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Thor Ragnarock

Pathfinder
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Everything posted by Thor Ragnarock

  1. The balancing on upkeep is probably going to take a lot longer than the PTR to get dialed in and shouldn't be the focus of the PTR. Finding big potential bugs and issues with the changes should be the job of the PTR. That isn't to say they can't extrapolate some information in regards to upkeep by using the multiplier in reverse against the data.
  2. I don't know what multipliers they plan for the PTR but hopefully its insanely high this will promote just getting to the game play where the bugs can be found. We don't need normal speeds on anything otherwise the PTR will take far to long to find issues and I agree no one will want to invest time to lose it all if the speed isn't crazy high. 10x 15x hell 20 x isn't out of the question for taming, xp, gathering. Could also massively bump up the weight so people can move mats to get to building quickly and actually test the game play. They also need to massively bump the timer on resources.
  3. @Sklex I couldn't agree with you more 100% with your mindset. The trading system is a great idea but there isn't much worth trading. Yes the higher tier blueprints do take more resources but as I had seen others comment and stat and have stated the current blueprint system is borked. Many times a mid tier Fine or Journeyman rolls better on damage than most legendary/Mythic (both because they are more common and because the way the stats randomly roll). We made a few legendary items and had been grinding mythos for some mythical items and resources for but for what? I feel like the game has so much potential but it's currently a shell of what will be a good game once they get content in. But that is obvious it's EA and I am looking forward to them filling it in. Winter Thorne makes a valid point they really should make true specializations this would encourage trade. They really need to expand on items you collect to make things. They can expand on items you can make as well. Carpenters for furniture and making unique items for boats, fishermen who have boats with nets to go fishing, whalers for whaling, black smiths, artillery, armorer, leather worker, lumberjack, miner etc etc. You could have items that only specializations can gather and craft and are required for recipes by other crafting specializations. This would definitely encourage an economy and trade. I Totally agree at the moment there is no point to trade. The PvP content already exists at the core of the game, players create that by just having the stuff that exists in a PvE world but by being in a PvP zone. Edit: Never say never on official... People said they would never wipe because they never wiped Ark... Yet here we are. They are listening to feedback and making changes. It's very possible it will be sorted by the end of EA.
  4. I would hope they discussed the PvPVE aspect at some point and would really like to see them try this out in a test server. I know of a couple unofficial servers which already use this method and have multiple PVE only squares with PVP squares in the rest. I would just like to see them actually try this out on official. Maybe they need to sort out the current next big update first since it's making huge adjustments to claims, war etc. But I definitely think it should be done during an iteration on the public servers after it's been tried on a test server. Just my opinion though.
  5. My whole opinion on the PVP vs PVE argument is that most MMO style games they exist on the same server side by side to a degree with an opt in/opt out when you want (not all but most). We should not be comparing a game like Atlas to CS:GO, CoD, Battlefield, fortnite, Apex etc. These kinds of games are the kind you jump in with no time investment, couple minutes to 20 minutes for a match or whatever. You loot and shoot. You gain progress outside of the match which you never lose and then you can logout come back the next day and be in the same starting position. I have played these kinds of games tons in the past. They are very enjoyable. Now if I had to spend 4 hours before a single round to equip myself, make ammo, etc to die and lose it all while I was not even in a match... you get the point here these don't compare... Atlas on the other hand is an mmo survival. You have to invest time into infrastructure, ships, defenses, offense etc etc. You can spend an entire evening working on a portion of it and login the next day on PvP currently and have it all taken away. I personally think the game is an MMO and players on the PvE and PvP should be playing on the same server map, but grids should be PvE and PvP based and players should play alongside each other. PvP players who may not enjoy PvE content don't have to do it but PvE content could bring PvE players into the realm of PvP players periodically for high reward but a lot of potential risk. PvP players who may not enjoy the grinding of PvE content could trade with PvE players as well as occasionally catch a PvE player off guard and take their stuff (On a PvP server). PvP players can then live in PvP if they enjoy the constant PvP or also live in PvE with protection when they have to be someone who also has to do the whole life thing but be able to also partake both vs the PvP groups who enjoy the non stop part but also against the other PvE people who venture out while they are in PvP mode. Essentially no one is specifically PVP or PVP but can be both when they can or choose to be. To think that Atlas will somehow survive with a FPS mentality of never ending PvP is going to lead to the official servers becoming a toxic environment most players would rather avoid and tons of unofficial servers like on ARK. I for one would much rather see a few big PVPVE official servers with content for both sides and mechanics to deal with griefing on both ends. It's not that I dislike PvE and think PvP deserves more or that PvE deserves more. They BOTH deserve equal attention but I think they also exist better side by side in this kind of a game for the sake of both groups of players.
  6. I don't have an issue with the npcs. I think you should have to turn the ship for a broadside though and the angle at which the canon can turn left and right should be reduced some or the speed at which they turn should be turned way down. Cannons should be on straight carts with wheels and use pulleys to push them out to fire. You could angle them some with the pulleys but turning them constantly left and right wouldn't be that easy to do once it's in firing position.
  7. I think the gates are fine, I hope they add a wall variant still that you can snap between the gates as well as snap at angles, neither of these would be hard to implement. Allow snaping to the ends with one hotkey and adjusting the angle 5 degrees at a time with a different button. People should be able to build harbors and forts with tall walls with buildings inside of this area. That is not a problem in my opinion. It's probably better to have one single asset to load than lots of little ones. If you force people to use the small walls they will and then you will get tiny holes in their wall of walls vs taking out a whole section when you knock it out. I also agree they should add different sizes and variations all with their own counterpart wall which snaps. I also think the gates should be able to be snapped to foundations if you want. Add a Snap/Free placement option you can click between. I honestly don't get what peoples issues with the gates are. I think they look ugly as an entire row of gates but if they had walls with a gate where ships sail through it wouldn't look so ugly. They could even add ramparts or something you could place at corners and every so many walls or allow a thick walls with battlements to setup cannons etc on. Go do a quick search of Pirate forts, Forts of the 1600's through 1800's. Huh, weird... they all have big walls and gates. How crazy. Even weirder sometimes town squares were built inside with the town expanding out past the fort and people would take shelter during combat. There are grappling hooks, climbing hooks, gliders, you can get over the walls just fine. If the issue is people blocking resources etc. It wouldn't take much for the devs to setup exclusion zones around resources so you can't build on or near rare resources including before and after they are gathered. Honestly should be done anyways. Would love to see them set the respawn radius around buildings to 0.20 or something. Keeps things from spawning inside and about 2-3 squares away on Ark. Assume it would do the same here. And then an exclusion zone around and directly above resources so you can't place anything above or near them. I realize people could still block them off with a super tall large square/circular tower though but it would certainly make it far more effort to do so, they could implement a build height limit above foundations although this hampers creativity of building . Although buildings only got so high in this era so it wouldn't be unrealistic.
  8. Probably under shooter game/saved/localprofiles or somewhere around in there. And yea it's going away with March update so there is that.
  9. I mean, what mmo/fps have you played where a minigame popped up to reload a gun? Usually you just hit r and your guy does the job. There isn't a need to reinvent the wheel here. Click R, guy reloads. Perks increase x,y,z, K.I.S.S.
  10. Yea not 100% sure on the acceleration or how that works. They can definitely better expand on that. I also agree with the tiers. Is a masterwork at 106% better than a journeyman at 115%? I never took the time to figure this out because we kept finding fine and journeyman with much better base stats than any masterwork we got. I think we had finally found a masterwork with a few % higher but we didn't think it was worth the extra effort of gathering up all the extra alloys. If a masterwork at 106% is like a fine at 120% that would make sense to me, but I don't think it is. Maybe each cannon blueprint needs a base damage number in addition to the %. I definitely feel a masterwork should always outperform a lower tier but often the rng roll would give you insanely high durability instead. I think they should go back through and make a min/max for each tier and a masterwork should only ever drop slightly into legendary, legendary slightly into journeymen, etc etc. Each tier should slightly encroach on its neighbors. With the higher tiers having the most durability and damage maximum potential. Sometimes a masterwork will be crappier than a really good legendary but never worse than a journeyman.
  11. If you have all the buffs you can reload quite a bit quicker than default. But I too agree the minigame itself was a stupid concept and never belonged in the game to begin with. The skills buffing reload speed etc sure makes sense. The mini game doesn't. This also applies to the farming mini game to increase growth and yield. Mind you the farming game is even MORE annoying than the reload one because the speed is random sometimes its SUPER fast and sometimes it's like Molasses. Sometimes the area to hit is right next to where the slider spawns so by the time your brain even registers it on the screen it's already moving past the spot to click it. You could easily crank up the stamina drain for drawing and holding a drawn bow. Holding a high weight bow of this style takes a lot of effort to maintain when drawn. The gun reload minigame thing isn't really needed, apply skills that increase the speed and keep it simple like reloading mortars, cannons and swivels. There is enough other things going on in pvp than to juggle that as well. I don't think the farming game has to go although I wouldn't mind some other form of effort to increase the growth or yield. If you keep it add to each tier a bigger bar and slow down the speed of the slider for each tier like the other things do. Also the repair minigame bonuses towards making it easier to hit the correct area seem borked to me half the time it barely increases the correct region and the slider is also of varying speeds. I would like to see this reworked somehow as well. Maybe click a spot on the screen where water is leaking in, manually applying a plug or something to stop the water inflow and some other form on on screen activity to save resources and speed up the repair. The slider minigame just infuriates me, although maybe that's the purpose to take my already stressful situation and make me even more stressed out.
  12. So I know you have been adding questing and are planning to add player bounties soon but I think you could really expand on the PVE content which would give both PVP players and PVE players tons of repeatable content to do. You could easily expand on levels of difficulty, rewards, etc. So the intent to a degree as previously stated is to have Atlas be a big MMORPG similar in some ways to EVE. Most MMO’s have daily, weekly or other kinds of repeatable content to do on a regular basis. One type of content I would love to see changed is a kind of quest/bounty system that can be repeated. You could either add a menu we can access, maybe a bounty board which can be crafted or which is located on every settlement near a settlement town square or something. You can accept individual bounties, make a party and accept a group bounty or have a company level bounty. For a starting idea it would essentially be to have NPC fleets you can get a bounty to go hunt and sink for X reward. Some of the rewards can be tier based on difficulty as well as quantity etc. You could be given a bounty to chase down a merchant ship, take out Armada X of navy Y, You could also add NPC islands which are prebuilt bases which players can accept bounties to Siege. Clear the fort and get to the loot room. After a while the fort resets. As for the shipping bounties you could be given a location to go to similar to the maps. Once you approach the area you could either 1 spawn in the ships or 2 have a situation where you have to try and find them within the vicinity. The bounty can have a timer from when you start to have to get to the location. More time if it’s further away. Daily limits and reset timers after X time. After the ships spawn in or you find them a ship battle commences of varying ship types and numbers depending on what kind of bounty it is. This could be listed in the bounty. After succeeding to sink the NPC ships you could loot the shipwrecks. This also would leave open a PVP opportunity if someone happens upon you and sees you looting a freshly sunk bounty. You could instead of having SoTD allow the crew members who don’t die and sink to the bottom to be pressed into service aboard your ship, those who refuse can be executed or taken back to a Freeport and turned in for a bounty or other countless options. We are supposed to be pirates and we should be pirating merchants and navies. Sometimes we will work together and sometimes we will fight each other over what the other has. You could have Infamous NPC pirates to fight as well in addition to the bounties placed on other players. As far as what kind of loot you can really expand on it. Gold is an obvious choice. You could also have rare items that get used in additional content which gets added down the road. rare trading spices, metals, woods, blueprints, cosmetics, etc. You could also have items to collect and turn back in for different items in the Freeport. Ship customizations and all sorts of other similar things the options are endless. I really feel like this game is too heavily focused around PVP at the moment and that is going to cause the game to be very limited as to who it draws in. I think by adding non PVP content on both servers will drag in a lot more players and leave everyone with something to do. Even people who PVP enjoy PVE content. Powerstone islands are another big opportunity for content. You could add this as a bounty as well beyond just the quests to do each powerstone for the eventual kraken fight. I would also love to see the powerstone island tunnels expanded upon. You could turn the tunnels into a dungeon, find a key to open the door inside this could be the powerstone key itself or another key that gets you inside. You could fight your way through or have puzzles or really expand on this and make it a fun challenge to get to the powerstone beyond the current cobra/bat maze where you just keep trying until you get through. There could be unique rewards at the end of each one which makes unique items. There could even be multiple types which players could trade parts and pieces with each other to make said items. I really hope the Kraken is just the first kind of “end game” raid style content on the game. This again can be greatly expanded upon as the game goes on having different types of bosses to fight both at sea and on land. I am sure other people have other ideas for PVE content in the game and I think you guys really need to add more. I am really hoping that Atlas does not repeat the Ark style of PVP only content. In my opnion it’s a toxic environment for most players to enjoy. If you want this game to be an EVE style game it needs a lot more content to do beyond PVP and things everyone can enjoy. I also think the PVP server should have low risk low reward zones which players can be safe inside of and high risk high reward areas where PVP is the mainstay. I would personally like to see PVE only servers removed as there are just as many people on those servers whose main goal and purpose is to grief players who are just there to have fun just as much as there are people on PVP who live to do the same. Every MMO I have played to date has PVP on it in some way but PVE and PVP exist side by side to varying degrees. If anyone else has ideas and thoughts feel free to share and expand. Hopefully the devs can pick some of them up and run with them or maybe get inspired on similar content they already have in the works and expand upon it. TLDR; I want to see a lot more MMO style repeatable quests, bounties, dailies, weeklies, dungeon, raiding content with generic and unique rewards and to be expanded upon as development continues. Have any thoughts or ideas feel free to make a post.
  13. I mean if the update doesn't come I will just continue to live my life and do other things. Eventually it will come out and I can come give it a test drive. Honestly not minding the break at the moment.
  14. You can rack up hours in the game leaving the client open... But I agree if you have that much actual IN GAME time you have an addiction problem. I have around 450 hours and I know and feel like I spent too much time in the game... the first few weeks I was definitely excessive and a little unhealthy in my time played, I racked up half the time during the first 3. But then the new smell wore off and the hook slowly came loose. As to the OP they actually can and are wiping the servers and characters which is a good thing to do in EA. Everyone will be back on level footing and they will be able to gain a whole new set of metrics on any adjustments they make and get a clean slate to look at. This will help them continue to tweak and get the game to where they want it. If you don't want to potentially lose anymore time invested into characters during EA it might be best to wait till it's out of EA but it's also important for different players to give feedback to the development of the game. Maybe continue to play but don't invest so much time into the game. Even many unofficial servers are also going ahead and wiping as well.
  15. Lawless region islands will still exist around freeports afaik so these fall under the non settlement islands can be raided at anytime in addition to the golden age ruins. I honestly don't understand why they can't just get rid of all the lawless zones but it also allows people who want to not live under someone still do that knowing that they can be raided at any moment. With settlements having raid timers I think life in the lawless zones will be even harder in this new system than it was before because people who are intent on griefing and pvping will just go to lawless zones and have at people. Lawless zones are intended to be stepping stones for new players according to the devs. I think they should just do away with lawless zones entirely and only have a couple freeports. During the initial influx on the server (say the first week or two) you can set any server as a home server and spawn on any island you want. Once the initial influx of players is over they can switch it back to freeports only for new players. Just my opinion though.
  16. This game absolutely need PVE content on both the PVP and PVE servers. This is a pirate game. We the pirates are supposed to be pirating. Last time I checked pirates primarily went after merchants and navy ships to loot things for their own. Currently the game is more focused around non stop PVP even though the PVP server is marked as PVPVE. They need to add a lot more PVE content. I 100% agree with the OP and have posted similar suggestions. We should have lots of PVE content to do in the game which keeps everyone occupied but PVP encounters happen in addition to that. Someone just sunk a super nice merchant ship and you happened to be sailing by. PvP encounter now happens because you are a pirate wanting to take their freshly gained booty. Battle commence, winner takes all. THAT is in my mind pirates. Not this BS non stop PVP expectation. This is Atlas NOT Ark.
  17. I mean how many games have all of us gamers played in our lives, invested countless hours, enjoyed the shit out of it and then just moved on to another game and never gone back. I fully expected a wipe to happen. I was shocked with all the Ark players going "Oh no there will never be a wipe they never wiped Ark they have legacy servers." In my mind that was just crazy that they would do that. I played 300 hours on official and lost all my stuff and never looked back I had fun while I was doing it learned a lot and switched to unofficial for a couple hundred hours more. Now with the big update both the official is being wiped and the unofficial cluster I am on is slated to be wiped due to the changes. The first run on official I was pretty inefficient at leveling and building. The second run on unofficial was faster and I knew what was important to do first. It doesn't take that long to throw together a small base, get tames, expand the base, build boats explore for more tames and before you know it your back right where you were again. I don't know how people actually were enjoying just having a big base all setup to defend and sitting around all day grinding to maintain the base. After I hit that point of having grinded a base, boats, leveling stuff up, grinding maps, grinding gear I got bored out of my mind. I hope they add a lot more content to do and don't expect the mindless PvP be the mainstay of what players do and enjoy. I want lots of PVE content on the PvP server in addition to PvP content so you can go do shit and PvP encounters are potentially apart of doing content on here not constant PvP. If I want to play a FPS or BR I will go play a FPS or BR.
  18. They can put far more islands per grid IF they wanted. The Unofficial I am on has over 8 on some grids. So it's easily done if they wanted to go that route. They are changing it up which is good, I think we should wait and see what they have planned maybe they will surprise us. Worst case they realize you know what we still haven't put enough land in each grid lets add 1 or 2 more islands. It's going to take time to find balance and with the huge changes coming it's going to be a while before they find that harmonic resonance.
  19. It's possible the are going to implement the discovery point changes they had made a while ago then reverted. I would certainly hope they are going to consider making changes to it with the wipe as the current system I agree is *puke*
  20. I mean the new content is all of the changes to the current content. they had 40k+ players at the start. It's slowly died down as people got tired of the current system, being raided constantly etc etc. Some people have persevered due to being the problem or in a big company or many other countless reasons. Some people only recently started. The wipe with all the BIG changes puts everyone back on the same field. Will probably bring in a lot of people again to test out the new system (A good thing if you want feedback across the spectrum of people on your game) and people will play for a bit, give feedback, they will make changes, possibly have some huge content updates or tweaks down the road and do the same thing again. They probably SHOULD have wiped the Ark servers during EA. Most EA games that are mmo based wipe after EA,Alpha/Beta. Sometimes they give you cosmetic or other items to prove you were i the Alphas/Betas (which they are doing in here) and then they clean wipe. I think its one of the smartest moves they have made next to actually making sweeping changes based on player feedback. It gives me true hope that this game will be what it should be by the end of the EA.
  21. I would like to see NPC merchants as well. I would also prefer to not see ship of the damned keep being expanded upon and much rather see NPC ships of varying merchant companies and navies classes and armaments (they can all be fictitional) who also own land in different areas on islands which can be raided that we the pirates and chase, sink, plunder, and force... I mean allow the survivors to join us or die as our new NPCS. We can execute the npcs who won't join us. That is far more piratey to me. Currently the pvp between playes while I expect this to happen and it's good should also be supplemented by people ganging up to kill npcs as pirate fleets vs the people who have what the pirates want... Really hope that is where this game is eventually heading personally.
  22. I mean depending on the exact "years" you want to assume they are having this game based on pirates existing. That is how it used to be. Lawless regions are kind of like living on your own island without someone lording over you. While being on a settlement island you are subject to someones rule. They can be a dictator tyrant or a benevolent ruler or even support a democracy on their island. It opens up a lot of possible living situations between the owner of the land and the people who choose to live there.
  23. So when I read this I was thinking... Oh surely this means the person being executed somehow gets to smite the person who kills them as well. Oh no, actually it's a good thing to execute people... suck some of their XP. Landlord requires daily execution of all occupants to pay the XP tithe to each of their members... I was really expecting this to be a negative to the executioner not the person being executed. Like... If you are wanting to execute someone it better be for a really good reason. Although I guess at that point you would just go to death by firing squad instead of taking a curse. Hoping the xp loss is very minimal or the cooldown is very long.
  24. I agree I find that potentially an issue. But such is life of living under a landlord. It doesn't specifically say demolish but they can damage it so I guess they could raid your base if they want to. Mind you if they piss off all the people living on their island they probably won't last very long. We also don't know the exact details of the cost towards maintaining a claim but if having more people on your land claim reduces your costs somehow then being a good landlord will be a positive thing for you towards upkeep. Where maybe being a terrible landlord and having no one around leads to a lot more effort to keep your land and people in your company getting tired of having to grind to keep the land. It probably will need to be tweaked but I like the direction.
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