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  1. Now this sounds interesting. We start to see more clearly which direction it is going now and it sounds awesome. I wonder does the farmhouse collect everything or just food and plants which would make sense so we see mines and other buildings in the future? I asume we need to stock the farmhouse with npc's to keep it running -> consumes gold that way. This will give us another reason to sail out and get gold on our adventures. Should also work well on PVE or mixed servers if you later come around to add more adventure and pve activities for cooperative and solo play. Everyone should be happy then, maybe we can even see dynamic events scaling to the number of participants. It seems you have a good course there i definitly want to see where it leads :)
  2. Yes all problems of the game remain they are just multiplied by the smaller map and less servers, it is the same on pvp. Also they talked that they plan to add some form of highway route so you can travel the map much faster and distances get even smaller that way. All in all it looks like numbers on the new map will drop much lower than with the old one. Way fewer player can ruin the map now completely and drive the players off again. I hope they fix this with what else they have planned but we know nothing and it would be a wild guess.
  3. Removing the grind from discoveries is ok but removing most discoveries is just wrong. Some People liked it and the game lacks content anyway it should have stayed atleast optional to go and explore them and have something unique to come across from time to time. Removing the old map completly for no apparent reason instead of leaving it as an optional map for private server/sessions is also just wrong again there are people that liked traveling and exploring on the old map or it setup with multiple hotspots that allowed a more cooperative playstyle. There are no fixes for the issues of the game. Atlas lost a lot of players as in it current state it is not fit for high player density and the playerbase stabilizes only at a low number. A smaller map with only 4 freeports around 1 hotspot means in the long term the new map will hold a lot less players than the old map did. The official server will turn out more like an ark server with 2 or 3 rather small groups that actually own the server and not allow others on it. I hope you got a good plan how to fix this, but i would suggest to not keep it secret and talk with the community. A lot of feedback can be gathered before putting all the work into it.
  4. I dont know if that will turn out as intended. Foundation wiping does happen way less frequent than loosing your ship. Having to rebuild your ship whenever you do something fun in the game is a big problem. If bases are indestructible and ships are not, the sea will be even more empty than it is now. Even on the sea it is the same and it is hard to find an even fight, one side is always outgunned or outnumbered. I think a combination of rules could make the game open to an increasing playernumber again. For example, containers cannot be destroyed and you cannot drop stuff to the ground while inside another players base area. So you cannot destroy all their stuff by dropping it to the ground you need to actually move it and transport it. So you are more likely to only take what you would need. Walls cannot be destroyed they are just breached so you can pass tiles with zero health but it is more easy to rebuild. And ships shouldnt sink so easily, planks only getting damaged and not deleted at zero health and ships are more likely to stay afloat as a wreck that you can repair again. If hit below water line they can sink but you can dive down and lift them to be able to repair. After all the amount of real pvp is dependend on the cooldown which is the time needed to rebuild and the motivation to do so.
  5. Well as i said there is a proven solution that can be found in many games especially of the era when pvp mmos dominated the gaming market before developers divided them into either pvp and pve to save money and then were puzzled why noone played. There should only be pvp active between companies that are at war. You can declare war on any company at any time but you need to buy an item and there is a 48h warning period followed by a 24h war time. This gives both companies time to prepare for the war and bring their players online during the war window. It also does stop griefing completly. There could also be unrestricted pvp zones in the center of the map mixed with this or the war system could cover the whole map as it is more competitive. It does solve all the mentioned problems and any player can play under these rules. There is no griefing and offline raiding. PvP is forced by fighting for control in bigger battles rather than griefing matches that see little player contact. Bigger companies would attack other big companies as it would be a waste of time to attack small companies that do them no harm just because they are sailing by someones base. One Companie cannot get dominant as they cannot subdue an Unlimited amount of other companies. With different companies controlling the rare ressource spawns trading would really kick off now. I would go with either PvP restricted to company wars and unrestricted pvp in the center of the map Or factions that divide the map into npc founded realms that fight each other under a competitive ruleset If they stay with unrestricted pvp and megas the game will be unable to aquire new players and only loose players. The game has already lost a massive amount of players that didnt like 100%pvp and 100%pve that was offered.
  6. For the time beeing they could also leave the current PvP and PvE servers as they are and introduce a third PvE/PvP server. I think factions would benefit any scenario but even without them a PvE/PvP server could basically just be a PvE server with company/clan wars. Where there is only PvP between two companies that are at war. One needs to buy an item to declare the war then there is a 48h warning for the defenders so they can prepare as well as the attacker and then there are 24h of war. Those wars should explicitly not be for annihilating a company and make the players stop playing the game but for competition and seeing who is stronger and wins, thus some rules could apply that limit the permanent destruction especially between clans of different strenght. Of course the ususal rules apply like a cooldown phase for the next war and no instant switching of clans or during the war and so on like seen on many other games that got it working. Of course if they aim higher, there lies a bright future ahead if they do introduce factions and open an RvR (Realm vs Realm) Server as these modes tend to attract high numbers of PvP and PvE players as well as all those that are not limited to one. You are relatively save when deep within your realms territory and the bordering regions are dangerous war zones. Everyone can play in every way they like but has to contribute to the realm in their function so they dont loose territory against the others. There would be constant PvP as well as PvE and the mode would allow for all possiblities that Atlas can offer to be present and open to any kind of player that exists, that would be the way if they want to achieve something great with this game.
  7. Hey there @Chismebeard, @Nami, and @Gortok. I am glad that the hidden gem that Atlas is has not been forgotten on the seabed. Im sure you can understand that the community is a bit salty as it had been left there as well You have my respect for willingly jumping into such rough waters. I would suggest you to communicate as much info as you can as soon as possible to give players a clear and honest idea of what to expect and also include singleplayer and pve-players which make up a large part of your playersbase and potential new players. Everyone understands that money, time and abilities are limited resources so it would be a good thing if you could share if you are able to extent the Early Access Phase or if you have to finish up the game for the 1.0 release in a few months. New Map Well it is much smaller so i can already give you feedback on problems that will arise if you havent made some significant fix for it. Putting the lawless sectors into the center of the heat/map is problematic since those sectors are mainly used buy new and solo players or small groups. On PVP a even smaller number of players will now be able to clear the game of any other players. On PVE even fewer players will now be able to litter the whole map so you cannot find a place to build. The reason why the official servers could not sustain a large community is not that there are not enough players that want to play. It is more that even with the big map the game could not support more players on a server -> not technically but from the gameplay side. People left because there was no room for them to play, and playing includes much more than just sitting around somewhere. I am all for one big map with a hot spot in the center and a progression from easy to harder the near you get to it. But keep in mind the reasons why most people left the game dont make the same mistakes again and again. I hope you leave the old map atleast optional for Singleplayer/Dedicated and Serverhosts. Deleting it would be ultimativly negativ even if it would not get the new features like traderoutes. The giant size of the map is a unique selling point of Atlas you should try to hold onto it as much as possible. All in all it sounds really promising but we need more info. I hope we can give you more feedback once we get a clearer picture. I guess the following are some of most important questions for players that consider playing or buying the game. 1. Scale of the work you plan to put into the game. How long do you plan to build the release version? Do you plan to add significant content after the release and continue to grow the game? 2. How do you plan to stop griefing. Even games like Red Dead Online had to put passive mode as players where fleeing the game and there you didnt even loose anything except for the fun. 3. How do you plan to provide a place to live for players be it new players, casuals, or groups. Whether it be a rental house, base or a ship but something you can actually use not just rebuild every day to lose it overnight. 4. How do we spent more time on water when on the smaller map there is so much less water? Will it be optional fun activities that make you want to go out sailing or will it be necessary grind that forces you out. 5. How will there be playerinteraction besides KoS? Do you plan to have hubs like neutral cities or npc guarded areas where players can live and work together with strangers? 6. How do you plan to kick off the economy, will there be an NPC economy as foundation and players can jump in? With a smaller map it seems even more like getting the stuff yourself is always easier than finding a trade partner and organize it. 7. Most requested feature -> new ships. Can you do it? 8. Are you planning to bring alot more cooperative content to give players more reason to work together? Maybe even stuff seen on almost any other mmo like drop-in drop-out events and quests? Are you planning to add scaling difficulty so a mission will scale to the size of an group to give everyone a good experience while playing? 9. Servers cost money so it figures you want to reduce the amount of servers. What playernumber do you plan for the new map and will you open new official server when they reach that number? I am positive the news you had planned will answer this all but if not please try to include it, thank you. Good Luck Lin
  8. 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!
  9. 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.
  10. 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.
  11. 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 ;)
  12. 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
  13. 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.
  14. 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.
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