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Showing content with the highest reputation on 11/25/2020 in all areas

  1. 4 points
    I like the steam punk idea and hope at some point this leads to floating zeppelins as well as submarine battles for a true 3 part ready of battle. I think a good way to get small or solo players involved might be a sort of 3-5 man stealthy type of sub that could change battles and provide some smuggling options. Air show could be balanced by being faster but not as good with weight. Also, please don't stop us from customizing boats, by being able to build on them if you only go the route of premade boats. I for one enjoy building a boat out fully so I hope this doesn't go away entirely. I think you guys seriously underestimate the want for more PvE action as well. Boss ships or a 3rd faction of pirates and more sea creatures would get people on the sea. I also think you guys really need to consider mixed maps with pvp grids interspersed between pve maps. If you guys can make this game something more meaningful than playing for a few weeks and leaving from boredom I think you might be on to something. Also, encourage the modding community. This costs nothing and has a huge impact on the game.
  2. 4 points
    I haven't really played since season one, and the lack of a core theme is one of the primary reasons I haven't come back. I remember one time looking in on the game's progress. I saw a crab jump hundreds of feet into the air with a rider on its back; I NOPE'd right out of there. "I'll check back in another six months." For myself, I hope you settle on a theme that puts realistic-seeming boats (not architectural monstrosities) at its core. Focus on the boat in the same way Star Trek focuses on the Enterprise. There's space and all it contains. There are planets and their inhabitants. Adventure found with both. But everything comes back to the ship. Any feature/mechanic that diminishes the focus or supremacy of the boat should raise a red flag. As for an element of fantasy, I can certainly envision ways it could work. Again... augmenting what matters most rather than becoming what matters most. Have any of you read Jim Butcher's Codex Alera series? The main character, of course, is blown to fantastical heights. But, rather than dominating the experience of the commoners, the fantasy element simply makes it a richer, more interesting experience. I'm not familiar with the proposed Tradewinds feature, so perhaps my concerns have already been addressed. But, in my gaming experience, allowing easy travel commonly leads to some very undesirable outcomes. Dominant factions can project their power over greater distances, and those who choose to harass others are more able to do it without repercussion because they aren't a known quantity to those they harass. I.e., they can easily travel far afield and harass people who don't know who they are or where they come from. Similarly, just as more than traders can take advantage of tradewinds, large companies can take advantage of mechanics intended for small companies unless they are, by design, prohibited or disincentivized from doing so. I wouldn't mind seeing Freeports extended into full-fledged NPC-controlled territory. Companies could lease designated plots of land with strict construction budgets (assets) in exchange for tribute and/or service (e.g. coastal defense). If you live there, you live by their rules (e.g., no piracy). In turn, the government provides some defensive advantages in terms of infrastructure (e.g., protected harbors with "parking spaces" assigned to leases) and automated coastal reconnaissance. Through short-term leases, this territory could provide refuge for those recently displaced as well as long-term leases and a livelihood for those too small or who simply don't care to constantly scrap over territory. These NPC-controlled territories can also be tools in the toolbox of the devs to affect happenings in the world they feel need to be addressed without resorting to a heavy-handed approach. The actions of the governments can be adapted to fit the circumstances. For example, NPC authorities could issue Letters of Marque against specific targets or impose tariffs on trades between residents and specific non-resident companies. Resources, services, and protected sea lanes within these territories are examples of features with the built-in large/small company bias I mention with the previous quotation. These territories would be the Santo Domingo, Havana, and Santiago of the Spanish Main contrasting with the players' efforts to build their various little Tortugas. The life and livelihoods in these territories aren't the same as elsewhere only with an NPC landlord. It's a different piece of the puzzle built to complement and balance the experiences of those who choose to fight for land of their own. I hope you'll take a moment to read my end-of-Season 1 post on creating beachhead mechanics. I elaborate on an idea with what you propose here at its core.
  3. 3 points
    Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. 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
  4. 3 points
    Are devs actually planning to make Atlas a dead game? 5000 for schooner? schooner is the simplest useful ship to start enjoying and experiencing the game. its not even that easy to build! you need to still put time for it. if it was 5000 to buying a schooner all made, it was good. but paying 5k and then building it by ourselves? How does that even make sense? we should farm 5k with sloop? one person even cant manage to carry that much of gold. Who even we are paying that gold to? its really ridiculous idea. its a pirate game. C'mon devs do something about it! you guys cant see the game is already losing players...
  5. 3 points
    A polite suggestion. Please explain how and what you add so we can utilize it. I feel that I’m playing a game where there are no instructions or even tutorials. (Your current in-game tutorial is now wrong btw) For example, you wanted us trading to make gold but your market interface is half baked. I don’t mind figuring things out but seriously, you need to explain how things are used if you truly are interested in the player experience.
  6. 3 points
    Frankly, building my own ships was the best thing about Atlas. Now that's gradually disappearing it makes me glad I quit.
  7. 3 points
    if you want people on the water why not make the price of ships based on the quality of the shipyard like the common small shipyard to make a schooner be like 2k gold and the mythical version cost like 6k or 8k gold and you have to pay more for a better ship which would make it easier for small groups or solo to get out on the water but the bigger company's have to pay more for the ships and possibly reducing the small groups losing the boat they did like 50 maps to get to the larger groups that have people on all day long farming gold cause they will get a better shipyard by doing maps and kraken or making possible to recover some gold from a sunken player boat like a galley which costs 50 k if it goes down you could find 25k out of it from you sinking it and making it juicer to go fight other players boats. as to the fog of war thing if its not gonna be a thing take out the skills for it is kind of confusing as to what it means or redo them to do something.
  8. 3 points
    70% of the treasure map bottles cannot be collected - especially the high end ones! WHY? How are we to generate gold to pay the ridiculous prices to craft ships? WHEN will you BALANCE the resource spawns? Come on Guys, FIX THE GAME!
  9. 2 points
    yo if youre looking to get more people in the sea here's an idea - make new submarine buildings, farming structures and underwater warfare... and for god's sake at least make a scope for passengers in the current sub. if you're worried about underwater combat becoming the meta, disallow the submarine torpedoes from being active at the same depth range as ships. keep the mythos cost and maybe make it higher for multi crew subs. make a jumbo rack per sub size and the minimum requirement of it being mounted on the size equivalent per ship type, current sub - schooner, multi crew sub - brig, big tanker sub - galleon.... would be pretty dope. steampunk is good. its time.
  10. 2 points
    Never played for months and going from plans I won't be back. Why fantasy themed? Just make a true pirate game, you go into fantasy it stops becoming pirates. They are looking at going back to original claim system in some way? Dear god. Why don't you just give us factions? Or are you incapable. Having fun in other games, I don't see myself playing this anymore. Scrap the game and just go back to Ark.
  11. 2 points
    this game is already dead its have less than 2k player its actually dead the game need a good rework on tribe system for strong tribe and weak tribe to make sense and another problem is ship coins its horrible i think the developers doesn't care about game
  12. 2 points
    Enjoyed the update, thanks. Also I've noticed improvements specifically during treasure dives, only 1 so far i couldn't get into (or I'm just having really good luck ) 1 thing though... No fog of war please. or If it is implemented please provide a LARGE viewing radius as we move into unexplored territories. Third possibility, have a vendor sell a "map" that, when purchased, lifts the fog. Fourth possibility, make it removable via a skill Woops, 1 more, also please consider returning the map to a cold North/South pole and incremental warming towards the equator. I enjoyed this post a great deal. Thanks again.
  13. 2 points
  14. 2 points
    Suggestion: It would be nice if tickets were actually answered and not automatically marked as "solved".
  15. 1 point
    Ok i think schooner should be free give people a chance If you thank so let get to together and see if we can do something about
  16. 1 point
    What is the deal? I know for a fact this has to be happening to others, and I think it should be on the top 5 list of things to be addressed and quickly. Now with the ships costing gold to produce, a change I very much agree with and applaud, as it makes your ship have more value. As all us players know, the best way to make gold is from treasure bottles, and to complete the treasure map inside. Now back in the day at launch the treasure map system had its issue's with 90% of the time the location to dig up the treasure was always at some unreachable location at the top of a mountain etc. etc. This has been addressed and for myself and the 100's upon 100's of treasure maps completed, i can say it still has issues but its nothing at all like before *Applaud* HOWEVER - The issue at hand is - many many many of times, i will run up to a bottle go to collect it, and it will just vanish "poof" like a fart in the wind. I have done alot of testing and spent many of hours trying to understand the bottle spawn system and rates. As you all know bottles will spawn from 22:00 - 3:00 every in game day. The amount is random and each island has it own bottle spawn system, much like the mob spawner. I have cleared the island each day and each night I will run laps for maps. Next time i will video record for proof for the dev's. During the night, I watch as the bottles appear from up top a cliff, I run down to nearly spawned bottles, go to collect them and each one after pushing "E" just disappears, for no reason. And its frustrating to see a few 18.0+ just go poof. We need the gold to get our ship, we get gold by doing treasure maps, players cant do treasure maps, if we cannot collect them. I know others are having this issue, please voice your concern and your stories and lets hope for the best.
  17. 1 point
    Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning)
  18. 1 point
    Yaaaar'd Lightning, here I come!! YARRRRRRRRR!!
  19. 1 point
    i did miss an issue. IF the schooner gets sunk before ya stockpile 5k gold something would still need to be available to grind it. Suggested solution, STANDARD sloop purchasable w mats at Freeport. Other option that some people would choose i guess is to just restart at LvL 1.
  20. 1 point
    You know, thinking about that post....that does actually sound reasonable. I like it...Talking about the post @Ranger1k made (top of this page)
  21. 1 point
  22. 1 point
    Lightning Sharknado here we come!!! 1.21 Jigawatts?!?! When this schooner hits 88 knots per hour, your gonna see some serious ship.
  23. 1 point
    Bull. Shit. Maybe if you fixed bottle map vanishings, map spawn locations, sunken treasure inaccessibility, SOTD constantly respawning to full health, I might agree with you. Ship progression is TOO linear. Once you build a schooner, you can lose it at any time to other players or glitchy shit that remains unfixed, like SOTD right at grid borders ready to blow you out of the water with zero chance. You forced a barely-functioning bottleneck on the players. We're forced with "Sloop Wars" because scrounging up 5,000 gold for a ship that can be lost at any time is just plain stupid, let alone 25,000 and 50,000 for the bigger ones. We don't want to waste more than half our time facing bugs and glitches that still remain. It's demoralizing. Then un-nerf boss XP and lower the cost of gold for ships because your market system is barely functional then, please. All you've done is nerf methods of XP beyond level 80 and done so terribly. At least you nerfed barrels, which you claimed were part of some "future plan" that never seemed to happen. Here's some questions you should really be answering: 1. When is the next planned wipe? Nami suggested it was before the end of the year. Players need to know even if it's just approximate. 2. You said at the start of the new team introduction that you were looking into some sort of roll over of player information after wipes, so we don't have to constantly start over from nothing. Now is a good time as any to implement, especially since it went from hours of building a galleon to days or weeks. I'm not coming back every season to dive 200+ sunken treasures. It's not "fun". It's a job. Anyway, the question: Will players ever get to save anything from a wipe or was the teaser just vapid hype? 3. Small group finally manages to chunk up 50,000 gold for a galleon: - At "release ship" moment, it suddenly Tourette's at the ocean floor, planks exploding and sinks without a chance. - Zones into crashed grid, left for hours like in this past weekend. Finally comes back up many hours later, gets sunk because everyone frustrated left the game for the rest of day (if not quit). Unless they no-life it, again, no chance. - Zones INTO a ship of the damned fleet or directly INTO one. No chance, again. - Stupid tiny wind arrow that shouldn't exist. Can't escape SOTD. They zone across grids faster than players. Deathtrap. No chance. - I could list more but why bother. As I pointed out, we were forced with this gold cost with a partially-functioning market system and long-bugged gold earning stuff (while others were nerfed). You don't restore or compensate for lost ships. This would be fine without the gold cost because we just grind resources to make another, but now? It's bullshit. It's kicking a guy while he's down, and YOU pushed him. Support tickets immediately solved as well. Service is crap but you laud this new system. I challenge you to play your own game and join the struggle and pain of the "fun" you've created. Question being: Why do we have to grind so hard for making gold now when our ships aren't safe from unfixed glitches? A player barrels my ship is one thing, but losing it to poor game design is another. 4. How does trading resources result in gold? It doesn't make any sense. How are ships (virtual for now) going to launch from warehouses and markets deep inland on huge islands? What is the market system SUPPOSED to be like? Man, I'm finally making several hundred gold a day, but everyone in my company already quit. It was too late, too much suffering and confusion. 5. Why are you pushing content so broken and untested? Games don't normally become worse after wipes. Why not fix the long-standing issues instead? Where's the roadmap? The previous team estimated two years, and just short of that, they abandoned it to you, the current team. We're left in the dark. 6. As a follow-up from 5, why is communication so... dead? Only these infrequent Q&A posts with selected questions, or talking to Nami (tophat skin when?). We're left to fend for ourselves completely on weekends. Can't even trust mods/Globy/Antihax to restart grids or what? Really instills the opposite of confidence here.
  24. 1 point
    please keep supporting this game and adding to it a lot of people here are just going to complain about every little thing in fact i bet you could show the same thing happening in ark and they wouldnt see anything wrong with it
  25. 1 point
    How you can say that "The ATLAS is a pirate game" ? instead of giving new content for ships (even decor), you give submarines (and who knows, tomorrow maybe spaceships) torpedoes (maybe tomorrow and nuclear missiles) 50.000 was thinking the same in the start (a pirate game), how many left now? Its mostly one ARK with ships where the most iportant thing is to "inbreed and sell bears" .Also you support this by makin bears the only way for players to make maps becouse fire weapons not work on dmn soldiers (just one exable of your pirate gaming style) ,and you Still getting feedback from the few remaining people where they like this style of "disneyland" , you cant see that the 95% of people is not in the game anymore and "cant" give feedback? When all the players who wanted a pirate are gone then the remaining few who have no problem with the existing game style will lead you to the cliff.
  26. 1 point
    sounds like something i totally dislike, prefabricated ships, harnessed lighnings and paying my ship with gold coins i have to farm for. Not to mention that it's going to be something i didn't expect when I paid for testing Atlas. when you crowd-fund a project and work on it as you go you better listen what the crowd got to say about it. if you don't then you might end up with a product that got funded but in the end no one wants it anymore. bring on the mystical-fantasy parrot crap and i'm gone. not that you, Grapeshot, would care or any one else. but i do
  27. 1 point
  28. 1 point
    "As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support!" you have not listen to us in 2 years of Early Access why start now?
  29. 1 point
    Q) 1. Why did you take XP away? Why does it matter how we level we paid for the game. 2. Why do you care if we are on land or sea? 3. Why do care how we manage land claims, why cant it be a server setting? 4. Do you even play this game? it was set up just fine other then it not being PC friendly and needing some tweaking and optimization 5. Why the fuck are we paying for ship? why are you fucking with the game like you want us to jump ship. You want to fix something fix the speed of canon balls to faster and longer get rid of torps (why have them is we cant have barrels. why put effort in to a game that you are trying to destroy that thousand of people love to play and over the 2 years you have pushed 70% of them away. HOW MUCH DO YOU WANT FOR THE GAME AND ALL ITS RIGHTS AND FEES? let the people buy it and you fuck billy's stop braking it
  30. 1 point
    i'm def not happy with the price of a schooner..... sloop wars can go to heck for all i care lol
  31. 1 point
    Sad part is the schooner still gets damaged and sinks the same. If we are going to need to pay that kind of gold just to build the thing. It should be able to be a stronger ship and can take a better beating
  32. 1 point
    Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. 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
  33. 1 point
    I really like and appreciate what the devs are doing. I would like to say that I play sp, and I would love to see more focus on that as well as pvp. I mean, sp players payed for the game too. But keep up the work, and if you do, I will get you more players.
  34. 1 point
    How to destroy your game the first step is not to listen to the community They have not even thought about small groups
  35. 1 point
    The "empty space" between islands is a bit of a drag, but that is part of the genre. As to aggro wildlife, bows make short work of lower level ants/snakes/scorpions. Bears, as mentioned, are non-aggro. Tames help with wolves/tigers. Keep medkits on hand and use your spyglasss to scout before moving in too fast. Most aggro species will attack non-aggro animals, so watch out for dead animals, birds flying in circles, etc.. Also, keep a bed on your ship so if you get mauled and bleed out, you can respawn nearby. Once you get a little more experienced, you will be glad to see scorpions for free organic paste!
  36. 1 point
    First, i had to google what "JACK SQUAT" means - i learned a new expression, ty I have a market+warehouse combo, i set up some a few trade routes - with you too (im still from The Valentines) - and then nothing happened for a week. No ship, no income, nothing. Then last night it started working. How? Dont know, but maybe caused by that i deleted almost every offer, i reconnected the warehouse and suspended/unsuspended the whole bunch. Then i set up only a few offer with same input and output. For example strongwood for strongwood, with 1:1 ratio, Fronds for Fronds, etc. (because of the same grid limitation), then i logged out. After i logged in this morning during my cafee time, there was 500+ gold in my warehouse (with few cannon balls (200), with a 4 fertilized parrot eggs and with some random stuff (10-20 piece random wood, stone, etc) - probably got them from some random "event" of the market ship's journey). As i saw the log, in every 5 mins a new ship started to another market with 1700 strongwood for 1700 strongwood in return. This gave me sometimes 1 gold, sometimes 9 gold, etc. / trade. 500 gold is almost nothing in these days in Atlas. You cant do anything with that ammount (okay, you can hire some sailor to your sloop(s), but nothing more), and from 2-3 wrecks you got the same ammount of gold in a half hour. But as passive income, well, it can come handy anytime. I agree with you, this game and its mechanics is so broken, so untested, so messy... I never saw or experienced anything like this. The only thing keep me in the game is designing and building a ship. But, in this season they took away this aspect, not completly, but they made it hard.
  37. 1 point
    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
  38. 1 point
    My company and I have been talking and think a barn type building would be useful. This would reduce the number of active tames in a zone at any given time. It would also remove the need to have huge buildings in order to house all the tames that a company has in a zone. Another idea we'd like to see is a tame hold on ships. Too often tames just disappear off of ships while sailing. This would allow the tames to stay put on boats. You could even have different sized holds for each boat.
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