Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

74 Excellent

About Linea

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hey, i will put some simple suggestion here to increase server performance and allow to finish ships and bases with more useable details. I think these should go into Phase 1 or soon after. So we would need the following build parts added to the game (this can be expanded as seen fit, since buildparts are stored in the local client and should not effect server performance, depending on potential engine limitations): Floor and walls for ships and bases with the following sizes (tiles) -> 2x2, 3x3, 4x4, 1x2, 1x3, 1x4 When Building for example a 8x8 ceiling or deck, it doesnt make sense to fill it with 64 single tiles, that all have their own collision, health, links, weight, color and so on when you could do the same with 4 (4x4) tiles that would greatly reduce the server lag generated buy ships and bases in general. Sails with climbable rigging, and ladder parts with the size -> 1x2, 1x3, 1x4 This will remove the need to put ladders on sails and reduce the needed parts for ladders on the ship. Again saving alot of parts for building a ship. Foundations with sizes -> 2x2, 3x3, 4x4, 1x2, 1x3, 1x4 Foundations with more height (best scaleable when placing) -> from 1 to 20 This will greatly reduce the parts needed to build the foundation of your buildings and ports saving alot of items to reduce server load generated by land bases. There is no need for new visuals just merge the smaller part into bigger blocks so they will fit smoothly with the smaller ones. Other usefull changes: Smaller crafting stations that prevent some unnecessary large buildings where one doesnt want to build one. Clientside visuals that fill the gap between a ships hull and a placed wall. Larger XL sails for the galleon. It does not only look better having three sails of appropriate size, it will also reduce server load needed for calculating speed, position and stuff compared to having six sails instead. -> This will allow to build the same ships with fewer parts so we can complete them and not just build empty hulls to meet the item limit. In the future it allows us to put more interactive objects and stuff on ships to allow building them into a mobile base to live on the sea and offer more gameplay, rp and social value. -> Same for land bases there often goes an incredible amount of parts into building foundations and basic walls and ceilings that can be greatly reduced. So there is more room for building more fancy stuff and keeping server lag low at the same time. -> With the decreased server load it should be easier to add more details to ships like more sail types and sail locations like fore and aft sails. Cabin details like windows, balconies, interactive objects to outfit your ship. Damage visuals for planks and other stuff that helps to locate where you need to repair and judge the condition of your ship in an intuitive way. Or a more realistic way of handling the water line and sinking of ships. And many more things like seen among the other suggestions. Happy sailing, arrrrr!
  2. Initially they planned to add airships which would fix pillarbases. Even a balloon attached to our bears to send them up up into the sky would work, which doesnt mean cannon bears and normal bases dont need balancing too.
  3. Maybe it would be a good idea if you could not add your int stat completely to items. Rather have the int stat on an crafted item be composed with 50% from your int value and 50% from the bp base value. So you cannot stack the int of gear you wear indefinitely as it will be a declining effect but still high int will allow better results than low int when crafting.
  4. Linea

    ATLAS Roadmap

    Thank you a lot! That did answer most questions that the live stream threw up. I love the direction you are going and cant wait to see more details about it. You totally showed us you understand the problems of us players and have a great vision with possible solutions to all of them. Do you plan now to release captains logs again every one or two weeks to keep us updated and share some details? For the livestream i would suggest to post the summary first (its more suitable to explain new things) like you did with new content streams and then talk about details and show us wip in the livestreams so it doesnt throw up to many new unanswered questions ;)
  5. Ok lets try to keep this thread simple with direct answers to the devs about what we liked or didn't like about the stream and how it could be improved in the next stream in one month. Please don't start discussions about others answers and instead give your own answer directly to the devs or questions that did arise with the stream. So first thank you devs for letting us in on your plans and taking on the huge task of redesigning the game so we can have more fun while playing it. It was quit informative but also left a lot of points in the fog that need to be cleared in the next streams, or dev blogs as uncertainty isn't a good thing. So the biggest question for the community is about the Wipe. If you haven't decided when you will have a wipe please try to share Infos with us when you will not wipe. For example: We can tell you only there will be no wipe and release of a new map until the next live stream in one month and we will update you then if this has changed. A big point of concern is the pie chart of what you plan the game to become. I think you are completely right with that direction but since its a bit foggy what your ideas for the different parts are i will just name a few things you might want to clarify in later streams or dev blogs. The combat part makes up 25%, that is massive even surpassing those of most deathmatch games with no content besides fighting. So the concern here is please don't force combat on players that they don't want. Neither by throwing creatures or pvp at them or having quests like kill 100 monsters mandatory. Don't replace grinding mats of stationary object with grinding mats of moving objects Maybe your idea goes more into the direction of making combat more fun and rewarding so people choose to do it on their own? That would be the interesting part to share with us. The exploration part is tiny. I don't know but everyone i speak to wants more exploration and always new things to discover. Maybe you could shift a bit combat part to exploration instead and having more quests like finding an object or treasure in the world rather than kill x creatures? Maybe the combat and ship parts does include exploration and not just labour like transporting or farming stuff? You might want to point that out if it's the case. Another question you might want to share if you can, what are your artists and animators doing while no new content and only bug fixes is on the plate? Does your team have the luxury of switching ark engine devs with artists for this phase or do you simply not have distinct developers and all are more jack of all trades? No new content You might want to give us some insight on this, i guess you mean no new content like a new creature? But still adding new content like enemy ships and stuff you need to improve for the Phases like ships and gameplay? What happens to almost finished stuff like pirate encampments or the cat, will those be hold back for a while or are they still coming, wasn't really clear if the new plan makes the already announced other plans obsolete. And finally questions about the steps of the Roadmap. I can tell the roadmap spans a long time period and a lot of stuff especially content gets postponed beyond it. Will you or do you consider to expand the EA phase of Atlas beyond the planned release in about 18 months? Also does it mean new content is only postponed rather than cancelled? Technical The first phase actually is never ending in game development so i guess you meant more to implement a brief technical redesign to improve the game in general during this phase rather than create a final balance and fix all bugs? Another question about the technical part, are we talking about polishing or streamlining? As streamlining usually means a game that runs better but plays worse by limiting features and quality. Maybe you can share this, is xbox support an integral part of atlas or an addition, meaning will xbox or console compatibility limit the performance and options on the pc like it does with many other cross platform engines? Ships When you say new ships is the core of the game and the most complicated part shouldn't you have developers to work on it right now? Just so it doesn't fall of the plate when you try to fit it in later in the development when additions are more complex and conflict more with balance and systems? Kind of like build the game around the ships as its core feature? Maybe it gets more clear when you can share more Infos on Phase 1. World redesign Same as with ships, wouldn't any balancing changes now be futile when you implement a new map that plays completely different later? Are you planning instanced content dynamically adapting to player numbers and strength and/or level based zones? Finally i have seen what you achieved and are confident you will do everything you planned in the right way, these are just some question you might want to clarify to give players a better insight of what is happening with the game and allow them to plan ahead better. And now what i really like about the new plan and live stream. You shared Infos that show us the future direction of the game which is awesome and give us some insight of your work Also you showed us you consider all ideas from the forums even complete redesigns which opens a lot of potential for the game. The focus on ships and ship content is exactly the right way to go to make Atlas stand out. Also the idea to achieve it by adding content rather than removing stuff, i wish more developers would do it this way. Also sticking to the mmo idea and making Atlas a game of it's own kind, your dedication to the game is impressive I am very happy that you consider to implement a living world and events, with the server structure the game uses we could be having different and dynamically changing experiences on every server and generate something really unique that no game has achieved yet. We also have to see that Atlas has not only the potential to be a good mmo, it has possibilities that other mmos do not have and can become a really awesome experience like never seen before. So far i experienced everything you did had high quality and a lot of thought to it, going that way for the missing parts and the missing gameplay Atlas would become an awesome game i would gladly buy many addons later and stick with for a long time. Also it might be subjective but you all seem more relaxed now, it's good to be able to sail a calm sea for a while after going through rough waters. Dont let the sea throw you around just keep sailing and arrrrrive finally at the place you dreamed of
  6. Yes i also think decreasing the size of the map isnt an option as they have now to develop the game for the players they want to play later. The game has potential, they had 55.000 players in the first days and even thou the game was hardly working the numbers remained high for 2 months. If it delivers at some point what it initially promised the players will be there and the servers will be full. Also players always have the freedom to concentrate in zones with life and a working economy leaving other places of the world for exploration. You dont want 50 players on every island you visit. Rather see them adding more unique stuff to do or explore. Its what keeps all MMOs alive when players still can find new things in the game. The technical foundation of Altas is really strong what the devs have achieved here is really unique. When you see large AAA developers often failing to implement a moving object you can walk about in their games, let alone in an online environment you get a small idea how complex the tech base of Atlas is I am not so sure about players really wanting constant battle. Initially Atlas had that and it wasnt well recieved. Everything took you 5 times as long as you constantly had to fight of hyperaggressive creatures and you meet a SotD every few seconds on the sea. And thou players often talk about wanting more pvp they really mean they want to win more battles in pvp but think otherwise when it comes to loosing. Every pvp battle will have one person loose for one person that wins, if this gets forced on people and gets too tedious with loosing your stuff you wont be able to sustain a playerbase. Instead of simply more combat it would be better to improve combat to be more fun and rewarding and give more versatility and options for combat but not so much force it onto players or quests like kill 10 monsters, kill 100 monsters just to up combat that no one wants otherwise. If done right player will want to do combat and choose so on their own. Most MMOs put PVP as an endgame content where people ready to fight meet on even ground. About sailing, i dont think speedboat mode would be a proper solution as some requested. If you could do everything you can do in land bases and more on your ship plus liven the journey up with random versatile events and rewards, it wont be boring to travel and the journey itself would be a great experience and not require a skip travel mode. Gladly the devs have noticed that loosing your stuff while offline is not a good game design so in the future we might be able to log off with our ships of secure them at every island and numerous ports to take a break whenever we need to.
  7. yes and if these coastal places would have a main focus in mind that is to provide pirates a place to stock up on food and ammo, repair their ship, get quests, trade their wares and even buy new ships or crew so they can set sail again to new places as soon as possible. really dont like how it turned out that you need a land base (or a bunch of land bases) and spend most of your time in your land base no matter if single player or large company. a land base is the only place you can protect a land base is the only place you can store your stuff relative save and in high amounts a land base is the only place you can farm, and raise animals in a stable environment a land base is the only place you can store your animals a land base is the only place you can log off a land base is even the only place you can park your ship by expanding a bunker onto the sea... while technically you can do everything on a ship (except farming on ships as they removed it during the first weeks after the launch) the vulnerability makes is impossible to have anything valuable on your ship unless it is locked away in a land base. I hope they will allow you to store old ships and some gold in case you loose your current ship in npc and player made ports. And finally tone down the vulnerability of ships. Maintenance and repairing can be expensive and enough penalizing for a bad performance in battles, fleeing damaged, yielding and handing over your wares or getting your ship stolen but it remains yours and can be tracked and stolen back should happen more often. As well as a way to lift and repair sunken ships. The sinking, sinking, sinking thing is more suitable for a quick deathmatch but not a mmo.
  8. Linea

    Livestream Q&A

    Have you decided to shift the focus of the game from land bases and land battles more towards ships and ship battles in the future?
  9. yes i think an enjoyable exploration experience is exactly the most important part to attract players and keep them playing. a lot of content from quests trading options and events as well as exploration water areas even beneath and above the sea. They should add different water zones, quests including traveling, trading or dogfighting, versatile weather effects and in general different water biomes, like artic water biome with floating ice you need to dodge, snow storms, freezing winds that damage the sails and other dangers, equatorial water biome with alot of heavy rain and storms, some fantasy weather like soul storm bringing a lot of undead ships with it during night times and all kind of different stuff. Different kind of ships and monsters for different areas and so on. Currently all water areas are simply open water and exactly the same. There should be more places to go with our ship like floating cities on the water, large caves, inland channels and many coastal places with quests or tasks. After that expanding into the sky or under water so we can explore more. Like driving our subs through underwater worlds or flying our airship to explore floating islands and zones of various kinds. There could be so much exploration that it would be the main feature of the game, a pirate game where pirates only need their ship and go on adventures. Landbattles seems suitable only for big companies to take control of an area from another big company leaving normal players out of their quarrel it should be limited to war declarations between companies it shouldnt be the only feature of the game that makes everything else impossible.
  10. Linea

    New Lead Designer

    I really hope part of the new direction would be to change priorities to ships. Could even include airships and larger subs as long we get plenty of surface ships and submerged/air combat does not overpower surface ships but are rather new areas of adventure with their own challenges. The pride of a pirate is his ship. It should stay with them for a long time and give many options to customize and improve. Either by not sinking when offline and to anything that hits it or by being able to lift the ship from the depths and repair it so you can continue with the same ship rather than replace, replace, replace. Should have a bit more emotional bond with our ship than with a bullet we shoot from our gun. Landbases isnt so piratey would be more suitable designed towards pirate nests where pirates live together (not all in one happy alliance) but all kinds of groups to bargain and plan for their adventures and get all a pirate needs to set sail again as soon as possible. Not so much the current kill all on sight thing or no pvp at all, some consequences that make a good balance on both would feel more like a pirate world. For example stealing ships should be easier but you dont become the owner of the ship, a stolen ship is a stolen ship, everyone can see its not yours and the owner can track you and try to get it back at least for a week until it becomes your ship -> more pirate action, more actual pvp.
  11. Linea

    Livestream Q&A

    Oh a new lead designer! Welcome to the party So the game will move now in a direction to become the best pirate experience. It would be very interesting to know if there has also been a decision on the game mechanic for the official servers? Atlas is stuck between two game mechanics that are the exact opposite. One being a giant death match aiming on short lived matches with balance in mind without loss and progression. The other being a true mmo with a massiv progression system aiming for longevity and a massive amount of content to keep players playing and advancing for a very long time in a living persistent world. Rather having the pvp component as an optional endgame content like seen in other mmos where wiping and griefing has been limited to allow players to progress in the game and build a playerbase with a healthy drop-in/drop-out ratio.
  12. FF14 was first released in 2010, you did play the now successful version. The point i was about is that mmos can work different than other games and can increase their player numbers with time if they receive a lot of content and fix their flaws. Never said the player numbers would be identical and Atlas would reach 1 million subscribers it doesnt even have a subscription system Atlas didnt lack a vision it just didnt work out to provide fun and keep players with the initial system. There is no reason why they shouldnt be able to find another vision for the game that can attract as many as the first and this time keep them, but it takes time and is nothing you do with a hotfix. Pirates arent really niche, but as you said its more comparable to Ark in sales numbers and if they get the same success some day with Atlas that they got with Ark i dont think that wouldnt be too bad for a small studio.
  13. i think for atlas an even better comparison than no man's sky would be final fantasy 14 which is an mmo as well and suffered a similar fate but made it into an incredible success. you can see the relative trend in the steam charts but the steam players are only a tiny amount of players in the game there where also high expectations of the game and they tried to do things a bit different. when they released it the system they created did not turn out as planned. it simply wasnt fun for the players and did not keep them playing for a long time. They took the time to redo the gameplay mechanics completely and did a relaunch with the version 2.0 and it was a great success. considering that atlas still is in early access and not a release version like ff14 that also does require a subscription fee and managed to increase its playerbase with every addon for many years now, atlas has more than just a chance to become a really great game. we dont know what the devs are up to right now but even when the gamemechanic doesnt work initially -> fixing it, creating a place for all players and providing a massiv amount of stuff to do can still make an incredible success.
  14. Linea

    Post your idea for how to make sailing less dull.

    Id say sailing is boring because it is a single repetitive task of staring out at the sea and running to the helm as soon as a SotD appears in sight to drive around it. You cant do anything else cause if you take your eyes of the water you run into SotD immediatly. With empty ships you can speedrush past them as well but thats as boring and doesnt make an enjoyable sailing experience. Some things that could improve this: 1. Allow NPC crew in the crows nest to expand vision range to free players stuck in the crows nest. 2. Allow NPCs to sound a ship alarm or notify you when there is an enemy ship or npc or dangerous weather in sight, let us take our eyes off the water to do other stuff. 3. SotD only appear at night and in fewer but smaller and larger groups to give us different sailing experiences -> during day we can do cooking, dancing, chatting with players, organizing cargo, manual repair our ship or even change its layout while sailing. during night we need to be more careful if we run into a large group of SotD we need to dodge them and its more of a challenge but happens more rarely. (SotD for farming can still be in Golden Age 24/7) 4. Different weather phenomena like a random moving giant watercylone that can sink our ship if we dont dodge it, heavy storms and giant waves we need to turn the ship right into to not take damage and stuff to also give us different experiences while out at the sea. Even no wind that can make us stuck could be a challenge but it need to be super rare to not get annoying. 5. We should meet real NPC ships that spawn in higher numbers on servers with low player counts from traders we can robb or steal their ship to pirates that attack us and we need to fend off or surrender our cargo etc. -> since the pirate encampments are said to have ships guarding the waters around them lets hope they will also have trade and travel routes to send ships out on the sea and lets hope they are real ships not like SotD. This would also allow to have different areas where you can meet more traders, more small ships or more pirates or sea monsters to have different experiences while sailing across several grids and they are not all the exact same. 6. Rare events with rewards that happen randomly, small ones like finding someone shipwrecked to get a reward for rescuing them or a trader ship with a special offer to bigger ones like npc fleets or giant monsters with special rewards for everyone that helps defeat them - like the dynamic event from other mmos where all can take part and drop in anytime. 7. The phases with low wind should be shortened it happens to much, rather have more weather with randomly changing wind. 8. Add more activities that can be done on ships more interactive objects and even more RP stuff so we can socialize and gather on ships while traveling. 9. since it affects sailing as well, let vitamins have the same modifier like hunger from doing heavy or light work or idle around its impossible to balance otherwise when your hunger depletes much slower while sailing and your Vitamines do not so you cant eat enough to keep them up. 10. ship combat, is part of the sailing what i think players would want to do with ship combat -> manage crew, ammo, weapons, maneuver your ship fight the enemy ships, and board them sometimes to steal cargo or the ship. plus visual damage when ship parts are damaged to give a better feel of actual combat and allow you to easily see where you need to repair and how damaged the enemy ship is. what i think players would not want to do with ship combat -> keep your ship from sinking 24/7 as it will start to sink as soon as anything hit it. planks break super easily and you only work to replace missing planks and bucket water from a swimming frame during combat. thats not fun its really repetitive as every battle you are doing the same instead of all the stuff above that is actual fun. repairing and keeping your ship from sinking can be part of combat it shouldnt be the main part taking more than 90% of your combat experience. 11. more ships types and models would also improve the experience a lot since we dont sail or meet the same 3 ships over and over.
  15. Linea

    Dev Team focus

    The Wildcard team (Ark) has expanded a lot compared to the initial team that started developing Ark. Grapeshot (Atlas) will also have to expand, they have a lot of island and creature creating developers but in the future might need more ship/vehicle, server architecture, ai, quest/story creating developers. Initial sales where good they should have the money to bring the game to a release version that can surpass Ark but it might take a little longer than the actual planned release in 1.5 years. But just imagine a pirate world that gets as much stuff/content added during its lifetime as Ark did, that would be a really awesome goal. Maybe in the new live stream they can point a bit farther into the future. Because of the bad rating the game could use a 2.0 relaunch between now and the final release once there is significant more content and problems solved.