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Showing content with the highest reputation on 11/18/2020 in all areas

  1. 3 points
    With all the changes to ship cost and more specifically the drastic gold inflation. Maps are more important than ever, until trading is fixed and finalized. With that being said, why in the hell are defenses aloud to attack me while in peace mode? I have a few issues with this. First, I understand you want to defend your self and possibly stop people from settling on your island. we can all agree this makes sense, but why would you want to go so over board no one can even do maps on your island and you have a tax! You understand you get a portion of this? if your island is in peace phase that should mean everyone is un-killable. Why can defenses shoot me and yet I can not retaliate? please changes this so we can do maps wherever we want during piece phase, so we can attempt to stack this unfathomable amount of gold you require us. SIDE BARR- Puckles and swivels are fucking broken..the crew is untargetable
  2. 2 points
    Ahoy Pathfinders! We want to start off by expressing our gratitude to the community throughout the launch of the Trade System. As we sail along the development journey, some seas may be rougher than others, but we are still making progress and we would like to extend our thanks to the community for their patience in joining us on this ride. Although we had to consequently disable Trades last week while we worked on a solution, we will be enabling them again with tonight’s patch. Patch 515.17 is scheduled for tonight, 11/18 at 7:00 PM PST. Harvest Rates will also be returning to normal. EDIT 11/18 as of 11:30 PM PT: We are working on the Trade Functionality and ping spike issues related to Markets. Trades are not working at this time. We hope to have a fix by the end of the week with Trades enabled again soon. If anything changes, we will let you guys know. Thank you! EDIT 11/18 9:00 PT: Note to Private Servers: Private Server Admins may need to run the following command to clear Market Logs and get the Trade Routes running again: cheat CleanMarketLogs 0 Further Developing the Trade System The ATLAS Trade System is an ambitious undertaking that we want to make into one of the core pillars of ATLAS gameplay. Even with the initial iteration of Trade Functionality introduced, it is still very early in the development phase. We are continuing to develop the system in a step-by-step process. Early Access gives us the unique opportunity to roll out the system in phases to see how it performs live, allowing us to also make changes and improvements based on community feedback. It is to be expected that while the Trade System is still in its early development phases, we may have to regularly enable/disable Trading as required to fix any bugs that may occur - although we will do our best to minimize this possibility. For players wondering if this means we will have to perform a wipe, the last wipe was necessary for us to clear any withstanding issues from a previous implementation of the Sea Forts. The Trade System was implemented in a way so that we can disable/enable Trade Functionality server side without requiring a client update or a wipe. With that being said, depending on the issue and how it affects gameplay, sometimes it can be necessary. Trade Shipments will remain virtual for the time being until the system is more stable, and testing on the tangible NPC Shipments continues. Survivability As a survival sandbox, the gameplay surrounding the risk of losing your stuff is part of the appeal. However, there is a balance to it and we recognize the need to introduce some elements to help with survivability. One of the first things we’ll be introducing are Armored Docks, as seen in the preview image, to protect your hard earned ships! With tonight’s update, players will be able to build the first one - the Large Armored Dock, which can be found in the Seamanship Tree under the Expert Shipwright skill. For 1200 Alloy, 1800 Fiber, 6000 Stone, 2000 Thatch, and 2500 Wood and a daily upkeep cost, players will be able to build a Large Armored Dock to park and protect their ship in this 300,000 hp Armored Structure. At this time, the Large Armored Dock can protect all ships. However, this large version is intended to store Brigs and Galleons, with smaller version(s) to come out later. The long term goal is that larger ships will need a lot more support than smaller ships. Please know that this is still the Alpha version of the Armored Dock. Future Patches will see bug fixes, balance changes, and more polish to the Armored Docks. We are not quite there yet, but with further balance and changes, we hope to see this as one of the first of many changes that will also help solo Pirates and Small Companies. Community Feedback We would like to thank the Community again for their continued feedback and support throughout the ATLAS development journey. The reintroduction of Explosive Barrels was meant to bring back an old mechanic and create a space and balance for it. We have spent a lot of time observing the gameplay surrounding it and we have been paying attention to your feedback. While we are still going to be introducing changes with Barrel gameplay in mind, we do hear you! In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay. Released Patch Notes V515.7 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders 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, as well as timing, 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
  3. 2 points
  4. 2 points
  5. 1 point
    Did I miss the memo from GS in regards to why no NA - PVE Server?
  6. 1 point
    Suggestion: It would be nice if tickets were actually answered and not automatically marked as "solved".
  7. 1 point
    ya I see that point but, there is definingly a fine line. fi they are there and waiting for the timer and when it swaps to combat they will get attacked. i feel like the ability to gather maps unharmed would be used more often then people waiting for the timer to attack. the thing is, if people want to raid you , your gonna get raided regardless of their strat. A man just wants to farm maps and mats.
  8. 1 point
    I guess because otherwise a group of players could assemble for an assault right before peace timer deactivates? Not saying i like the system, just stating the logic..
  9. 1 point
    Because the right of the people to keep and bear Arms, shall not be infringed, to shoot you mostly peaceful island looters !
  10. 1 point
    well we breed 25 at the time so,, When the cubs ar born we feed them berries ,after 10 % maturnity they get what we got in veggies,,in h6 there is a lot of potatoseeds and turnip so thats what we use
  11. 1 point
    I'd just like to say too, that instead of gold for ships, you could earn notoriety points by acts of pyracy, ie stealing attacking, raiding etc, then the amount you have will go towards what size ship you can have. At least that way it would encourage Pyracy and make ship buying/building more enjoyable.
  12. 1 point
    Video games are, by thier nature, useless timesinks. That said, it is a time sink to get a schooner. I believe the intent is to make it feel like your are progressing. Now should the progression be quicker than current, i think that remains to be seen. From my point of view the time played (/played) for a schooner I think it about right, for an inital fresh start. Clearly you think otherwise, so what would be your solution on the schooner? Im still asking for more ship types. (Seriously need something between a brig and a galley). The counter concern of ship spam vs grinding, is that each ship needs server resources and those resources used reduce the availabilty for other items to run on the server. You can throw hardware at this problem only for so long before it becomes unstainable. Therefore if you reduce the number of ships existing vs Season 4, in theory there are more server resources for say, a bunch of trading ships sailing around the world. But how long does that really last for? If your delayed 10 hours in getting your 1st real ship, then it only takes you say 20 hours for your next one, easily within a month you have plenty of ships (baring pvp, losses ofc) and probaly a stock pile of gold. Ultimately I think this gold grind only slows the early game down, by the time you hit mid game it just picks up as the intial gold sink is reduced, while gold income is not. And yes ot most certainly hurts smalls/solos as theu can easily be wiped and forced to start the early game grind over (which will not help the player population be sustained) @George Catcher the maps were really effd up i lost so many i lost count. It took me about 9 runs around my island to collect enough for the schooner, so i guess you could add another ~5 hours to that grind (although i was focused on basing up, preparing, finding where stuff was, farmhouses, etc (ie the "land game") during that time as well. And yes that was at about 2.5-3 hours a night. The current 10k im working through with the schooner atm are the JM remeants from those runs, so ill have to farm up more to keep going further.
  13. 1 point
    @George Catcher So on the sloop to schooner grind: You dont need a bear for low level (like 5 and below) maps, you can definitely melee them solo. Further you dont need to go far. I was able to grind out the 5k in two runs of 4 grids (b5 (home)>c5>c6>b6) then I did another simlar to the north, so I did not need to go far. This was with a bunch of .5 to 5.6 maps. As such the only thing I had on my sloop was a chest, box, bed and wheel. It definitely slows things down if you go this route, but total play of 8 hours felt ok (to me) to "earn" the schooner. Once on the schooner things pickup since your going to go far and have bears etc (case in point im at 6k gold atm with about 4hrs sunk time, and figure ill be about 10k at the 8hour/at home port mark.) At this point the question is is it worth the time sink for a brig of about 20-25hrs of /played. To which Id say no its not. Originally I said I thought itd feel right for the cost to be about 10k on a brig, and I think thats still about right from a /played pov. There needed to be a shift in slowing down the intial rush, esp given how easy resources are now, although I still think they went too far with the brig costs, at least that 1st "real" ship feels about there.
  14. 1 point
    My family and I have lived in Lawless on PVE for almost 2 years through 5 seasons. This happens now and then due to a bug called “Jerkface Loser”. Sometimes people act in the game like they would in real life and in PVE you can definitely spot this personality trait. I filed a ticket last season and all the offending construction of a JFL was wiped out in less than 5 days. I was shocked and think that was a rare case. You have 2 choices other than that, stay and deal with a JFL or move away until they quit or get wiped.(which is soon) Remember if you move to a different island to pop in every few days so they can see you aren’t really leaving. There are more awesome people than losers on PVE and I’m sorry your neighbor is making a fun time a frustrating headache. You have my empathy.
  15. 1 point
    Then what kind of support is this?.....clowns are crooked....
  16. 1 point
    Add a freeport vendor that pays gold for Resources! (not just exchange) anyone can then buy a ship from freeport salesman by earning it. You can keep everything the same if you want but you will then have a true economy. (not just limited to the few that have warehouses)
  17. 1 point
    I get the lag issue, Ive come to find out - Remove any Market you can in the grid. Like you, Ive been playing Atlas since it launched. I have had my ups and downs with the game. The Claim system is still a bad design template for what they are trying to accomplish. But the Devs wont listen to the player community. Hopefully with the recent additions to the GS Dev team, maybe they will urge the team to listen to the valueable input of its players (Atleast we can hope) I like what they are trying to accomplish with the Trade Runs and I hope they get it impleneted. I am hopeful as the game continue's to improve. But why they removed the NA PVE Server the mystery will remain. If they want to remove a pure PVE server. then Set specific grids as PVE much like the freeport. Or Dare I say - a faction system...
  18. 1 point
    Because they don't care about pve. If u have not notice there slowly trying to kill it altogether. Same when it came put was my favorite game now dont even feel like it's worth my time. Claim system is retarded. 154 islands if they claim the whole island u have 200 players happy. Now 5k gold for a schooner bad. Lag i tried two days now cant even sail lag will run u onto a sold after paying 5000 gold.
  19. 1 point
    Alright, so I've tried. Here is some thoughts as SOLO player. 1) - Found really great place to settle, built small base. 2) - Couldn't built a farmhouse, because all resourceful spaces around already covered by another players farmhouses (I mean I could set my windmill to the tiny island where there is not a single tree, not a bush or rock piece. But why should I do that?). 3) - No warehouses for me either. All island already covered by them as well. So... for solo player new "trading" season simply gonna be without any trading. It means - play old fashion way. The only difference is - we have to earn our first 5k gold - sailing sloop. With medium speed-sail it goes 10-12 knots downwind (and around 4-6 knots counter wind). Twice slow as schooner. So we need to do 10 knots travels for honey to tame bears for our first lvl 12 maps. Then same travels for tigers for 15+ maps. Do some maps for golds, at least twice as slow as before. Imagine we sail for 4 hours, and found a treasure spawn atop of high cliff? Those issues are still here. It will probably take couple of weeks. Only after that we finally go schooner, and then... for next couple months we do just treasure maps. Good thing here - it's possible that first Brigantine will be 200% quality. Bad thing - it's possible that it will NOT : )) (last season in 70 "15+" treasures I didn't get a single large shipyard blueprint). But anyway... all damned ship hunt, ghostship, kraken etc, will start after couple months of grinding. Before that - not a single better ship parts. And... yeah, loosing Brig means - couple more months for just treasure maps, before next Brigantine will arrive. I remember how unhappy I was to spend half of day to build another Brig after I loose one to yet another game glitch. Now it won't be a half day. It will be couple of months. So... I mean all cool, but before wipe game was "So many efforts, so little reward". Right now it also dramatically slowed down and alot of necessary grinding appeared. Are you sure you wanna things became this like? If I had all time in the world I would played this season. Unfortunatelly, I don't. I feel I just not ready to spend weeks, for forever sloop sailing (the sailing itself is not exciting adventure at the moment, and you offer me to spend more time in the empty ocean, from time to time slowly avoiding damned squads?) I just not ready for that. I'm guessing, alot of players will do their logout today and won't login in nearest future. Until another exiting major patch will come out. You worked so hard to introduce new feature in the game. Unfortunately you made it the way that a lot of players won't be able to try this new feature. And because of that - you'll loose players. Simple. Just one single message as my "feedback". We were chat with players today and a lot of players would like to see "auto run" button in the game.
  20. 0 points
  21. 0 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
  22. 0 points
    there is no response from support!
  23. 0 points
    By the time we can get a enough coin 50k galleon the game will wipe don’t waste your time guys still same old lag issues in lawless and treasure bottles still disappear on collection, but wait let’s increase the cost of getting a ship so no one enjoys grinding for months to have progress wiped every couple of months just fix and release the damn game you had enough time from players
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