Jump to content


Popular Content

Showing content with the highest reputation since 06/06/2019 in all areas

  1. 14 points
    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  2. 13 points
    For obvious reasons, we won't be lifting the ban.
  3. 11 points
    The powers that be at Atlas really should play the game more than whatever amount that they do. The most active, loyal, and dedicated players so far in the 7 months since Atlas's launch have been repeatedly given the impression that those calling the shots do not play the game much if at all. I am not talking about design choices that split the community, those have their supporters and detractors. I am talking about design choices that leave any experienced player scratching their head wondering how anyone at Grapeshot ever thought *insert your favorite dumb idea here* was a good idea. Examples include, but are not limited to: -Insanely over the top rent prices for player shops that render them pointless. -Initial spawn rates of sotd's and hostile creatures that made play for the average player insanely difficult. -Storm frequency and damage out of all proportion to reality that made travel a perilous crapshoot which could cause players to lose tons of time and resources invested in ships and everything on them to be lost due to unavoidable storms which sprang up with little to no warning. -Unnecessarily complicated land claim and retention mechanics which practically invite griefing of other players. -Skill mechanics that require the ability to craft an item in order to be able to use it. In any game purporting to support ingame economy, this is unbelievably dumb. Despite the fact some of these things have been corrected (others over corrected), these and other design choices have left the playerbase wondering if those calling the shots at GrapeCard ever actually log in and play the game they're creating. If they don't, they should. If they do, perhaps they need to do so more often, or interact with other players more when they do. If they are actually doing both these things, we might all be screwed. Because honestly, even though the game has it's moments and is fun enough to win my time, there are more than one or two calls here that are "should have died on the brainstorming table" bad. Yes, the players in an Early Access game are here to provide feedback and input, but the needed level of input and feedback should start somewhere above, not at "fire is hot." I don't care who it is, but whoever is making the decisions that lead to these things really ought to spend more time in the game. Or at least stop making design choices so facepalm worthy as to give the impression they never do. This is not my first EA rodeo, but it is the first one to make me wonder if the people making it ever play it.
  4. 10 points
    We've gone ahead and will be disabling the option to raze islands on PvE. Structure spam is still an issue, and one we would like to resolve but we recognize the problems this causes on a PvE network, in particular to settlers who have been living under the guise that their bases would be safe following the initial structure-placement timer. We'll keep on reading your guys' feedback and consider ourselves more suitable ways to approach this. This patch also introduces a change where island owners can place down more tax banks around their island, to help encourage other settlers who live there to contribute to the upkeep cost. There's a lot of fair and valid feedback here, but there are also some unnecessary remarks towards one another. Remember, it's okay to have a different opinion and share it folks, but keep things civil
  5. 9 points
    Economy is the key to success for atlas: -marketplaces on freeports to sell resources, items, ships and tames And serverwide connection of those stores (ex: all 4 stores in a Freeport server share the same goods etc) So people have more acces points and blocking is not that easy If this results in massive server overpopulation you can split freeports servers into 4 own server (triangles) -storehouse on freeports for companies (and private) where people can bring their stuff and store gold and from which transactions are calculated -gold generation! More ways for gold to get into the game -gold consumption! (maybe companies have to pay for the amount of crewmembers, a big safe (structure) to store money for company <= only one per comp) great for smaller ones and big company size is expensive, need for more interactions -blackboard in freeports for comps to recruit new players and new players find comps for joining or renting) This is important, finding a safe place to life should not be a long and frustrating procedure -private message ability: pigeons maybe + pigeon house where messages can be read Comes with the blackboard, people must have a way to contact those companies who offer recruitment or renting -and a tavern on freeports where you can buy Crewmember that spawn ON your ship, there is no need at all that they spawn in the middle of the island and have to follow us, especially if the freeports get more crowded. Crewmember selling guy asking on which ship you want to have them and if you buy them they will be there -if above is implemented QUIT farming events like x4 to not f**k up economy! Why? Because this is not ark, even it feels like it it got special needs to work, it's an MMO(Interaction) where the first M stands for Massive what means 'a lot' and so there needs to be a lot of interactions available (especially some not completely frustrating ones) And why economy in a pirate game? Because there is no piracy without economy.. Think about history ^^ Atm people have no reason to drive with a ship other than discovering or treasure maps, travels are long and not even exciting, encounters are rare and if then totally random. With economy you can calculate an encounter of you wish to have one, you can set traps or patrol routes of trading ships. And if lucky you will also get a reward for being a pirate! And you also have a reason to use ships which rizes the traffic on the seas because people want to get their peace of the trading cake and sell their resources or maybe they want to buy a super nice blueprint ship? Or a bred tiger! This economy change forces people to get out there for a reason, and make some money with what they have on their own island, perfect I tried to think about all the content to fit into the game as it already is so that there is no need of another wipe With those things implemented there are a lot of new opportunities even for new players and for smaller comps
  6. 9 points
    So i woke up made my coffee and got on my computer loaded up steam and saw your update post. I have to say im very proud of all of you. Most of these little shit mongers that had bought your game complain 24/7 most not all i want you to know there are some people who love atlas and are super happy about the singleplayer. Amazing work im getting 90 fps no lag im so happy thank you.Im sure thier will be bugs but im sure youll fix them.
  7. 9 points
    hi everyone, just wanted to give a shout out and a warm thank you for the wonderful admins on the official servers, i had an issue with a glitched foundation and they fixed it within hours of me reporting it. great work and a special thanks to @Voodoofor helping me out. much appreciated
  8. 8 points
    Introduction Looking around, I have found a need for a comprehensive guide on the most efficient use of speed sails, cargo racks, and long-distance resource hauling. Especially now that singleplayer mode allows for quick and easy testing, we need to get more factual information about ATLAS out to the public. For simplicity's sake, I will avoid discussing weight sails, handling sails, and item quality (maybe you can look forward to a guide on those subjects from me in the future). Outline: TL;DR results Answering individual questions Quick summary of results Explanation of singleplayer testing Summary As a TL;DR, here are the questions I will be answering today and a quick summary of the answer: How do ship speed, sails, and weight work behind-the-scenes? Every ship has a max speed, if it theoretically weighed 0 lbs. Each sail you add contributes to the max speed, linearly. The speed is related to the square root of the percentage of your ship weight that is not filled. The following table has a few notable percentages (the speed % is compared to the max speed). For each type of ship, what speed sail configuration (small/medium/large) gives the fastest ship? sloop: 1 medium and 1 small speed sail schooner: 1 large and one small speed sail brig: 3 large speed sails galleon: 6 large speed sails What ship is the fastest? Contrary to popular belief, with optimal sails, galleons are the fastest, followed closely by schooners, and then brigantines and finally sloops (rafts aren't real ships :P). How many cargo racks should I put on my ship to get the fastest ship? This is a very complex question that depends on your ship type, the total weight you want to carry, your max weight, and the "empty" weight of your ship. As a rule of thumb, add a cargo rack if you have another 4,000 lbs in resources to put in one, and make sure you fill existing cargo racks as much as possible before adding more. What is the optimal way to haul resources long distances in as little time as possible? Once again, this depends largely on the factors in the previous answer. As a rule of thumb, load up your ship to around 50% weight when you are hauling resources. Here are some related questions that I Won't be answering today, but I will include some links to people that have answered them in the past (to varying degrees of thoroughness and accuracy - be your own judge on the matter): How accurate is the in-game depiction of knots (speed)? Do higher-quality (fine/journeyman/etc.) sails actually give any benefit? For a more in-depth discussion on each of these questions, keep reading! I will lead you through the testing I have done in singleplayer mode, and we will discuss factors that I had to ignore while testing, etc. Onward to information! IMPORTANT NOTE BEFORE WE BEGIN: I am going to use the terms "maximum speed" and "speed" throughout this guide, and these each refer to a different concept. The maximum speed of a ship is the theoretical maximum speed it could go if it weighed 0 lbs. The speed of a ship is the actual speed of the ship, with whatever weight it currently has on it. Most of the math is done with the maximum speed, not the current speed. I will start by talking about how to use the speed and weight of a ship to compute the maximum speed. How do speed, sails, and weight calculations work behind-the-scenes? Ship speed depends on the type of ship you are sailing, the number and type of sails your ship is equipped with, the number of cargo racks on board, and the weight percentage. We will discuss all of these things here. I will lead you through the testing I did and try to explain some of the nuances that I had to think about First - The effect of weight on ships: My results: Ship speed is related to the weight of the ship according to the following equation: speed = speed_max * sqrt(1-weight/max_weight) NOTE: This does not take into account cargo racks - see the equation below for a more complete equation. This results in a graph like the following: The maximum speed depends on the ship you are in and the sails you use - we will discuss this more in a bit. Since the speed changes as the square root of the remaining weight, you can see that the weight drops off really quickly as you get closer to 100% full. Thus, any weight above around 80% starts to really slow the ship down, and for that reason, I suggest never sailing above 85% capacity, since you just travel too slow. My testing method: I spawned each ship in using ssf <sloop, schooner, brigantine, galleon> (pick one of the arguments in the <>). I set up the wind using the commands setwind 100 and setignorewind true (both are necessary for consistency). Then I opened the sails to full and marked down the current weight of the ship and the speed, once it stabilized. Using this method, the ship speed is very stable, unlike in the actual servers, where the speed bounces all over the place. Now, I used the admin command gfi gem_base 500 0 0 to get 500 gems, and I recorded the weight and speed - rinse and repeat until the ship stops moving. We now have a data for ship speed versus weight. Plotting the speed of the ship versus the square root part of the equation above, I got a straight line with the slope equal to the maximum velocity for that sail arrangement: NOTE: Keep in mind that this method will spawn a schooner with 2 medium speed sails and a galleon with 5 large speeds sails, both of which are not the optimal sail arrangement. The max speed I got from these tests just correspond to a sub-optimal layout of sails. The important part here is how straight these lines are, which proves that this equation is correct. This is a great fit, so I am pretty confident about the equation and the max speeds we get from this method. From now on, we can just manipulate the speed equation to solve for speed_max if we know the weight and speed of the ship. This will be useful in the next section. Second - The effect of sails on the speed of a ship: My results: Sails add linearly to the max speed of a ship. That means that half as many sails will push the ship half as fast. However, I found it surprising that each type of sail increases the max speed differently for each ship. The following table summarizes my results. If you can find any patterns in that data, please let me know - I couldn't find anything. The main thing to note with this table is the speed per sail point. Remember that small sails cost 1 sail point, mediums cost 1.7, and larges cost 2.66 (ATLAS rounds this to 2.7, but it actually is 2.66 when you add multiple). The sails get more speed per point the larger you get (looking at a single ship). This means that it is always beneficial to use as large of sails as possible, and fill in any remaining points with smaller sails. This leads to the following optimal configurations: Sloop: 1 medium speed sail (max speed is 16.03 knots) Schooner: 1 large and 1 small speed sail (max speed is 21.05 + 4.55 = 25.6 knots) Brigantine: 3 large speed sails (max speed is 23.79) Galleon: 6 large speed sails (max speed is 26.88) NOTE: I discuss the optimal sail configuration more in the next section. This means that galleons are the fastest ship, followed closely by schooners, and then by brigs and sloops are the slowest. This is important, since many people tend to believe that schooners are the fastest ship, but this data shows that they are actually over a full knot slower on average. My testing method: I spawned the ships as I did above. This time, I removed all sails and set up the configuration I wanted to look at (for example, 16 small speed sails on a galleon). I marked the weight and speed while slowly removing sails. Plotting the maximum speed (calculated as mentioned above) versus number of sails gave a line, and fitting a linear trendline in excel gave a slope that you see in the table above. If you want to compute the max speed of a ship, just add together the values for each sail from the table above. Third - How do cargo racks affect speed? My results: A full set of cargo racks (2 for a schooner, 4 for a brig, and 6 for a galleon) will reduce your maximum speed by 40%. This means that each cargo rack reduces your speed by the following amounts: Schooner: 20% per cargo rack Brigantine: 10% per cargo rack Galleon: 6.67% per cargo rack If you only have some of the cargo racks, it affects your speed linearly (for example, 2 racks on a galleon reduces your speed by 40% * 2/6 = 13.3%). However, the racks also reduce the weight of anything inside of them by 80%, up to 8,000 lbs pre-reduction. This means that a full cargo rack reduces your ship weight by a total of 6400 lbs (80% of 8,000). The weight reduction will make your ship go faster, but it must counteract the speed reduction just for having the rack on the ship to be beneficial. This is complicated enough that I gave it its own section toward the end of this post. In general, always drop empty racks, and fill up your existing racks before you add another. My testing method: In singleplayer, spawn in ships as mentioned above. Get the ship up to speed and start adding empty cargo racks. Make sure to take note of the weight each time you add a cargo rack (they weigh 50 lbs each). You can then compute the maximum speed as mentioned above, and the plot of maximum speed versus number of cargo racks gives a straight line. The slope of this line is the maximum speed decrease per cargo rack. This will vary based on your sail configuration, but the percentage speed decrease (speed decrease / maximum speed) will be the same for every ship. Assuming you read the section above about maximum speed, we can update our equation to include the number of cargo racks: speed = speed_max * (1 - 0.40 * num_racks/max_racks) * sqrt(1-weight/max_weight) In addition, I added weight to the cargo racks to verify that the rest of the equation still holds with cargo racks. Indeed, you see the same square root behavior. This means that the cargo rack has only the two effects listed above: max speed decrease, and weight decrease. What speed sail configuration makes the fastest ship/ what type of ship is the fastest? My results: The table in the previous section summarizes my results about the how each sail type affects the maximum speed of a ship. Using this data, you can see that larger sails are generally more efficient than smaller sails. For example, look at a brigantine: Large speed sail adds 7.93 knots to your max speed, whereas the medium sails add 4.24 to the max speed. This means that the large speed sails add 2.94 knots per sail point, and mediums speed sails only add 2.49 knots per sail point. This is the reason that you should always use larger sails first, then fill in any remaining points with smaller sails. Using the table on the left, you can see that galleons are the fastest ship in the game, when used with 6 large speed sails. This is followed by a schooner with 1 large and 1 small speed sail, and then by a brig with 3 large speed sails, and finally the sloop with 1 medium speed sail. My testing method: I mentioned it above, but once again, briefly - spawn in each type of ship and mark down the weight of the ship, the speed you travel, and the number of sails as you vary the number and type of sails on the ship. The plot of maximum speed versus number of sails is a line, and the slope is equal to the max speed increase per sail. As for the optimal sail configuration, I did not test every combination of sails possible for each ship. Although we previously discussed why larger sails are more efficient, this does not automatically mean that using only the largest sails is always going to be the most efficient, since there are some leftover points that could, in theory, be used more effectively. I set up an excel spreadsheet (on the left) with all possible combinations of sails for which you cannot add another sail. Some of these use all of the sail points, and some do not. I then computed the maximum speed with each configuration and looked for the maximum speed out of all combinations. This just so happened to be the result where the largest sails are used first, as mentioned above (and everywhere else). This just proves definitively that there is no odd combination of sails that uses sail points more effectively that beats the tactic above. How many cargo racks should I add to my ship to maximize speed? Another way to phrase this question would be - how much cargo would I have to put into a new cargo rack to justify the additional speed decrease? This depends on the ship max carry weight, your ship's "empty" weight, and the number of cargo racks already on your ship. First, let's categorize the weight into "free" and "fixed" weight, by whether or not you can put it into a cargo rack. Fixed weight includes plank weight, repair materials, and crafting stations, to name a few examples. Free weight can include whatever cargo you have on board, armor or tools, or even blueprints (although you shouldn't store blueprints in cargo racks - there are only 100 slots to fill up with 8,000 lbs to be the most efficient). The reason we want to categorize the weight is because the fixed weight is just dead weight, there is nothing we can do to reduce it. However, it will affect when we should add racks, since the speed is not linear with respect to weight. This means that we should add a rack when the amount of free weight we can store increases the speed of the ship (by reducing the weight) more than the extra cargo rack would decrease the speed. Mathematically, this gives us the equation (where x is the free weight and n is the number of cargo racks currently on the ship) Obviously, this gets complicated fast, since we want to solve for x... Well, I did that for you, and here is the equation for the amount of free weight you need to store when adding a cargo rack: where the empty weight is your fixed weight, and f(n) is listed below: ok, this is still quite complex (we haven't even touched what to do when the free weight is outside of the range between 0 and 8,000, for example), let's unpack this a little. Unpacking the results: If the math makes you queasy, that's fine. I assume most people don't want the math, just the rule they should follow. Unfortunately, there is no simple rule, because the math is so complicated. But, we can get a few interesting tidbits from it: The heavier your ship is without any cargo (the fixed weight), the earlier you should be adding cargo racks If your galleon is very light (no fixed weight), the you should add a rack if you have 15.6% of your weight capacity in free weight. For a stock ship with 30k lbs capacity, this would be about 4,700 lbs of cargo. Of course, this assumes you have all your other racks filled already. Here is a graph comparing the speed of a ship with optimal use of cargo racks versus no use of cargo racks. The flatter sections show where racks are added (for a default galleon with no fixed weight): This may feel a little underwhelming, but you can get much more accurate numbers if you actually compute the free weight from the equation above. As a note, the amount of free weight needed changes with the number of racks on your ship, so it will change as you add more and more cargo. I suggest you add a sign on your ship, noting the ship capacity and fixed weight right after you make it, and then keep track of when you should add each of the 6 boxes on another sign. What is the optimal way to haul resources long distances in as little time as possible? This is another very complicated question. In addition to the problem of the cargo racks (addressed thoroughly above), you now have the added complexity of changing your goal. There are (as far as I can see) 2 main goals when it comes to hauling resources: Haul as many resources as possible in a given amount of time. This usually occurs when you have a supply route and you will keep making return trips indefinitely. Haul a given number of resources in the shortest time possible. This usually happens when you are trading or want to go on a relatively small-scale resource expedition. For the first goal, you want to minimize the time spent on each pound of resource, so you can move as much as possible with the time you have. For the second goal, you are trying to minimize the total time spent, which is not always accomplished by moving the fastest at any given time. This is more complex. Let's look at each one individually: Hauling indefinite resources in a given amount of time: If you haul more at once, you move slower but get more across in one trip. If you haul less, you move faster but get fewer resources in one trip. We also have to consider that half of the time you are sailing, you are just bringing the empty ship back to the resource location. This means that the fixed weight of your ship makes a big difference in the optimal strategy. If your fixed weight is high, you should haul more cargo to avoid making many trips. If your fixed weight is low, you should haul less and move faster, since the wasted time on the return trip is quite small. Working through some of the math, I made some plots for the item transfer rate versus the loaded ship weight (with optimal cargo racks). Here they are, and we will discuss them after: It turns out that for 0 fixed weight, you should carry 12,530 lbs to be most efficient, and for 10,000 fixed weight, you should load up to 19,600 lbs. However, you can see from the 10k fixed weight graph that it may be possible to improve the efficiency further, since the cargo racks are optimized for speed, not item transfer rate. Specifically, adding the last cargo rack earlier would translate into extending the rightmost section of the graph further to the left, where it looks like it may reach a higher rate than this optimization allows. This is an area that can certainly be improved in the future. More unpacking: In general, you should load your ship up to about 50% of the way between the empty weight and the full weight to get the most efficient run. It can get better than that, but this will get you a majority of the way there, if you use your cargo racks optimally. Not much else to say here, that is the main rule-of-thumb of this section. Hauling a fixed amount of resources as quickly as possible: The goal here is just to minimize the time taken to get the resources back. Since speed drops off quickly as your ship fills up, the strategy will be to split the load up into equal-sized portions and take the same amount of weight each trip, so you avoid a few heavy/slow loads. Then, since every trip takes the same amount of time, we can just optimize each trip. However, the optimal weight HEAVILY depends on the amount of cargo you want to haul back. Look at the next graph (of optimal haul weights versus the target weight you wish to carry back), and let me know if you can make any sense of the chaos: One bit of information to be gleaned from this mess is what happens when you need to haul a LOT of cargo. The chaotic mess converges to the same number that we got for the case where we wanted to haul an indefinite amount of cargo at as fast a rate as possible. Here is a zoomed-out image of the same graph I just showed. Obviously this behavior is much more complex than the behavior when you just want to maximize the rate. Therefore, I suggest that you just follow the advice there and let this section be more of a curiosity than actual advice. I mean, if you want to calculate the optimal carry weight every time you want to haul cargo, be my guest Summary Here, I will just list a bunch of bullet points that summarize the findings throughout the rest of the guide: As weight increases, your ship speed will fall faster and faster. Therefore, you should aim to keep your ship at around 50% capacity as a rule of thumb. This balances the amount of cargo you are hauling with the speed decrease from the additional weight. Galleons are the fastest ship in the game, followed by schooners, and then brigantines, and sloops are the slowest. When you are putting sails on these ships, start with the largest possible sail and fill in smaller sails afterward, to get the fastest sail configuration. As a rule of thumb, add a cargo rack when you have 4,000 pounds of resources available to store in it, and always fill up any existing cargo racks as much as possible. The heavier your ship is without any cargo on board, the earlier you want to add cargo racks when filling up your ship. The perfectly optimal weight arrangement is very complicated, and depends on many factors. You can look through the rest of this post for more info, but just know that these rules-of-thumb may not always be suitable for your exact scenario, and you'll need to use a bit of common sense. Thank you for reading through this quite long guide. If you didn't understand a part of it (or any of it), I will be keeping up-to-date with the comments, so feel free to ask any questions there. If you have any ideas you want me to look into further, I am open to suggestions for another guide. If you liked this extremely thorough type of guide, please let me know, so I can be motivated to make more in the future.
  9. 8 points
    Ahoy Pathfinders, HAPPY LUNAR NEW YEAR! To kick off the new year, we’ll be releasing a new patch late next week for both PC and Xbox. It will feature a number of various bug fixes, QoL improvements, and balance tweaks in a similar vein as the update from this past December. The biggest change that players will see this update is the reduction of the max player level from 150 to 120. We wanted to give the community advanced notice of this particular change since it’s a fairly large shift in how players’ characters will experience ATLAS. All players who have raised a character past level 120 should expect those characters’ levels to be reduced back to level 120 and all characters (regardless of level) will have their skill points automatically reset for free. As such, players will need to reassign their skill points upon logging in after the update is released next week. We’ll be sharing the rest of the patch notes with you once it's released next week. In the meantime, we’ll be enabling 2x rates for experience points and harvesting this weekend and those rates will continue to stay active while we continue to explore additional changes to gaining experience, harvesting resources, and leveling up in general. Until next week! Happy Sailing, Grapeshot Games 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
  10. 8 points
    1. Ship-Rear Cosmetics/Skins So we have figureheads, steering wheel skins and soon, sail skins. This might be a large suggestion, but the Brig and Galleons have cosmetic "cabin" styling on the backs of them. I propose new skins be made for the Ship itself that adds cosmetic changes to the back of ships. Maybe dragon heads from the back, working up the side? A skull? Hydra head? Cyclops hands? 2. PvE Servers, Allow Ship Claiming After Inactivity Currently, there is no ship claiming on the PvE servers. I feel like ships should be claimable if the player and/or company has not been online or entered the area within maybe 2 weeks? 1 week? Or simply cause the ship to be "Unclaimed" after 1 or 2 weeks of inactivity. 3. Repair All Structures It would be a tremendous Q.O.L. improvement to allow NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. when the ship is anchored and the NPCs are unseated. Optionally, create a new structure to be placed on a ship in which you assign an npc crewmate to be in charge of repairing all other misc. structures on the ship. 4. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 5. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 6. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 7. Captain's Deck Currently, the Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 8. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 9. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 10. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 11. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 12. Collidable Figureheads @Grodgen Collidable Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual figureheads. 13. Rotatable Weight & Handling Sails @Kaitlynn Allen Add an option to rotate Weight Sails and Handling Sails 180 degrees when placed, depending on your desired placement at the front or back of the ship. 14. Rigging That Connects The Front Sail To The Figurehead @Kaitlynn Allen Add an option to connect sails via rigging placed at the front of the to the bow sprite/figurehead. 15. Catch Net @RebelMarmoset Add a structure for the front or sides of ships that catches flotsam and/or fish. Consequently, the longer the net is lowered, or the more items it catches, the more it slows the ship down. If you like any of these options, please reply to this thread with your comments and feel free to suggest some more ideas pertaining to ships! And a special thank you to @Jatheish for taking the time to read this! Loving the game.
  11. 8 points
    Ahoy Pathfinders, Happy Holidays! Later today we’ll be pushing out an update for both PC and Xbox, which contains a number of bug fixes, QOL improvements, and balance changes. We have a lot more changes to come and will be following up with another patch in January next year and more shortly thereafter! We’d like to celebrate the holidays with something special, so we’ll be running a bonus Magic Mythos event! From Thursday the 19th of December, until Monday the 6th of January, the following bonus rates will be applied to our Official Network: 3x Taming 3x Harvesting 3x EXP 2x Gold Latest Patch Notes (v402.5) - Emergency ship ladders are now easier to use - Bow and crossbow can now damage Army of the Damned enemies - Added a new inventory sort option to “sort by type” - Improved inventory functionality to prevent items from randomly shifting around when transferring between inventories - When multiple items are sent to the hotbar, their “equip delay” timers will now countdown simultaneously rather than one at a time - Ships that are still being built in a shipyard will now refund resources for demolished parts - Weather and temperature conditions no longer drain hunger or thirst meters when refilling stamina - Increased meat and fish stack sizes to 100 - Further reduced the shark aggro radius - Improved compass visuals to make it easier to read - Tiers of Nature’s Cry no longer stack with each other - Human NPCs can now ride in cargo harnesses and carriages - Removed all XP gains from the guillotine and noose - Players can no longer gain additional altitude when using a glider - If an explosive barrel is destroyed while being held, the damage is now always considered to come from the holder (and not a different source) - Decreased grenade damage vs. puckles and swivels by 80% - Decreased grenade damage vs. structures by 66% - Decreased grenade damage vs. players by 50% - Decreased grenade crafting cost by 40% - Decreased sword damage by 20% - Decreased blackjack chance to knock riders off of horses by 50% - Increased two-handed mace damage by 30% - Increased bola immobility duration on players by 10% - Increased puckle and swivel damage vs. players by 100% - Decreased Equilibrium buff attack damage bonus from 20% to 10% - Added a 20% Stamina Recovery Speed bonus to the Equilibrium buff Thank you so much for all the support you’ve shown us over the year and we like to wish each and every one of you a very Merry Christmas and a Happy New Year! Happy Sailing, Grapeshot Games 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
  12. 8 points
    So the intensely problematic land claim system which forced a wipe to overhaul, the massive lag during launch month from official servers, the epidemic of player griefing and imbalanced combat systems which lead to weeks worth of effort and resources lost in minutes or while offline, the poorly designed economic mechanics in a game striving to emulate Eve, the lack of actual content, especially any content having any semblance of depth or lack of mind numbing repetition, none of these things or a dozen others mentioned more times than I can count...none of these things are Atlas’s downfall in your view? Instead it is something mundane that I’ve seen in every game I’ve played since 2004, hit and failure alike...players bickering? Interesting. Hi. My name is Boomer. Welcome to the internet. Things can get salty here.
  13. 8 points
    Nope. We all just gather here on the forums to pretend to complain about issues in a game we don’t play, provide suggestions for a game we don’t play, and set up trades within a game we don’t play. Realist is the only one here who actually plays Atlas. Why do you ask?
  14. 8 points
    Dear Jat/Dollie/other Grapeshot staff, The Ice Cave is brilliant, well done. Cargo racks, the harpoon and new weapons as well. I’m not into tames, but the new ones are cute enough. But let’s address the torpedo in the room. We’re all having a wonderful time loading up common schooners with one-sided 5 torpedo launcher builds and griefing legendary ships (video coming soon). But even a cursory glance at concurrent players proves this update, combined with your completely arbitrary and now-reverted bans, has mortally wounded your game. As an eternal optimist, I think you can recover if you remove torpedos and take a moment to balance them, much like you did with explosive barrels. In my estimation, this needs to happen this weekend or you’ll face a dramatic loss in game testers. You may or may not care about this, but if you do, please continue reading. The primary mode of PvP in your game is ship combat. Without it, you don’t have a game. Land combat is buggy, laggy, and generally unenjoyable for most people. If more than 30 people are in the grid, it’s virtually unplayable. The end-game objective, as far as I can tell, consists of farming rare resources, finding powerful blueprints, building a strong ship, and fighting your enemies with it. That has kept a lot of us around through the six months of testing so far. Common torpedos on a common schooner are doing 9-11.5k damage to ships. That typically means taking 1-3 planks off a ship with anything less than 180% durability mythical/legendary defenses. If more than one torpedo lands, goodbye to half your ship, regardless of quality. The resulting meta is common schooners with 3-5 torpedo launchers running at 15-20 percent weight. Most major companies aren’t letting their blueprinted ships leave the harbor because of this, as I’m sure you’ve heard on your Discord. Yes, the cost of torpedos is punishing, but quite easy for advanced companies to manage. I feel the most regret for smaller groups who can’t farm those resources and thereby stand no chance. Torpedos are an interesting, visually appealing addition to the game. With some tweaking, I think they would be fantastic. But as it stands, they’ve removed all impetus to pursue your intended ship combat advancement hierarchy. For now, we’ll take advantage of this obviously unintended and broken meta. I do hope you’ll keep your word, listen to your player base, and make the necessary changes. If not, you may as well continue investing development time into tames and PvE mechanics, as people clearly aren’t sticking around to sail the 2-4 hours necessary to find another populated grid worth engaging. Thank you, and have a great weekend.
  15. 8 points
    I'm shutting down this thread. As always, genuine feedback and criticism of the game are always appreciated, but let's try and keep the nonsense to a minimum. Rest assured folks, despite Realists' comments, you have no obligation and this isn't your job. It's a game that is currently in development, in which you can share your feedback if you so choose to. We appreciate everyone's comments, whether they're bug reports, suggestions, positive posts, or showing us where we can do better. If you're going to have these sort of discussions on the board, consider ways to phrase them so that they're not so insulting or instigating. Provide suggestions to how you think better feedback could be made, rather than berating people that aren't doing things in the way you would like them to.
  16. 7 points
    I haven't played since the gathering rates were really high before the wipe. Putting in about 14 hours over the last three days. Not been raided once. Ships haven't been sunk, nothing hasn't even been damaged. Nor have I seen a soul. Likewise there isn't the building spam there was before the wipe. Island I building on only has a pair of taming pens, nothing else. I rarely even see people enter the grid square. With so few people actually bothering to log in, it's made solo play viable. Probably not what the Devs intended, but congrats anyway!!!
  17. 7 points
    If I ever -for what ever reasons- decide to leave my ship and take a swim in the ocean, it's very rare that more than five or six sharks instantly spawn around me. They are ridiculously underpowered too - they need two or even three bites at my ass before I'm dead!! And after I'm dead I sometimes- even when the sharks camp my lootbag, as they should - manage to get my loot with less than ten tries! How's that a challenging and fun gameplay? Another problem is after killing a SoD ship when I (covardly suited in diving suit) jump into the ocean to recruit new crew members I sometimes manage to move them on to my ship before they get eaten by a shark. Luckily most of the times when I kill a whale that gets eaten by sharks with any possible gold before I get change to overload my ship with gold coins. So clearly there are not enough sharks in the sea and they are not OP enough! Can we have more, bigger ones, possibly with lasers?
  18. 7 points
    Ahoy Pathfinders! In this Captain’s Log, we aim to give you an update on some new and exciting features that will be making their way to the ATLAS, as well as a brief status update on the next Mega Update. Before we begin, we’d like to give each and every one of you a huge thanks for the support you’ve shown ATLAS. Over the course of ATLAS’ development, our recent review scores on Steam have jumped considerably. We just wanted to express our thanks and show our gratitude for your support. We know that our work is far from over and that ATLAS still has a long journey ahead. There are many more changes we plan to make and features we would like to introduce. Keep your eye on the horizon, there is much to look forward to, some coming sooner than you might expect ;)! Mega Update 3! It’s been a while since we’ve spoken about our next Mega Update 3. There have been questions about the release date, and how it’s progressing. The update is still coming together, our team of developers is actively working on getting it ready to release. When we’ve got something to share about the launch date, additional features, it’s availability on the PTR, we will let you know. Though, we won’t leave you guys empty handed! Here’s an update on our Hydra Six-Shooter Pistol! In an earlier log, we revealed it’s concept art, now we can actually show you what it looks like in game as it’s going through its implementation. This pistol, as the name indicates, allows for up to 6 shots before reloading -- though it is significantly weaker than the single-shot flintlock! So if your aim sucks, or you have multiple targets, this will be a great weapon of choice. Wild Pirate Encampments! We’re excited to reveal to you a new system we’ve been working on, which will be released for Single Player, Non-Dedicated Multiplayer (more on that later!), Unofficial Dedicated Servers (optional), and potentially expanded onto the Official Networks in the future. This is how the new feature will function on Non-Dedicated Multiplayer and Single Player mode: “Wild Pirate Encampments” (WPE) are collections of enemy NPC characters, defensive fleets, and fortifications which inhabit claimable islands. They have varying weapons (melee and ranged), defenses (various cannons/turret types), and live in pre-built forts. They’ll also have AI ships representing all 4 classes (Sloop through to Galleon) patrolling the shoreline of their islands. The placement of Encampments will be randomized along the islands, and they can also include inland encampments without ships. You’ll have to explore an island to discover all the encampments which inhabit it, and the number can vary based on the island size, with larger islands having bigger and more Encampments. Each region will also have a WPE Level visible to players, some being higher than others resulting in better loot but a more challenging task. In order to claim an island, Pathfinders must destroy the WPE that currently live on it. This includes their patrolling ships and any enemy NPC within range of the Encampment center. Players will be able to use the Encampment claimflag to reveal nearby enemy NPCs. After claiming an Encampment, all Encampment structures transferred to the new settlement owner, and an Encampment Loot Box will be spawned. Once defeated, an Encampment will never respawn, and you cannot unclaim an Encampment. However, if the Encampment has not been fully defeated, it will reset to full strength if sufficient time has transpired without it being rendered. Players will have the option to disable WPE entirely via the Host Settings UI, or scale the difficulty of Encampments (this will not affect the loot quality). If you decide to enable WPE on an Unofficial Dedicated Server please note that: Encampments will only spawn (and can respawn) on unsettled islands when no players/tames/structures are nearby at all, over a long period of time. An island can only have Claim Flags placed on it when no Encampments are present on the island, indicated on the HUD when the system is enabled. With the implementation of this togglable content, we’ll be nerfing the traversal capability of Gliders on Non-Dedicated Multiplayer and Single Player, with an option to use the original values in Non-Dedicated Multiplayer. We’re excited to introduce this type of encounter to the ATLAS and we expect to have it ready in the very near future. Non-Dedicated Multiplayer! Following the positive response to Single Player and after evaluating the relatively small amount of technical bandwidth required to make this a possibility, we’re excited to announce that a new game mode will be making its way to players! Non-Dedicated Multiplayer will facilitate playing as a client whilst also hosting the server at the same time. It will allow up to 8 players to play simultaneously on the server. Similarly to Single player, the host will be able to make use of the host settings UI to adjust server settings to your group’s needs, as well as additional enhancements in your .ini files. We expect to have this game mode available next week (the week of July 14), and the “Wild Pirate Encampments” Beta towards the end of the month. ISO: Blackwood We are working on final touches and testing for ISO: Blackwood and we expect to have it ready to play later this month. Explore the heart of the jungle or settle in rolling farmland. Silent eddies run before your boat as you make your way through the slick reeds of The Mire. Wade through thick green waters teeming with dangerous creatures, rare plant life, and the occasional Gorgon to find buried treasure and lost corpses. Approach the ancient serpent boss, Anacython, if you dare! For those not familiar with Blackwood, this is not something we’ll be supporting specifically on our Official Network, as it was designed and intended to be used for single servers an example of a mod map that can be hosted unofficially. This specific map will be set up so that you can still enjoy all the mechanics that ATLAS has to offer, whilst hosting it as a standalone server with no database setup required! Live Game Patches Since the last Captain's Log, our live game updates have taken a look at some more long term issues we’d like to address with the game in addition to our general focus towards bugs, performance, and QOL. We released an update which was shortly reverted with the aim of tackling sky high Claim Flags. Our initial attempt involved setting a maximum height for flags to be placed at, but we recognize this one-stop solution doesn’t work for all islands, so we’ll be looking at a more island-specific approach in the future. We understand why these locations are chosen for flags, and how they relate to some of the more frustrating mechanics involved in contesting claims for both attackers/defenders, which we also plan to improve in the future. An additional patch focused on the implementation of Fast Decay on our Official Network in order to tackle the structure spam that is present on islands. We understand that this doesn’t resolve the root issue and it can be worked around, however, it’s an initial measure we wanted to put in place whilst we explore proper long term solutions. With today's patch, we'll be deploying a measure to help new settlement owners clear out existing structures on their island. A frustrating part of the game, after claiming an island from someone else, is dealing with the remains of their structures, whether that's a large base, or where that's multiple pillars and foundations littered around the island. With the latest patch, new settlement owners will now have a 12-hour window to activate a one-time razing of an island. This will destroy all structures on that island, including their own. It can only be used during peacetime, and will notify everyone on that specific grid, as well as log into any companies that had wiped structures on that island. And finally, crew changes! So, of course, you guys may remember our mention of the I.W.C.R.S, now dubbed the Silo - a structure which can store gold and berries and is capable of feeding and paying crew from anywhere on the island - a much needed QOL change! Another crew focused change we made recently, was to sync up the costs of both stationed and idle crew. This was because we wanted to encourage players to keep their crew stationed when possible, and the primary reason for that is for performance. Stationed crew are a lot more cost efficient on our servers due to specialized logic. So it’s a win-win for everyone here! Further changes involved allowing the stationed crew to repair boats, but that change was shortly reverted due to players requiring the choice of whether or not they wanted their crew to repair their boat. Having all crew capable of repairing meant resources were being used up a lot more rapidly than some intended due to natural boat decay, but changing it back to idle only, means players have a partial choice in determining how often those resources are being used up. It's clear this system could use some improvements, and it’ll likely be something that's touched on in the future. We wanted to highlight that sometimes we’ll make changes and they may not pan out, but we’re not afraid to pull those back, give them some more time in the oven or tackle problems from a different point of view. We appreciate your feedback as always and will continue to iterate on solving these problems and more! And now for the rest of the patch notes: 209.499 - Fast Decay has now been enabled for Settlement Owners - Fixed Reservoir and Waterpipes being from being falsely flagged by Fast Decay - Fixed some edge-case 3-5 structure builds from being falsely flagged by Fast Decay 209.497 - Fast Structure Decay has been enabled on our Official Network. This means that core foundation structures (floors, pillars, and fence supports), which are not snapped (connected) to more than 2 pieces or do not have a valid structure on top will have rapid decay which will result in their destruction after 12 hours of not being rendered in. Unofficials can enable this setting with the following command parameter: ?FastDecayUnsnappedCoreStructures=true - Reverted the change to Stationed Crew repairing anchored boats in order to control the amount of materials that are being consumed when a boat has been anchored. Idle crew will still repair boats. v209.491 - Magic Mythos bonus rates have been disabled - Fast Structure Decay has been disabled on our Official Network (needs more tweaks before we can set this live) v209.48 - Fixed a bug which would cause bears and horses from not basing on ships when they had storage carts attached to their harness (this would cause them to fall off ships when sailing) - Non Seamless Grid maps now save and load player/ship locations properly (notable on mod maps such as OceanTest) - Stationed crew can now repair anchored boats - Stationed Crew and Idle Crew now have the same gold cost requirements on land and on ships (Client will need to be updated to visualize this change, it's inc!) - Fast Structure Decay is now enabled on non-snapped core structures. This means that they will decay within 12 hours. v209.46 - Shipwrecks and their icons should now correctly vanish on the map after 5 days. We're still investigating legacy wrecks and however they may clear with this change after 5 days, as company data is loaded - Fixed "leave Company" button v209.43 - Fixed a bug which would sometimes cause the Wall Hook to not remember whether a light source was active after loading a saved game - Fixed a bug where players would temporarily enter combat state upon transition v209.4 - Fixed a bug which prevented players from gaining experience at level 149 (Max is level 150) - Companies are now enabled and force-created on Single Player so players have access to their Company Log. If you had a pre-existing savefile, you will be able to create a company, however it will only pull in boats/structures/creatures for the grid you're currently on. We recommend creating your company on your most active grid. You can use the cheat command 'cheat givetome' to pull boats/structures/creatures into your new company - Added an Admin Command to Single Player: cheat DoLeaveTribe - Forest Colouring can now be crafted and applied to items - Renamed one of the Purple colours to 'Dark Violet' as there were two of the same name - Demolishing buoys will no longer leave the sign floating behind 209.36 - Fixed a bug which caused silos to pay crew that weren't on the same team v209.35 - Reverted the Claim Flag height limit on Official Servers v209.34 - When replacing invalid claimflags, you can now place them within the green ring of your original flag - Claim flag height limit has been increased to 6500 units above sea level v209.31 - Magic Mythos is enabled on our Official Network: 4x Harvesting, 4x Taming, 4x XP, 2x Gold, 2x Egg Hatching, 2x Baby Maturing, 2x Crop Growth, and 50% less mating interval! - Company Island Point Limit has been increased by 100 - Tax Banks can only be placed by Admins or above in companies. - Fixed certain level creatures not receiving experience points in Single Player - Fixed underwater trenches not loading properly in Single Player - Fixed a bug which caused Pistols to have a bullet loaded after being repaired from a broken state - Discovery Zones on the map can now be hidden using the Toggle Island Info button on the ATLAS map - Discovery on the map now temporarily disappear beyond a certain zoon distance on the map (zooming back in will have them reappear) - Important: Claim Flags now have a maximum height limit when being placed. Claim Flags that were previously placed which exceed this limit will indicate as such on the HUD. Those which exceed the limit will be able to place a 2nd claim flag in a viable location. This will destroy your old flag and drop it's entire inventory into a loot cache (2 hour expiration time) on the ground. Next Wednesday, we'll be deploying an update which will force destroy any legacy flags which exceed the height limit. The limit is 4k units above sea level which is approximately 16/17 walls and only admins or above will be able to replace the flag. - New configurable ini setting for Claim Flag height limit [/script/shootergame.shootergamemode] MaxSettlementFlagZ=4000 // you can set this number to 999999 to have no height restrictions. v209.1 - Added activate sail turning as a keybind (default: Left Shift) - Crew Members will now take food/gold from the following structures in this priority (it goes to the 2nd/3rd if the first does not have gold). Crew on Land: 1st priority: Resource Box and Food larder 2nd priority: Silo 3rd priority: Claim Flags Crew on Fully Anchored Boats: 1st priority: Silo 2nd priority: Claim Flags 3rd priority: Resource Box and Food larder - New placeable land structure 'Crew Resources Silo' which allows storage of food and gold to feed crew. Note this will also function on lawless servers, but to do so we've had to have them display island points on the map, however they still will not be able to be claimed. - New option on claim flag which allows turning off crew gold and food payment - Fixed an edge case which allowed you to fire cannons through walls - Fixed a bug where Crew was taking gold/food from a flag before they took it from a resource box/larder when dealing with Crew on Land. - Fixed a bug which prevented harvesting on creatures/using tools in Singleplayer - Fixed a bug which would sometimes cause the resource override to stop functioning, therefore provide players with a different resource than intended Show 'N Tell #9 We loved looking over the entries for Show 'n Tell and we're excited to showcase our favourites so everyone can check out player's creative endeavours and piratey adventures! Feast yer eyes on th' best o' th' bunch below! LUNNINGSTOOKS This shows some dedication to aligning and individually painting each canvas. Love it! GUNSLINGER Kudos to the builder, this is meticulously designed and executed. OTAWA72 Otawa never fails to impress with well-framed and creative shots. Honourable mentions MESCALIN PIRATESS Congratulations to all of the winners who will receive some real life cash booty! We look forward to the next round of Show n' Tell! Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  19. 7 points
    Maybe he's in a relationship with realist
  20. 7 points
    well done grapeshot, you officially broke the game, cannons don't work on army of the damned anymore, think about it, A massive cannon ball, a ball of steel fired right at the undead doesnt work... but little baby pallets fired out of a blunderbuss does?? the bear cannon is now worthless in pve. why not fix the treasure maps instead of nerfing the entire game, and effectively breaking it for a lot of players i assume... make the treasure maps give less xp or make the army of the damned harder, sommething like that. but no you decided to make the cannons worthless against the army of the damned, this is the most stupidist thing in the entire history of game "fixes"
  21. 7 points
    ♥ For 1453 hours, I have played this game in PvP. As we know, this game is a pirate game but after a new patch, again and again, It seems to me that devs tend to focus on updating new content mainly in new tamed and environment instead of ship updating. I would like to discuss about the new contents that I want to see. Let's talk about design first. I would like to see the developers introduce new various ships to fulfil different purposes for players like Caravel for discovery, Indiaman for cargo, Privateer, Frigate, Ship of the line for battle and adding more sails as well. The ship's sails and ship appearance in this game are really annoying to me. Look at Brigantine for example. Most players often attach three speed sails on it and make the ship looks like the kind of weird. There's should have had sails like Spirit sail at the ship's bow and Spraker sail at the stern that can increase ship speed as the rest too. Not to mention the captain's cabin at the stern that is empty, no windows and no big company's flag. Next, we should be able to board the enemy ship and capture it in a short amount of time like 10 minutes when a ship is unanchored but we have to wait more than 8 hours to claim which is really suck. And some good news from the last patch, there's spear bolt which can pull enemy ship but a ship can still fire to each other. If a ship can't fire when spear bolt pulling it, that's mean the boading enemy ship will be easier and it's possible to capture it. And the last point is NPCs that can't do anything more than a mindless robot. It made the game lifeless. This game should categorize NPCs to many occupations such as crew NPCs for mounting canon and controlling sails, pirate NPCs that can board the enemy ship, etc. Moreover, at the Freeport there should be NPCs roaming around like a real port city and some of them can ask players for doing quests. And it is going to be better if there're NPCs cargo ship sailing across between different Freeport or even NPCs pratol ship that can be plundered by players to get foreign materials. But for now, we have to bear with a boring long haul journey to get materials for the blueprint. I hope that this game can be better when it comes out from early access ♥ PS: Don't mind my English skill xD
  22. 7 points
    ... You’ve *got* to be kidding, right? You were the guy complaining constantly about how the old system made slaves of everyone. I mean it was pretty much like clockwork: Get up, make my cup of coffee, log in and read 3 posts minimum of you sarcastically referring to everyone as slaves. Now people have the option to own their own island and you don’t like it and say the old way was better. Are you secretly all my ex gf’s?
  23. 7 points
    Amazing how fast you were able to contact 50 Million console Players And Asked them about their opinion. You will Save the Game. Also travelling from bed to bed is a amazing idea aswell. Just Need to get rid of oceans And Maybe add More Dinos.
  24. 7 points
    Guys i really enjoy my pirate life inside your persistant Atlas world. I just dont like how you absolutely focus on mega patches only for mega tribes. I am quite sure that the majority of your players are solos/small tribes/casuals. Why lock them out from fun stuff like subs and torpedoes ? One of the big advantages in Conan Exiles is the ability for everybody to gain anything solo. Not easily, but with the correct preparation and planning. Please consider a similar strategy and i am quite sure that the 50.000 players from game launch in december will be back here soon. Dont let the Atlas galleon crush into the next iceberg.
  25. 7 points
    I think it would be a fun addition, presumably, they're different/special, perhaps quest-kills or with unique rewards.