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Showing content with the highest reputation on 01/07/2021 in all areas

  1. 1 point
    Ahoy Pathfinders! Last week was quite a ride and we would like to thank you all for continuing to sail along with us! It has been about 6 months now since we have renewed the ATLAS journey, and now the last scheduled patch of the year is upon us! We have made several fixes to the Ramming Galley, Armored Docks, and more. This includes a fix for Explosive Barrels so they no longer deal damage in Freeports and removing some bad maps from Treasure Map spawning. Christmas Trees and Ship level caps have also been fixed. We have also included a few changes, like the much requested increase in reverse sailing speed, which has now been increased by 200%. The Glider Suit may now only be activated under 100m height as well. As a little bonus, Bears can also now wear hats! For the full list of bug fixes and changes, please see the changelog. Most importantly, we have also made some server reliability improvements that should also help to reduce incidents of losses. To fully address the issue will be a long-term process, as it is a multifaceted issue and touches many aspects of the code. We are touching on different symptoms of it throughout development as we continue to make our investigations and improve the code. Please continue to report these issues to us as they greatly aid in our efforts to optimize and improve the ATLAS experience. Thanks for your patience, understanding, and support! NEW Tonight’s patch has quite a few new things in store! First up - we have the Lumberyard, a farmhouse variation that gathers only thatch and wood. All of the systems we have been implementing will continue to see development and improvements as we refine them based on feedback and observation. This is the first step towards the next iteration of the farmhouse system as we introduce specialized variants. Regular farmhouses will still continue to collect Wood and Thatch for now. However, Lumberyards will gather them at a much faster rate. Aye, and were ye looking for a way to store all yer drinks for the holidays? The new Keg is the perfect way to store and transport your alcohol. Afterall, drinks taste best directly from a Keg, don’t they? The Keg can be crafted at the Smithy after learning the Secrets of Cooking skill in the Cooking & Farming tree. For only 30 fiber, 5 metal, 50 thatch, and 60 wood - you can build a Keg and be able to store any alcohol items in stacks of 50. Drinks for everyone! Having trouble taming some creatures? Might we recommend the new Tranq Arrow? The Tranq Arrow is a new ammo type for the Bow that deals high amounts of Torpor and little physical damage. It can be used to put creatures to sleep, allowing pirates to more easily contain them for taming. Tranq Arrows can be crafted in the Mortar and Pestle after learning the Taming Tier 2 skill in the Beastmastery Tree. Ramming Galley Last week the first of the new ships that can be bought for gold, the Ramming Galley, hit the shores of Atlas. We were excited to see our baby in action and have made a number of changes to help it create more of a splash. We increased its base speed by 40% and have also increased its turn speed while sails are closed. As a ship meant to directly attack and charge into others, it needed more oomph so we increased the damage of all cannons on the Ramming Galley from 100% to 125%. Ramming Galleys will also now deal damage to NPC ships. To compensate its strength a bit, the Ramming Galley now costs an additional 75 Rhino Horns, a new resource type obtained from defeating Rhinos, to purchase. In addition to these changes, we also made a number of bug fixes to the Ramming Galley, which can be viewed in the full Changelog that follows. As with all the features and mechanics we have so far introduced, we will continue to balance and refine the Ramming Galley. What's Next Previously we discussed a rework on the Claim System. Originally, we intended to introduce this by the end of this year. As things move in development and new challenges present themselves, timelines and ideas can often change. We are still working on the new Claim System’s implementation and testing it. It will likely not be introduced until early next year. Many were concerned that a rework of the Claim System would bring about a wipe. Although wipes are inevitable in EA, we also do our best to wipe only when it is absolutely necessary. At this time there is no estimated or set date for a wipe and we will keep the community updated if that changes. As the last patch of the year, the ATLAS team will be setting sail for a small holiday break. The next scheduled patch will be the week of January 11. However, we will continue to perform daily server restarts and we will have our spyglass handy to watch out for any urgent issues that may require our attention. Otherwise, pass us your Kegs and some glasses please! Happy Holidays! Released Patch Notes V519.5 New Structure: Lumberyard The Lumberyard is a farm that only gathers thatch and wood. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism Tree. Shares placement restrictions with other Farmhouses Gathers about 1/3 more wood and thatch than a regular Farmhouse Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Structure: Keg The Keg is a new storage container used to store alcohol. It can be crafted at the Smithy after learning the Secrets of Cooking skill in the Cooking & Farming Tree. All alcohol items can be stored in stacks of 50 Crafting Resources: 30 Fiber, 5 Metal, 50 Thatch, 60 Wood New Bow Ammo Type: Tranq Arrow Tranq Arrows are significantly more effective against tameable creatures Players and NPCs are immune to Tranq Arrows Crafting Resources: 1 Stone Arrow, 20 Berries New Keratinoid Resource: Rhino Horn Rhino Horns can now be obtained by defeating Rhinos Armored Docks Updated UI text on Armored Docks to clarify that only 1 Gold is consumed when the timer expires Bug Fix: Armored Docks no longer stop working for a period of time after server restarts Bug Fix: Armored Docks no longer consume all Gold in their inventory after server restarts Ramming Galley Added 75 Rhino Horns to cost Base speed increased by 40% Increased turn speed while sails are closed Increased damage of all cannons on ship from 100% to 125% Ramming NPC ships with the Ramming Galley now deals damage Players can now swim through some large holes in the Ramming Galley after it sinks Bug Fix: Health is no longer displayed for undamageable parts of the ship including weapons Bug Fix: Demolish option no longer appears for components that have already been demolished after the ship sinks Bug Fix: Ramming Galley can no longer be crafted in the Large Shipyard Bug Fix: Forward-facing Large Cannons are now correctly assigned to the Front Station Group Bug Fix: Oars will now always automatically retract after idling for 10 seconds Bug Fix: Sail rigging now previews correctly when placing new sails Ships Max reverse speed for all ships increased by 200% Bug Fix: Level cap for max quality ships restored to 60 NOTE: The max level of ships built during the previous patch won't change Winter Event Christmas Trees now produce gifts every 12 hours Bug Fix: Santa Hat skin will no longer disappear from player inventory Bug Fix: Santa Hat is now properly positioned on Monkeys, Parrots, and Penguins Bug Fix: Resolved issue where Stockings and Christmas Trees would stop producing coal/gifts after server restarts Trade Fixed some cases where Markets would break Limited the number of Trade Offers Markets can have to 20. Misc Made some server reliability improvements Bears can now equip hats Glider Suit may now only be activated under 110 meters height (about the height of the lighthouse) Reduced Grill's damage resistance Sea Fort walls now swap to a damaged mesh when destroyed rather than disappearing Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Removed some bad maps from Treasure Map spawning 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
  2. 1 point
    That's pathetic. Not everyone has the time nor luxury to play the way you do. BoTh EmPlOyEd 5 DaYs; other players value their time on doing other activities, not sit down and treat Atlas as a second job which the developers are trying to do. Good for you your method works between your friend and yourself.
  3. 1 point
    As a solo player and being lucky enough to have been present the day of the last wipe, I have a warehouse and a couple of farms. Which provides a suitable income which provides for all my pleasure yachting experiences. However, I do feel the balance of the game needs a severe tweak to ensure everyone has a chance to enjoy. I think the rewards and overall focus of this game need to be altered. At the moment, the three big money spinners in the game are in order: 1.Doing nothing (Login in once a day and emptying Warehouse into Ships locker and checking bears have food) 5K gold per day with a decent market. Risk - almost nil (dependant on zone, some are so unplayable it is impossible to gather food for said bears). 2. Risking your million pound superyacht (supersloop ) to do lots of dives (watch out for them zones, you never know which one will lock you out and then it is back to SunSeeker (small shipyard) for another sloop. 3k to 5k per 4 hours of play. Risk - moderate to high chance of losing all you have with you, Not through intentional dangers (Ships of the Damned etc., just from zoning. 3. Putting extensive armament onto said Superyacht to risk the vagaries of Greenpeace (Ships of the Damned) in an attempt to take on the behemoths of the sea (Whale hunting). 0 to 3k per 4 hours of gameplay. Risk - as above Serial 2 mostly from the fact the game is not correctly configured to allow safe zoning. Lets be honest Treasure maps and Greenpeace hunting should be up there but there is virtually no gold in either activity and once you have got a mythical fishing pole BP why would you bother to do either again. Whilst serials 2 and 3 are fun and probably what we are suppose to be doing in this game. I suspect the Developers of this game really wish we would start doing more of serial one. Why else would they spend time on Lumber Yards, Ramming Galleys, Charcoal burners, For Fuc*s sake hats on fuc*ing bears and not fixing the current issues. The Lumber yard, what the fuc*. The farm works perfectly at the moment. It has up sides and down sides. Come on guys "My farmhouse collects to many berries", Boo Hoo use the O key, dump that shit. Don't let your laziness be a reason for something that works fine to be nerfed like everything else good about this game. Ramming Galley or as I call it the large corps only ship, Its too expensive, the mechanism to get it is fucked up. Buy it from a vendor. Well fuc*ing thanks I have spent my whole life in this game collecting resources and now you want me to forget that, haul 20 million tonnes of hard earned gold, re-spec so I can carry it and then pay for a ship which is effectively useless. And then the latest brainstorm - The dev team think; it is not fuc*ing exclusive enough, we will get the retards who want one, to find Rhino's, kill millions of the rare fuc*ing things to get a ship. Lets face it, unless you are in one of the two of three super corps, all you are going to do with it if you are stupid enough to buy one, is put into a fucking armoured Dock (as if we need more large buildings to fuck up the already laggy zones) and pay for its storage; may as well build a sloop for all the good it will do. And then in the Devs infinite wisdom they nerf one of the truly fun parts of the game. Why on earth would you nerf gliding suits. It is not going to stop people making big towers they do that to fuck the zones up for other people its why bears scratch trees and dogs piss on lamp posts its subliminal they don't think they just have to do it (I bet they all have small penises too). And by the way I have to agree with Ranger1K why the fuc* would I want to visit any other site than the official Game site to get updates about the game. That is the most fuc*ed up shit I have yet seen. Sure have a multi social media presence but everything should be posted on the website first, its the OFFICIAL WEBSITE for Fuc*s sake. I have a feeling this may be my last post, as I have just about reached the point where I am only logging in to the game to feed the animals and block other players from building Farms and Warehouses. I cant be arsed to sail the ships, as I have had to many stuck between zones or have randomly lost tame incidents. I have never had any responses to my daily bug reports (mostly about the pit that is E4) and I don't feel the game is being developed by a intelligently lead or focused development team. I have over the last year and a half mostly enjoyed the game but it is starting to feel like a obligation and I don't feel like anything the community says is listened too. I suspect the developers: 1. have never played this or any other roleplay type game. 2. Do not speak any language used on their own forums. 3. Are all part time and only paid for new content (no mater how ill-conceived). If I was asked what they should focus on for new content. I would say: 1. Safe shipping for Tames, Crates for small and tethering points for large. It shouldn't be to hard to implement, think of chairs for animals. I have never lost a crew man overboard at a zone who was in a chair. Or even in a laggy zone. 2. Concentrate on getting the laggy zones workable again, if that means restricting building blocks per person/corp per zone then implement that! Working zones must be the priority. This is after all a pirate game not minecraft. 3. Bring out more diverse ships to build and scrap the ship vendor. It would be better to allow boarding of NPC ships than continue with the stupid idea that a pirate should pay a merchant for a ship. Plus the grind use to be what kept people in the game. 4. Implement fleets, a solo player should be able to hire pirate captains or promote NPCs to control his other ships. 5. Include other merchant NPC ships to attack, trade with or board/capture and landsmen with towns and villages to attack or trade with make it feel like a inhabited world. 6. A proper economy where people can sell/buy items globally. Possibly using the exchange systems in the larger towns. (see serial 5) 7. Probably the most important one. The fuc*ing game must be globally linked, this zones shit is like playing Everquest again. The world should be a single linked and seamless world with global communications and seamless vision and travel. Constantly wondering if this zone is going to be the one with a Red Galleon to run into or where you loose your current ship to a synchronisation error is absolutely unacceptable. For the sake of those in the game who have put up with this shit for so long please start to treat this like a business and stop treating it like a Sunday afternoon project.
  4. 0 points
    About Gliders nerf i think it is literally shot in the knee in state as is now. First of all why they work 110m above sea lvl and not landscape lvl. there are lots of island that have mountains and plain landscape higher then that. I suspect that this nerf have something to do with pvp. But i think it should work a little different. So here is my idea.: 1. Add Blueprints for different Quality Gliders. 2. Quality of Gliders will depends how high in Meters above sea lvl they can fly(glide) 3. Mythical Quality Glider will have no restriction to Glide lvl and work like old ones but to craft them and Repair them will require Mythos 4. Re balance durability of gliders that they will loss more durability the higher you glide so if you have mythical quality glider with no restriction Gliding from high will break it Quickly then using it on lower heights. (more often repairs so more use of mythos if using it higher) 5. Add skill branch Glider Proficiency in armor skill window that will limit quality of glider you can use and force you to spent points on it. Doing it like that will create this. 1.Players will start for hunt for HQ BP for gliders and you will give them some new option to do. 2.Having Gliders on BP will increase Trading , Economy and interaction between companies so i think it is win-win scenario. 3.As higher Quality BP Have less uses to craft crafting multiple of HQ Gliders and using it in pvp with risk of loosing gear will discourage players for using it on that. Generally this is my idea.
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