloop meta, shooting barrels from it, there used to be, but not anymore. They used to be cheap and quaint and fun. Indeed. In pvp some people still like to use them, but I think they suck. If those stats on the brig aren't increased, the turn should be increased at the least. The only thing a brig is good for is turning.
  13. 1 point
    https://cloud.mail.ru/public/3eDU/2sAHCmMuq
  14. 1 point
    I love how the Devs say that a ship is a reward and a accomplishment. Then in the next sentence they say to expect a wipe at any time. I’m being told to feel good for my achievement of getting a boat but I shouldn’t feel too good because it’s going to get taken away. again and again and again. I should change my name to Tantalus. (Excepting of course I wouldn’t offer my son up for the Devs to eat.)
  15. 1 point
    So umm.... Let me get this straight.. Your discouraging ship spam but doing nothing to address island spam?... The gold sink for ships will NOT balance island spam... People will just do what they always do when something is overpriced.. They wont buy it. If anything now island spam will be worse... No build caps or gold sinks there... Farms/ Warehouses/ Markets/ Control Points/ Invisible Ships are "THE way to earn gold"..... so now medium-sized company+ islands will just have 250 cannons, 250 puckles 10,000 pillars/ walls etc and a harbor w 25 sloops 10 schooners and EVENTUALLY 2 or 3 krakken galleys.. Hopefully I'm wrong
  16. 1 point
    Hopefully you do re-evaluate the cost for gold for ships. My company is quitting after the wipe and adopting a wait and see approach while we play other games. We are casual players on PVE Official and clearly no longer a target audience or priority for the game, it is your IP to tank after all, so do what you want, we are ready to play something new. If you do have a change of heart (given we all backed this during EA based on the games actual value proposition of getting players into the water and play as a pirate.. instead of a fucking trade simulator.. you could consider something where gold prices are tied to the number of ships linked to a unique player or account, meaning the first ship is heavily discounted so more players can get into a schooner faster. Sloops, as the super majority of your players have indicated, are absolutely insufficient to the task of participating in the super majority of content. Try costing steps, zero gold, 175, gold 250 gold, 500 gold, etc. Or just discount the first. But 5,000? Crazy guys, just crazy. Please reconsider. If not, I'll check the patch notes again in six months.. that is if you are still in business then.
  17. 1 point
    It does not depend on how much gold a ship costs... ...but how much the gold costs... ...in time and effort to get it... The only thing for sure is, that the ships will 'cost' more than before - as said by the devs... Which might become a good thing, as the worthless ship spam might be over... Makes the ships more of an achievement... Unfortunately they still sink as fast as the worthless versions before... And that might become a big issue, now that when your ship gets off-lined or sunk in harbor by a barrel, it is 'just' the resources PLUS the gold... Will you replace your ship, that you cannot protect properly, daily if the gold is harder to get than the fiber to build it? Or will you build even more massive harbor defenses ( = more structures = more lag ) thereby not going sailing... And even then... Barrels...
  18. 1 point
    idk the new ship pricing seems a bit wacked.. but im still excited for some actual piracy and economy content. lets see how it goes. dont freak out yet lol. it can always be adjusted. fresh wipe - fresh start
  19. 1 point
    There are no reason to build the fleet for extreamly costly prices... as they expect in beginning "Wipe Seson 4" - Biggest Ships Battles. But we see this, Bissgest Ships Fights, happens only before Wipe Because everybody scare for Mithic items. Now, no any ships fights at sea, no any looting in Golden areas etc, only trading with resourses and shore building, life for fun. Max what we can expect at sea now is Basic Shooners with barrel cannons hunting for sloops and other shooners - 1 shoot killers
  20. 1 point
    Truth!!! Devs are like...lets make it a boat game. Okay. Then lets make it equal for small companies (barrels) Then: FUCK EVERYONE
  21. 1 point
    GOOD PATCH, but i think brigantines should be 15K or 20K gold instead of 25K. Also a big importance is a nerf or removal of barrelbombs from cannons/catapults (especially when fired from ships). Would be sad to see a schooner that costs 5K gold to build sink a mythical galleon that was 50K+ gold in less than 1 minute.
  22. 0 points
    Ahoy Pathfinders! We have set up the Sea Forts for route control, the Markets for Trade configurations, and now Trade functionality is on the way with the next patch! As a reminder, it is currently scheduled for Tuesday 11/10 at 7:00 PM PT and includes a Wipe. The first iteration of Trade functionality will introduce virtual shipments only, meaning no tangible NPC Trade Ship will be created and all Trades that are started will reach its destination Market after a certain time. Players can still blockade Trades via control of Sea Forts, in which case a Trade will not start if there are no routes it can take to reach its final destination. The automatically generated Trade Ships that players will be able to impede and attack are still undergoing testing will be implemented later. We are also introducing Random Events to Trading, and these will appear in the Trade log when they occur. It’s wild out in the Seas, and you never know what can happen. Perhaps your ship sailed into a group of NPC pirates who took some of your stock. Or maybe you got lucky and ran into a treasure chest, gaining you extra gold! Maybe the amateur cook on board accidentally set your ship on fire so you lost some of your cargo - but inadvertently gained coal! Random events can be negative, neutral, or good, so be sure to keep an eye on your Trading Log or you’ll be caught by surprise! Multiple Random Events may trigger, and all Random Events are virtual and do not get resolved until the end of the shipment. The weights of several resources have been adjusted in relation to the Trade System as well. Economy The Trade system will be the main way for players to generate gold. We will be starting with very conservative numbers with the gold generation rate from Trades, and will adjust the numbers accordingly. With Trade Functionality now in play, we have increased the cost of building Ships. Players will need to Trade consistently and/or control Sea Forts to build income for Ships. Acquiring top-tier Ships is going to take some work and we are expecting to see a lot of Sloops at the beginning. The first Schooner, and subsequent Ships should feel like a big deal and a job well done! Whales, Ships of the Damned, Shipwrecks, Flotsam, and Treasure Maps are other avenues for gold as well. Re: Upcoming Wipe As noted, the next Patch will include a Wipe with the introduction of Trade Functionality. The Wipe will also resolve some previous issues such as interference from the old Sea Fort structures and problems with claiming Sea Forts on Lawless. We also received some questions about whether the Wipe would change the map or multipliers for the new “season.” We would like to start off by clarifying that with our recent change to our direction in development, we are shying away from defining official “seasons” while we are still in Early Access. In the Summer, we announced that we were renewing and essentially resetting the ATLAS development journey. Since then, we have come to realize that we cannot expect to have “seasons” while we are still shaping out the core gameplay mechanics. At this stage, we will be rolling out changes continuously and wiping whenever it becomes necessary. Meanwhile, we will consider how we may want to run seasons when it makes sense. The upcoming Wipe will not introduce any map or resource distribution changes, at least not right away. We are still looking at how we want to change and balance the distribution of resources. We like the idea of having Hot Spots/contested locations and want to bring more of that into the gameplay. Once the NPC Trade Ships are in, it will also create opportunities to attack the Trade Ships that are carrying rarer goods. The changes to resource distribution will be happening later in this cycle. This means that the value of certain locations can and will change until we strike the right balance, and it will mix up whatever the current circumstances at the time may be. Base multipliers/rates will also remain the same. There are no planned changes at this time, although we will likely look into readjusting them later down the line. Private Servers A wipe is not necessary for Private Servers, but it is recommended as there may be outstanding issues that a wipe would resolve if you had already added the original Sea Fort structures to your map. Be wary that adding Sea Forts now may cause unintended changes as well. Sea Forts are also not necessary to enable Trading on your server. Trading is set up so that if there are no Sea Forts in the server, it is considered an open route and there is no tax when passing through. If the origin or destination market is on a server with no Sea Forts, the trip will be virtual. In other words, Trading is allowed for everyone if there are no Sea Forts on a server. Unless you desire to add the gameplay surrounding Sea Forts, it is not a requirement for the Trade System. Tentative Changelog *** Please note that this is only a preview of the next patch and may be incomplete. Final Patch Notes for the Live build may differ and will be reposted once it goes live. Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This results in increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratinoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Ships Increased Gold cost for crafting ships Schooner: 50 → 5,000 Gold Brigantine: 250 → 25,000 Gold Galleon: 500 → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports 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
  23. 0 points
    been a while since i posted here......for some crazy reason me and my little crew wanna play again....it wont take us long to muster up gold for a schooner or even the brig...do that within a few days diving and sotd killing with armored sloop builds. bit shitty that they now want gold for the ships aswell as mats.... but whats annoying is...these new guys at the helm cant even give a time!...cmon ffs its almost 6pm here in uk... knowing this game they will drop it before the eu timezones are just going to bed.. its that usual game of.."race to ones fave island" just to get a spot to build.....(we go lawless always since they removed the og claiming of land where multiple tribes could grab portions of an island via flag camping) every wipe we come back glutton for punishment lol....i just hope all this new trade stuff ect works in pve?..because thats where we play.....pvp is awfull....wake up to find ones work and time has been sunk...pfft....(if we had offline protection wed be all in)
  24. 0 points
    I'm willing to bet that this is their job...after all...they have been HIRED by a company to do work....
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