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Showing content with the highest reputation on 11/16/2020 in all areas

  1. 1 point
    Dev's do something? Tell us... (If your are wondering if I submit a ticket... yes i do it, just wanna know in your experience what happened)
  2. 1 point
    lol, nice pic. That's what I felt like last night seeing what I could fit on one. By the time I was finished, I'd be faster putting on my dive suit and walking to other islands.
  3. 1 point
    Before wipe I was traveling around the world and saw like huge monstrous bases with 15-20 lvl-1 Galleys parked around. After I wipe I saw same huge monstrous base with like 30-40 lvl-1 sloops parked around... so it's not big difference for me : )) But anyway. I do love the idea that ships should worth something, so players could buy one, care about it, use it, keep it safe. So expensive ship itself is NOT a problem. The game is. If player able to set his trade route - it's fine. If not - it's just same Atlas as before with only difference. DEVs force player to sail sloop, and sloop is just bad. You need to get honey and bear, to make it possible to do treasure maps (same problem with no alternative to tames). So you have to sail for them. Then maps. Higher maps - is farther travel, and sloop is just not designed for that. You can barely put anything you need for far travels. Storage box, resource box, bed, grille, mess table, barrel, smithy, steering wheel... and of course you need to put bear somwhere. Size of a bear is around 1/5 size of a sloop. It will be very cramped and uncomfortable. Then it goes 11 knots downwind when it's full wind and 6 knots when it's calm. So that means if you go for map around lvl-10, the ONE WAY sailing will take around 3 hours. And there were a lot of words about current fascinating sailing. All problems are here as well. Empty ocean. Low distance SOTD rendering. Whales and SOTDs camping borders. Fog that affect only player. Stupid pacman game with 100 tornadoes. It's actually a bit worse than before, because due to lack of Brigs and Galleys around - no players are clearing the areas. And of course dodging SOTD with a Schooner when you ride 18 knots are way different from when you dodging them at 9 knots Sloop. And of course with Schooner you can catch a wind and get to your desire destination. With sloop you won't make it in time, wind will rotate and you'll anyway experience calm and counterwind (3 knots sailing is FASCINATING!) Also with sloop there is just no resources gathering. Because it just can't carry em all... Players just need to suffer for some time. And that's it... IMAO in good pirate game, all ships from small to big could serve their purpose. Tiny boat for local purposes, some fishing, earn money for bigger one. In Atlas you have to use tiny one, for all you should do with big and fast and that's WRONG!!!
  4. 1 point
    If I can ever afford a ship again, I'm not taking it anywhere. It might get sunk. I'm building a wall around it and posting npcs to guard it.
  5. 1 point
    I feel the mod Indiaman is a decent ship, and a two-gun deck frigate could be a good selection as well. Would love to see a caravel or similar small-mid size ship to complement the schooner. But this Dev team seems to have not a clue as to what they are doing...
  6. 1 point
    @lordkhan4444They might not care about it but they are more than happy to sell copies promising it. Care for a less “cutthroat” experience? Join one of our PvE servers and cooperate with thousands of other players to explore the globe, discover new secrets, and even fight mythical creatures together. Create powerful companies with old friends or build an entire player-run town with some new ones. The world of ATLAS is yours to shape! One of our servers Hahahaha.
  7. 1 point
    Merci d'avoir enlevé les fondations
  8. 1 point
    they dont care about PVE join the pvp crowd or continue to get the shaft, pretty simple.
  9. 1 point
    Reduce the gold cost for at least the schooner, dammit.
  10. 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
  11. 1 point
    Used to love Atlas... Was all I played every available minute. Had a company that eventually worked it's way to owning an island. Then the "previous" (cash grab) devs left everyone in the dark for ARK. This killed it for most of the company and many never came back. This season I went in solo. Settled on a mega company island - friends I made when I started playing Atlas. As a solo player on PvE it can be a grind and farms and warehouses helped kinda. Farms in your area work well but warehouses... If I have one I kill the ability for the island owner to have one meaning I don't get to have one. This means that the "new content" just doesn't apply to me and I'm sure this will be the case for many. Claiming should be a hybrid of what you have now and had before. Each player has a certain radius they can claim with a flag or tax bank that makes it their spot on an already claimed island. That way it compartmentalises the area and allows a farm and warehouse and tax bank. This way content isn't just for the megas. I had 2 super casual players join my company... So casual that they are dead each time they log in. We managed to make a bit of gold but 95 percent of our purchases in game are with resources. I assume trade routes would help here but again will we even be able to use it. It really would be an awesome shift if this is implemented well. Later I had a friend from previous season come over. Bringing gold earned from being in a large company, which we used to get us up to scratch vs the megas. If ships are going to cost gold... As a solo player I'd have nothing just a ramshackle all season (If even as one storm and SoTD and it's gone). How is this supposed to get people on to the oceans. We have lives outside of the game so unless there is a passive job or trade route that can persist while I'm at work there is no way that'll happen. Lastly while the season started out roughly from a dev stand point it was OK for me till around the farm patch. Something on our grid broke and many couldn't log in. We got stuck in infinite load loops. Tickets were raised and immediately resolved. For a solid few months we couldn't log in. The work around was to not click rejoin but select the server you were on and join from there. This seems to work but something on the persistent players on ships broke players sleeping on islands. It's still broken and we still have to mess with the work around to play. TLDR: Please fix the issues. Please listen to your community (PvE paid for the game too) Please remember that there are solo players out there. Please take our time seriously - we also have lives outside of ATLAS Please take your games community seriously - give us more concrete interaction. Quality communication is beter than putting things out to just have captains logs. Bring back the Dev streams at least once a month. Give us actual lists and progress updates. Currently in the eyes of many players I've interacted with Grapeshot is a bunch of gamers trying to kinda make a game while playing their other favourite games. You need to be seen as a bunch of Devs working for a company that is producing a game that they want to produce and give feedback and join in the frustrations we feel (and perhaps fix them). Sweeping most of it under the rug ain't helping PvE or PvP. As mentioned... Make ATLAS the game the original Devs were excited about and the game you seem to want. All that said if what you previewed here is implemented and balanced properly I'm looking forward to it. Oh and Devs... feel free to contact us if you actually want to interact with the community, most of us have the same user name here and on the Discord server.
  12. 0 points
    ATLAS - это больше игра про PVE, а не про PVP !!! Не сохраняйте игроков PVE, тогда игру не сохраните! Если хотите оживить игру, срочно начинайте разбираться с PVE контентом !!! СУИЦИДЫ ???!!!!!
  13. 0 points
    Only way to get more players back is to undo the barrel bomb aspect of things and do a full blown wipe again... But hey... who am I to say what they should and should't do?
  14. 0 points
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