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

  1. 2 points
    11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) 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 gives Markets 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 Keratanoid 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% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 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 Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to 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
  2. 2 points
    I really appreciate bonus level sarcasm.
  3. 2 points
    I've uninstalled the game and truly don't think they keep it with just ridiculous priced ships. Such a waste for what started out to be a very potent game.
  4. 1 point
    11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) 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 gives Markets 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 Keratanoid 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% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 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 Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to 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
  5. 1 point
    Math: 42 Your right there is no maths, its more feelz. But lets extrapalate then. 10000, would take 10 1k gold maps, or 20, 500g maps. So 20 green maps (which are fairly easy to get and do, solo with a shit bear) gets you the 2nd best ship in the game. I made and spent about 500k gold on pve last season. Mostly was spent on bears with stats i didnt have. My final bear (before i got bored and wandered away) had H20, M24, W18, S18. I think I had about 50k in my boxes when i quit. My experiance playing the game:1.6k hours, so nope not a clue wtf Im doing there clearly. Bonus: Your god damn right buff barrels!!! I could only cull 18 bears at max with 1 barrel, should be be able to boom all the things with one. Since you clearly cant understand sarcasm: THIS BONUS SECTION IS SARCASM, JUST LIKE THAT COMMENT IN THE OTHER THREAD. Hope that clears that up. Hugs and kisses, Gin
  6. 1 point
    yay, how long did that take you and are you sure? That is something to celebrate for sure, not having barrels deal damage in freeports wow big news thankss devs you guis ar the best at coding n making games
  7. 1 point
    You get a barrel in the face. Give them all you gold, and you might get another barrel in the face. If you have enough gold, you might not get a barrel in your face. You do not have enough gold though. You have no protections, lol, lawless?
  8. 1 point
    If you read their post concerning the price for ships, they said they heard “a lot of noise”. Like we are pests or their ex’s. I love abuse so I keep playing Atlas.
  9. 1 point
    I love the admission that listening to your player base means hearing “a lot of noise”. Thank you for being honest. Just the other day I asked my children what they would like for dinner and all I heard was a lot of noise.
  10. 1 point
    Would love to be a fly on the wall in one of their development meetings. Lead dev 'right how can we screw new players and alienate small companies' Team 'we could always screw servers up, charge extortionate amounts for ships, ignore the community. Ohh and let's bring barrel bombs back Lead dev 'I like it, let's do it' I messaged nami and chismebeard in oh June or July saying that if they don't fix the existing issues then I reckon at most this game has maybe 12 months left in in. I would like to revise that to 6. Well done team, well done.
  11. 1 point
    Its now 5k. Brig is 25k, galley is 50k. Fun is not permitted, you must grind grind grind to make the devs happy.
  12. 1 point
    PvE POV: Yeah 25k for a brig is crazy, 10k i think is a little more reasonable there. Maybe 25k for a frigate (seriously wheres that in between bad boy already, and no not some prefab bullshit either!) 50k for a gally on PvE, while I think its high w/e never liked em (other than the weight speed etc) since they were supposed to be a floating base that.. oh sorry build cap has been reached.
  13. 1 point
    Why? What communication, seems like a one way street to newb town to me. Aahaha. Thanks for the laugh. Haha. Ok. Again, thanks for the laugh.
  14. 1 point
    I personally like the direction the game is going and with the constant updates and communication the dev team is providing is bringing life back into the game. I also want to thank the dev team as a dev myself I know the stress and constant struggle so well done keep up the good work! this game in my opinion and the opinion of many others from my friends circle is a great game and will continue to grow and improve! long may the atlas strive for success and long may the atlas live.
  15. 1 point
    Grapeshot, a gold cost on hand made ships is ridiculous. If you obtained pre-made ships from a NPC or a player, that would make sense for a gold cost but not if we are already crafting the ships by hand ._.
  16. 1 point
    good to know you guys like the ship prices and no one well be playing this wipe good work keep it up
  17. 1 point
    Im boycotting. Doing everything I can to inform people of how shitty this dev team is, and how they refuse to listen to us when they are killing the game.
  18. 1 point
    I don't even think the prices are appropriate for PvE. I've played this game somewhat casually as a one man show since launch. It's hard especially since you have to pick your skill tree very studiously since you won't have a full company with people with many skill sets. I've never had more than about 12K gold. Mostly because there was nothing to work towards other than buying tames. However now the tames are losing their value due to the farmhouses. So in that respect at least that gives gold more value but $25K for a brig is just silly. I mean why WHO is a pirate in a lawless area paying for the right to build a ship? Seems a little immersion breaking in a RPG. Put that on the people in the civilized grids to pay to their government. I think just give the option of either paying gold, or building with your mats, not both.
  19. 1 point
    what grid you starting in? what grid you starting in?
  20. 1 point
    i honestly would love if dancing for money was an option ingame, like a stripper pole dance and a throw coins mechanic lol
  21. 1 point
    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.
  22. 1 point
    Compared to what? Anything else that the devs have done (or not done) so far?
  23. 0 points
    Doing green maps with a shit bear, wow no wonder you bought a bear with gold. Having 50k for being a newb shitter is not bad.
  24. 0 points
    Suggestion: It would be nice if tickets were actually answered and not automatically marked as "solved".
  25. 0 points
    Желаете набрать команду или просто ищете компанию тогда вам к нам. условия: быть адекватным и не ссать в тапки. иметь возрасть 14+ Дискорд или слушать что говорят и писать в чате игры или дискорда. также ты можешь присоеденится к нашей компании. Алисизация : Alisization
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