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Showing content with the highest reputation on 11/20/2020 in all areas

  1. 2 points
  2. 2 points
    Yeah, it's an odd decision. At the same time they seem to aiming to minimize grinding for resources with farms/markets/etc., they upped the grind for ships radically. And that is after they indicated they wanted people out on the water sooner/more. It all just reeks of lack of planning and completely ignoring of the playerbase's concerns. New player, solos, and small companies really suffer under these changes and they don't address any of the repeated concerns (such as how easy it is to lose a ship to bugs, griefers, etc.). Likewise, it's baffling they the devs aren't aggressively rooting out some of the core bugs and instabilities before adding in whole new systems (that don't work). Wouldn't it be easier to develop some of the existing systems like adding more depth to NPCs (heck they already have NPC pirate boats- work on improving those and making them capturable like the NPC pirate camps)? Heck, you could probably expand out to some basic factions pretty easily (such as Law/Navy/whatever that patrol around freeports and will assist players against SOTDs and pirates, and pirates that periodically spawn and are more than happy to attack players and raid/capture settlements). You could even roll that into player factions where players who attack other players without offering warning (and a chance to flee) get lumped into the pirate faction and lose benefits of the Law faction. Heck, use that to have faction quest givers to supplement treasure maps with tasks (sink X SOTD, bring me X resources, etc.).
  3. 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.
  4. 1 point
    I am intrigued as to the direction the Dev team is going and what they have planned. Along those lines, a recommendation: With what we have been shown so far, the new Trade system needs a Market. In order to have a Market, you need a Warehouse. For those companies that weren't/aren't able to place a Warehouse, it means they can't participate in the Trade system. There are a few companies that have spammed islands with Warehouses prohibiting others from placing Warehouses. While this is ok in PVP as you have the opportunity to destroy somebody's Warehouse and replace it with yours, that option isn't available in PVE. I would recommend, similar to the Silo, limiting the number of Farms and Warehouses that can be built on an island. While I know PVE isn't the focus, it would be nice if some consideration could be made for the PVE gameplay mechanics. As of now, there will be those players unable to participate in the new Trade system; making all of this work pretty much worthless to those players. Right now, in PVE, warehouses and farmhouses are abused by toxic players and/or large companies. It will only get exacerbated with the Trade system. It would be appreciated if GG would help to limit toxic behavior through game mechanics since we, on PVE, can't.
  5. 1 point
    I have an idea of warehouse placement Atm we can build a number warehouse on an island and the radius cover of that warehouse determent how many farmhouse it can get the resources from. But since trading is the main sources of gold income now, warehouse become more important and every company will want 1 at less, but because the warehouse placement prevention radius, most company will not be able to put a warehouse down. So I think a good idea will be ...... only allow to place 1 warehouse per island per company, do not need the prevention radius, and coverage of the warehouse will be the whole island, just like the silo, so that way company will not spam warehouse everywhere, since only allow 1 warehouse per company per island and other company will be able to place the warehouse down as well
  6. 1 point
    1) Allow custom servergrids to be played in single player and non- dedicated mode 2) Make it so the whole blackwood map and quests can be a map in a server grid. eg 1x1 or 1 map in a 2x2 etc 3) be able to add Servergrids to the workshop. 4) fix pirate encampments so that buildings and pirates don't go under the mesh. 5) Make the Blackwood Snake Boss soloable and add all the resource types to Blackwood. 6) undo the nerf to hand gliding. If exploding barrels are the problem, remove them If you think pirates don't hand glide then I'd say they aren't rock climbers either so remove all rock climbing. hand gliding and rock climbing are fun additions. Nor do they tame and ride animals or spend hours building bases or do crafting. You'll have a pretty boring game at the end of it. I have 900+ hrs in game. Done all of Blackwood on my unofficial server and got the sub. Only had to cheat the Snake Boss and spawn in the missing gem for the sub. No cheats otherwise. About half my in game time was doing single player Ocean map. Anyway I'm pretty much done with this game.
  7. 1 point
    I would make a few major generic changes starting from the build we are on now. The goal would be to encourage sea travel, interaction and conflict without driving away your average player base. We need to be sure and keep the theme of a sandbox and not a theme park (so no stupid shit like factions). Since a large company will always inherently hold an advantage, the mechanics should favor solo/small group play whenever possible. 1. Bring back the big map. (It made the world feel more vast.) 2. All islands outside of freeports are lawless. (We're pirates not landlords.) 3. Ships green anchor after 15 minutes. Green anchored ships do not deal or take dmg. Green anchored ships take x gold per day or become white anchored. 4. Add Auction house to freeports. All items and tames are able to be put up for auction. (A real economy) 5. Improve and add more docks to freeports. Charge for safe dock for extended period of time. 6. Add NPCs to Freeports to facilitate quests for exp and/or gold. (Delivery's to other freeports, Ghost ships- kill them, rescue and return NPCs, ect.) 7. Increase visibility range at sea. 8. Add more ships. 9. Play your game. (If its not your favorite game, ask yourself why.) 10. Maintenance - Balance combat. Fix all bugs. Balance gold sinks. Ban all cheaters.
  8. 1 point
    I would put a team on cleaning up crash/lag/and similar bugs. Before new features roll out, it has to pass this team. For features, I would work on expanding existing functionality before adding new systems. So, work on expanding NPCs as vendors, NPC ships, camps, etc. Pirates, for example, could be spawned in low activity regions to add camps with loot. They could also spawn to attack existing structure, with larger/denser structures drawing more and higher leveled attacks. Around freeports, Imperial navy patrols would assist players against SOTD, offer rescues in storms, etc. This leads directly into factions. Players who warn before attack (allowing opportunity to surrender some gold/items or flee), don't attack Imperials, etc. stay in good standing and can run Imperial quests to gain reputation, hire Imperials, etc.. Players who attack weaker ships, attack without warning, assault Imperials, etc. get lower rep, bounties and, eventually, declared Outlaw. Outlaws can hire Pirate NPCs, trade with them (don't care if goods are stolen/bloody), but are arrested/killed on sight by Imperial. They can also be freely attacked without Rep loss. Each faction has quest givers (and in PVP, that may include collecting rival bounties). Barrels would get a rework. Port harbors would offer offline docking after you are green. Prepay or risk you stuff being seized and sold at auction by the dockmaster. No claim areas around treasure map targets. Stricter, smaller claim areas. Companies can hold larger areas based on membership. All pay upkeep (tax/tribute) based on size and structures. Island "governors" owe taxes to Empire but automatically earn from activity on island. Pirate lords do not pay taxes, but have to manually enforce tribute. Either can be removed by various means, peaceful and not. Faction NPC ships sail and patrol around their controlled islands and between controlled ports. These would be able to be attacked, boarded, captured, etc. More active admins to deal with griefing/exploits/etc. on official. Right now, I feel like the current map/server layout is kind of a problem. You want more players, but fixed land means both servers needed for dead/vacant islands and guaranteed overcrowding and hoarding of key resource areas. Either lean into that and make resource locking a part of the game with some sort of cost that makes it increasingly difficult to hold on to too much for too long, or look at shifting to more limited building or, best of all, instancing where new sectors are created as necessary, with the core world as the golden age and some surrounding that expands out as those areas fill up. Heck, you could probably procedurally generate most of it.
  9. 1 point
    I believe the developers are either lost or maybe just don't Care about this game anymore. If it was me I would really go back to the basics. Get rid of the trading towers. Put in some auction houses at the Freeport and shops like the first trailer indicated. Add a few more ships that we can build on.
  10. 1 point
    The reality is that we were waiting for a trade market fix that was added in last patch, but instead of a fix, they just disguised the fix as a patch that added more stuff. Is there a confirmed wipe? A time frame? If so, why gold for ships at this point. Everyone knows and agrees your sabotage is killing the game.
  11. 1 point
    Devs, I can save you a lot of effort. Reduce company ship limits (1-3 per person). Make green anchored vessels immune to deal or receive dmg, or just cap it at .01% dmg if it has to have a value. Add a gold upkeep to ships like NPCs and it draws from the chest onboard. Its not a big deal, Sea of Thieves gives you a new ship every time yours sinks. There nothing wrong with me having to sleep on my boat and keep gold in it to keep it safe 100% when I'm parked. Less lag, less effort, more friendly to solos and small groups. Your welcome.
  12. 1 point
    The Market needs an ability to search commodity offerings in the area based on rate. 1. For example if I'm willing to pay 2 wetwood per darkwood the Market should list all offerings that meet or beat that criteria. 2. Also if I'm not offering enough per a darkwood I need to be able to see rates listed and either raise my offer or make a counter-offer 3. Mail or message system to facilitate negotiations 4. Also, many agree, the list of tradeable goods needs to be expanded eventually. Fruit, veggies, seeds, raw meats, cooked meals, alcohols Gold for commodity Livestock Armor, weapons, ammo, BPs, Maps Ship parts, building parts of varying quality You guys are smart maybe this is already on the table ,and if so, hopefully this aids the checklist. If anyone has anything to add please do so. Also if you disagree state with what and why. If this list is on point please like it or place a *bump* comment Thx
  13. 1 point
    I'd balance the game more around smaller companies, i feel to many decisions have been made to work in favor of larger corps groups, competition drives economy so more companies should make for healthier servers and sp players feel less daunted by all that is required to injoy the game. Things like the farmhouse where a good start, blocks that gather resources without killing sources add more life to the world and make the players less involved in the grind for resources needed to build up their structures. I'd prob also put focus on expanding Npc utility allowing them to harvest resources, manage crops and man store fronts. This wouldnt be to replace players fully but it would help add more life to the worlds we build as well as add more assistance to smaller companies. The ultimate goal of a game like this should be allowing the player to choose how they want to play in the game instead of being forced into some predefined roll thrusted apon them due to limitations of their company as well as the games more boring and grindy mechanics.
  14. 1 point
    read the patch notes again, ships inside the armoured structure are immune to damage until after it is destroyed.
  15. 1 point
    Pour moi on devrais limiteur les fermés à 5 par alliance exemple. Et les entrepôt on ne saie pas en mètre car les autre joueur en on déjà mis il en a 3 sur l'ile du coup on ne saie plus en mettre. Le goélette 2000 pièce d or Le brigantine 10000 j ou Le galion 25000 d ou car pour les jours solo il on dur a avoir 1000 piece d ou deja.
  16. 1 point
    So dare I ask what else you are going to take the XP from? How about those of us that play PvE and don't want to jump through hoops to level up? You keep taking and taking things and the only things that seem to get added are things for PvP. Could you somehow adjust things like this for just the PvP and leave some of the XP for things such as the Kraken, Powerstones, Yeti and now the XP from doing maps and killing the Army of the damned.... maybe just cut the amount rewarded from doing these things in half not cut the XP completely? Could you please have some consideration for nonofficial servers... especially non official PvE servers and their communities? Like could you update the DEVKIT so that the server owners can do things that make things nice and fun for their members? I love Atlas... have over 1800 hours in and hate seeing some of the changes the devs had made lately. You should really take a look at how many people are playing for the PvE aspects and don't play PvP and give some attention and work on things for PvE too. I closed out Steam completely and restarted Steam and the download for the update started automatically because I have auto updates on. Hope that helps.
  17. 1 point
    they havent fixed everything but proof the devs arent dog shit for brains with a little bit of donkey piss thrown on there for flavor aka good on ya devs you did a good
  18. 1 point
  19. 1 point
    I would love to see some kind of attachment on the side of your ship where you can use a commercial net to get fish and fish oil.
  20. 1 point
    So someone heard our cries for help because today i was finally given the option to spawn to a bed as if I had died. Thank you to whoever made that happen. Now I can go back to committing genocide apon this whale population. They must be eradicated immediately.
  21. 1 point
    I'll start with a compliment, there seem to be WAY less inaccessable treasure dives than in the past. Out of ~100 dives this season I've only encountered 1 which was inaccessable. If you tweaked that, job well done. Could you adjust the treasure dive loot tables please, get rid of the of the construction piece and add an occasional useful BP. I.E. Armor, Weapon, or Ship accessory. Generally the construction piece just gets pitched, scrapped and only saved for further use about ~1% of the time. I'm NOT saying it needs to be equal to dry land mapping but just tweaked. Please. Also the Sotd loot tables need review. Not my area of expertise so maybe someone else could elaborate. If you fellow players agree please add a like or thanks and bump the post Thanks
  22. 0 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
  23. 0 points
    I am 100% enjoying this change. My crew and I have found ourselves working together much more. Once we have a schooner or brig it’s going to be awesome to see what the next game plan is for progress
  24. 0 points
    Can't find disable fog of war in single player. Admin command? If so, know it?
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