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Mduna

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Posts posted by Mduna


  1. 18 hours ago, hartsia said:

    if your play time is 15-30min a day then atlas isint for you. there is alot more casuals games out there, but if u have alot of play time and stil takes days for you to gather dor a shipyard and a brig, Then u sir are doing something wrong. Then instead maybi ask for tips and tricks. And yea without gold sink the gold is worthless. we need even more gold sink stuff

    Lol, casuals.

    Well, seeing as I've got 1600 hours clocked on Atlas in beats, I think it's fair to say I have time to play the game and for several hours at a time. As explained, I have no issue with grind until it seems unfair. 

    So, couple things to address.

    - You should ask for advice on the most basic of things you need to play the game.

    - The game needs more sources to invest it's currency.

     

    That's stupid. Why do I need to play the game your way, when I've played the game my way without an issue and enjoyed myself. Enjoyed myself enough to keep returning to playing the game. And let's be clear, we're not talking about how to make all the money in 5 seconds. This isn't me asking how to do end game content by myself. This is very basic progression. I shouldn't have to scour the forums in search for a method in which to build a basic ship. I shouldn't have to do even more work. There's enough.

    This would be a completely different story if I was buying a prebuilt ship. That's fair. You can either do the labor, OR you can pay money for a built one. Boom, solved. In fact, that seems to be the direction they're going with these 'new' ships. Remove the gold cost then on one's you build yourself.

     

    Second thing: "gold is worthless without something to spend it on". Okay.

    What is the actual purpose of the trade system then? Isn't that supposed to be how it works? You sell things to people, make money, then use that money to buy things you need? Why is that not working?

    Cosmetic stuff is also purchasable, which I've done. And they tend to be pricey, given you have to buy the set in pieces. There's also cosmetics for your ships for purchase. There's tames you can buy for the luls in pve. Helpful in pvp, I understand. And now they have purchasable ships! Whole ships built so you don't have to.

    What I'd propose, is that primitive ships should not have a cost. Their primitive, and the goal really should be to build a better one. Uncommon, rare, ect. Stronger ship, more levels, so forth. Stronger ship demands more cost, and originally did. I mean, if you wanted a mythical ship, you have to have 6 different types of materials in order to build it. Which was fair, so assigning gold on top of that seems a bit over board to me but. "We need gold sinks" apparently.

     


  2. Trade should be a choice of play in this game, not a necessity.

    I actually participated in trade before there was a system. I play PVE, and trade between players and islands was a lot of fun. What I did, primarily, was I would speak to whoever owned an island and ask them if they would allow me to build a small shop on their island where they could purchase materials from me. I'd buy some things from them. They'd request things from me, and I'd bring them whatever material they just didn't feel like grinding themselves. It was a good, wholesome system.

    I've negotiated with breeders last time I played, and that was super neat. The companies I dealt with, even, didn't even speak english too well- But I found that to be almost authentic in the experience. You had to get by, and usually came to an agreement on what price and what you were looking for. And bred animals usually ran about 5k for large animals, so- Again; Money was never an issue to spend. For a solo player, or even a duo, doing maps around the world.

    There was a whole island that was dedicated to hosting trade shows for several companies who had shit to sell. They had a set up where everyone had their own stall on a raft, and it was pulled up to a walkway that was built. A legit flea market. Amazing.

    But again: Trade should be a choice. You should not be required to have a warehouse and trade route set up to play the game. It should just be an option.

    I can understand, and even see justification, in placing a price tag on higher quality ships. Perhaps even if you build a frame, but want it fully planked to cut back on the grind part. But I'm not getting anything with this exchange of gold in order to build a vanilla ship. The only thing I'm buying is the ability to play the fucking game.


  3. I've uninstalled, and don't intend on playing it again.
     

    I'm fine with grind. Sometimes, I find it to be a bit soothing. But I'm not going to invest gold into a ship I'm building myself. I'm not going to invest my time into that level of bullshit. It really isn't worth it.

    The endearing trash fire, is now just a trash fire.

    • Like 1

  4. "Gold sink". Right.

    Well, I'll tell you, I've played Atlas on and off since launch, and I have never actually had a terrible time. This game has always been a trash fire. They break the game with changes, and sometimes shit gets intensive with how costly the grind is, but regardless of that: It was never so terrible that I actually uninstalled the game and decided to spend my time else where; Until now.

    I have returned from a break from the game, and my game plan was to get to lawless, build a starter brig to get off lawless and find somewhere else to base out of. Took me a few days to get to the point I could build a large shipyard, and it's a bit of a grind because I don't have tames. I don't have tames, because again- I don't plan on sticking around lawless and don't want to have to move everything in several trips. But 18000 gold investment? On a VANILLA SHIP? Excuse me?

    Fuck off, Atlas.

    It was already going to take me several days to grind out the materials just to build the thing. A ship I only mean to use to get someplace, do some maps, and grind for a better one because it's .. a vanilla ship. I already have to invest points into ship building to build my own ships, because I enjoy building ships. It's one of the aspects of the game I love. And now you make it even harder for me to enjoy that aspect. I'm already investing in building my own ship, and it's nonsensical to invest 18000 on a vanilla ship.

    If you make 5k a day, there is a serious problem with the economy. In that light, Atlas really didn't need a trade system. The players already had figured it out, and it worked just fine.

    You had people who had discords in dedication to trade and communication. I'd argue that instead of a trade system, they should have put in a mail system in to ease communication when other players aren't online. Discord worked, however. Bought tames from people that way. Requested builds of blueprint weapons from others. Found whole market squares from different companies on islands I visited. I never actually had a problem spending money.


  5. Interesting!

    Though I still would like something a little less vague. I suggested a talent because it's something I would invest points into, and know that it's not going to be wasted.

    There is a talent tree in the game currently, but I'm not exactly sure how helpful it really is. Map maker. Map Maker could maybe converted to this, or maybe it could just be added for additional benefit.

    But again, appreciate the knowledge.


  6. Ahoy, and welcome.

    Here's some ideas and opinions that I have. And whether it matters or not, I've been playing the game since it launched, I play on a PVE official server, and I prefer to play as a solo player.

    -

    Talent Improvement

    What I enjoy about Atlas is the aspect of exploration. Sailing the world, and finding cool points of interest on any given island. The discovery point system is fun for me because it almost caters to my desire to collect things. I can pull up a grid in the discoveries tab, and see whether I have cleared it or not. Fun!

    The issue I run into with this is that there isn't any real indicator of where a discovery will be. There's a lot of unknowns that really bug me about it. While some points of interest will have props set up, like a "npc" town, or a damaged ship for decoration; Some of them I just find randomly, and I really don't like that. What it tends to do, is make me paranoid that if I don't essentially comb an island by running up and down it, to make sure that I've literally been on every square inch, I'm going to somehow miss a POI.

    Suggestion: A talent that allows the player to see that the area is a POI. Similarly to the marker that shows you where the treasure is buried as you get closer to it's location. Maybe some sparkles in the area? Some kind of indication that the area is a discovery. It doesn't discourage me to roam free and explore, because you have to be close enough to see it; But it would dispel the worry feeling.
    I'm not sure where you put such a talent. Maybe beast mastery? Maybe it's flavored as the ability to track or something.



    A big point sink is beast mastery. Which is fine if you like to tame animals. But for me, I buy my tames. And the only real reason I have points so deep into beast mastery is solely to ride them; And I don't think that's fair. As it stands, if you want to ride an elephant or tiger, or lion- You have to have taming and breed 2. So while I don't utilize taming 2 or breeding 2, I still have to have them in order to use an elephant to gather.

    Suggestion: Make riding it's own line progression. If you want to ride elephants, you have to know how to ride horses.

    This makes it less of an investment for people who don't necessarily want to spend their time taming, but still can have animals that they use. If you enjoy taming, great. It's a worth while investment for you to take taming 1, 2, and 3. But for me, I'd rather spend my time exploring than taming. I will pay gold to a company to tame and breed things for me.
    And also, while we're on riding. No one is riding sheep or boars, except only to re position them in a pen.


    Suggestion: We can get rid of Riding tier 1. Have Riding, and Advanced Riding. 
    Riding Talent: Ability to ride sheep, boar, horses, bulls, wolves, ostrich, bears.
    Advanced Riding: Ability to ride lions, tigers, elephants, giraffes, rhinos, and mythical creatures.

    And if you really wanted 3 tiers of riding, you could actually put mythical creatures in it's own tier.

     

    In the same vein, I don't mind investing in a tree in order to craft something of higher quality. It's something I enjoy doing, crafting blueprints and trying to sell them. But I don't think people should necessarily have to invest so heavily in a tree in order to wear something of quality. While I'm sure there's an argument that you have to understand armor, in order to be able to wear it properly; I just don't think it matters in a game. If a company member takes talents to craft high quality things, people should just be able to wear higher quality gear without having to spec into it.

    Suggestion: Allow players to use higher quality goods without having to take the talent in order to wear and make them that quality.

    I feel this would improve some things from an economy standpoint. For a new player who maybe has a little gold to come across a shop, and see a set of green quality tools for sale. Even if he has the gold to buy them, he wouldn't be able to use them unless he took the necessary talents. So a no-brainer purchase for that player suddenly becomes a commitment to investing talents in order to use them. Even if he's got not invested interest in crafting. So you're only really utilizing half the talent.


  7. I've always seen lawless as your starter island to get you some levels and allow you time to build a ship and find your permanent home in the world.

    Before the wipe, they were your only option to build a base if you weren't fortunate to have claimed land early, or steal someone's land. So lawless, people typically fought over space and resources. Generally you couldn't have a massive compound unless you happened to be on when someone else's space was demolish-able, and in F12 we had people building shipyards to block other shipyards because they simply didn't have any other option if they wanted to build a ship to leave.

    But, now we can build anywhere for the most part. I would take advantage of that. Because again, lawless is for new players to get on their feet. 

    There are a lot of cool places to build that aren't lawless.


  8. 1 hour ago, Beechies said:

    Well from my experience EVERYTHING was claimed when i joined game on pve official EU server. I agree with them...NO Claim! On lawless grids all around boxes and shipyards. 2 weeks 2 of us were searching for small shipyard spot. I guess all or most of you that now complain here on forum are guys with minimum a few islands fully claim. Go cry even more!

    I managed to get land, but not without rigorous effort. We stole land from someone who did own an entire island and then some; And we got shamed for it, if you can believe it. I had a rather lengthy conversation with one of NA PVE's top company leaders, who essentially thought I was rude because I didn't want to join his larger company to obtain land, or do anything in the game for that matter. It was asinine, because all we wanted was a spot to build and be. Before that, me and mine spent weeks in F12 (lawless), on a fairly large island. But it wasn't long before it slowly became unbearable.

    There's no order. People build walls around metal resource nodes, block each other in with shipyards, lay down foundations all over the place because they want to 'save the spot' for themselves or whoever else.  It literally is, every man for themselves. There isn't a sense of community, because no one is willing to stick their necks out for the off-chance someone else won't cooperate because it's a game and there's nothing you can do about it. 

    But, on the same coin, I understand where you're coming from. All those things are preferable to nothing at all, and I get that. But it's really not ideal, and sort of a shame that they put in all this work to 'fix' claim and it sounds awesome but PVE won't get to at least try it. It will just be lawless everywhere.

    Edit: Forgot to note that the land I did own was about 6 flags.

    Also forgot to mention that we had one case where someone had laid foundations down all over the island with a sign that read. "10k gold for sale." Which basically meant, they were ransoming space for people who just joined the game to be able to even build a small hovel for protection, and build a ship to leave. Just because they could, and there was nothing anyone could do about it.


  9. And thinking about it, actually, there could be some use to the vulnerability status in pve! Opportunity to design things around it, rather than just removing the aspect entirely. 

    My company leader actually had a lot of fun designing a cannon defense tower. Now the idea was actually sprung from the potential griefer, coming along to bring ships of the damned into our harbor and destroying our ships so they could scuttle them after. It became fairly useless after the change was implimented to make boats and structures resilent to that sort of activity.

    However! Could it be possible to design random attacks on settlements by monsters, armies of the damned, or what have you during these 'scheduled vulnerability' times the players set? That, instead of players coming to attack your base or island, perhaps a hydra comes out of the depths to attack and eat people on islands? This could further the incentive to socialize and band together as pathfinders on an island, rather than "I just wanna build a massive base and play by myself." It could also give smaller companies who want to own an island a reason to really think it over before actually claiming it. Not only for a resource demand, but also for the potential of it being attacked by a huge monster and if you're only 1 or 3 people, might not be able to defend it on your own.

    Just an idea.

    TL;DR
     

    • Opportunity to utilize 'vulnerability timer' in PVE by designing NPC forces that attack islands as a randomized event possibility.
    • Gives players more incentive to band together, rather than remain reclusive.
    • Also gives incentive for smaller companies and solo players to live on an already owned island, rather than own the island themselves.
    • Randomized island attacks would also make the world feel more real and immersive.
    • If an island is under attack, players simply on the island for maps or exploring could help in it's defense for better loot, and greater experience.
    • Timer essentially would give owners of the island a chance to be online for potential attacks.
    • Reward based on the rank of the attack, similarly to the rank of the island. Rank 3 islands (assumingly bigger) have greater chance to be attacked by larger mobs, like a Hydra. Whereas rank 1 islands would have greater chance of only being attacked by smaller ones. Maybe 3 waves of army of the damned or something.

  10. I agree.

    The new claim system sounds promising with it's incentive in large companies working with small ones, rather than cutting them off completely or pressuring them to join them so they can have a place to build. Which was the major issue. Large companies consistently spanning their 'rule' over every corner of the map, and maintaining them with a single bed under each flag. By limiting the potential, and adding the need for consistent upkeep over their lands really demands a lot more effort in holding them.

    The idea that pve is going to be left open to anyone to build on doesn't put me at ease. Because as OP has mentioned, it only really inspires random people to come along and screw up your next four days. (If the decay is anything like lawless. 4 days I think was the demolish deadline.) I get that trolls won't be so obligated to come out and repair the pillars and foundations they've laid out, unless they really get a rise out of you or something. But it's still an inconvenience that I really would rather not deal with.

    At least with the claim system you plan to implement, there is some control over a situation like that. If, say, Lotus owns an island and someone decides they want to put down pillars to "save the land" or to simply be an ass- People living on the island can tell them, and they can choose to fix the issue on their island. It makes them responsible. And if they don't want to deal with the issue, then they might lose support from the people of their island. It inspires community when previously there was only every-land-lubber-for-themselves sort of vibe in almost every case. 

    Now, I don't know if your system can be tweaked in the way to basically allow it to exist in pve, just turn off the 'vulnerability time' requirement or not, but I think it would work fine in pve. 

    TLDR:

    • New claim system for pve so we have some order.
    • The incentives for large companies, or any companies who manage to claim land, to allow people to live among them.
    • Gives people who own islands a responsibility to actually rule the land they claim, and inspires actual community.
    • Pillar spam makes me uncomfortable.
    • Like 1

  11. I'm not sure if they increased it or not, because the galleon I was working on was not so empty as this- But it needs to be increased a tad more I think. Part of the reason I built a galleon was to design it. So that's what I spent a lot of time on. Designing the interior of the ship, and making it look nice. But I think I've hit my limit, and I have yet to stick cannons on the thing. I don't plan on having as many cannons as physically possible- But I need some defense. But the way it is, I'm thinking I'm going to have to take out a bunch of walls and things I spent a lot of time farming for and placing with intent.

    Pretty please!


  12. 30 minutes ago, Olthoi said:

    Tried it, can hear the audio, but just hangs at the splash screen.

    I'm also having the issue.

    This method will only help you get to your character's last saved location. Once there though, if there's another issue then we might just be screwed until a patch comes through.

    Battleye has timed me out a couple of times, and I think that might be why. Couple times I got in, I couldn't access my inventory or interact with doors or tames. Once I was able to, I immediately killed myself in an attempt to get out of the grid and respawn somewhere else. But it's not going so well.

    Edit: I was able to respawn at freeport without issue. Killed myself, and spawned on a bed in another region. So far I haven't disconnected or had interface issues, so I think it's just F12 or lawless in general. 


  13. Voting to remove, but here's some feedback if the devs are reading.

    I enjoy the age mechanic because it feels immersive, and it's a pretty segway into doing the fountain of youth for a nice reward. But I think we age far to quickly, and while the debuff for being an old man or lady is a nice touch- Because lets face it, you shouldn't be as strong and resilient as you were in the good ol' days, from a gameplay perspective it feels intrusive.

    Now I'm well aware that we'll be given other options in order to 'live on' as they say, but it's not in the game yet. So I suppose when it makes it into the game, that will be super cool. But for now, I just feel like I'm waiting to die of old age so I can either
    A) Have my crewmates come reinvite my brand new character to my company, and level all over again. Or
    B) Do all those things, except the leveling part because I didn't lose levels.

    Hoping for the latter, but I guess if not, that's just how the cookie crumbles? If I had it my way, I'd say I'd just get rid of the debuff for the last few years of the character's life. 20 percent bump to all stats permanently is already a pretty enticing incentive to go brave perils for phat lootz. I don't think you really need to further that desire by making everything else more difficult unless they do that thing.

    How is it intrusive?
    Well, it feels like I now need to stop whatever I'm doing to go out and find this sucker and drink deep or I'm going to lose all my progress on a character I've been slowly building over the past month or so. Maybe that was the feeling that was meant, but that's my opinion on the matter.
     


  14. -  PC>Program Files>Steam>Steamapps>common>ATLAS>Shootergame>Saved

     - Open LastServerConnectStringCache

    - Copy number but not text. Should be something like 37.10.126.151:5759

    - Open game properties for Atlas from Steam.

    - Set Launch Options..

    - Type "+connect" and then paste number from your saved location cache. Close window.

    What should happen is you should boot up the game and it should prompt you to connect with your last saved location for your character. Hit yes, and it should begin to load you in where you were.



    - Athena Braithwate, of the Banshee Crew
     

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