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Dollie

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Dollie last won the day on September 14

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About Dollie

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    Community Manager and Live Services Team

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  1. Dollie

    I enjoy playing atlas

    Appreciate the positivity! I love the ships in general and (yes, even though it needs to be hit with our upcoming balance changes) I think ship PvP combat can be really enjoyable. I even like listening to the ship-related sound effects and visualising the talented Watson Wu and his team clambering about on a 1812 replica ship to record them: I really enjoy the creative builds you guys create. I've seen Tahitian marina, castles, taverns, hanging gardens, skull forts, Red Wedding halls...along with intricate sail and ship designs. The Aurora Borealis is really ambient. Waveworks gives a cool effect to the ocean, I know the guys spent a lot of time on that. Our level designers excelled themselves, I'm blown away by some of the points of interest, statues, and ruins are just amazing. The great hall in the Polar Dungeon is a place I hung out in whilst doing QA on that patch. There are also uwotm8 moments with the level designers. Case in point : Iso's Blackwoods map is just beautiful in general. She has a real eye for aesthetics. Hmmm oh and I like the derpy expressions on Crew's faces at times. I love working with my talented and technically ambitious team and acting as the human shield for them at times haha. I also appreciate the passionate Community. Most of the harshest critique comes from a place of being invested in the progress of the game and I filter it through that understanding. Acting as an advocate and voice for the Community in meetings whilst also supporting the team internally brings a sense of accomplishment.
  2. Public Test Realm Update It's time for us to bring down the PTR in order to iterate on new builds internally. In a few hours the PTR will no longer be accesible to players. Thank you to all of you whom helped us run it through its paces, bug reported and gave feedback on new content and systems. Your contributions are greatly appreciated and will directly benefit the quality of the upcoming Mega Patch. Cheers! Grapeshot Games
  3. Dollie

    PTR Patch Notes

    I've ported the Patch Notes for the PTR across from Discord, I'll update as I can. If you would like to stay up to date on the PTR on a day-to-day basis, we encourage joining the Official ATLAS Discord and opting into the PTR Role to unlock the related channels. discord.gg/playatlas ptr patch notes Current PTR Version v308.2 **v309.0** - Possible fix for e13 tree graphical issue - Atlantean cloth colorizable - Preventing building outside the galleon by moving up and shrinking height bounds box (so top of height is still the same) and added a volume to block building where the collision on the galleon is bad, making it possible to build outside the ship. - Shrunk a text box that was covering half of the Voyage of Power button - Waveworks fixed on i8 (deleted the center island, which was causing the issues) - Various json fixes for Disco zones, map images, etc. - Removed default text from billboards and signs - Removed some wheel skins from vendor, made atlantean hide more expensive, fixed incorrect names on sail skins, made mythical creatures 20-30% more expensive to buy. - Fixed unable to navigate to the Enable VR HMD and Reset VR HMD Position Tracking Buttons in the options menu - PTR Tutorial Bug #158 Fix. - Added warning that shows up in tribelog 48 hours before a shop is destroyed due to not being accessed within a 21 day period - Tweaked ocean trace so that it doesn't create floating ocean shops when placed near the shore v308.2 - Gamepad overrides for tutorial text (text that appears top left on HUD during gameplay) - Prevented torpor application from "Target Soft Spots" during peacetime and for crew on seating structures that reduce incoming npc damage to 0 - Preventined Blackjack "Immobilize" from buffs for crew seated on structures that reduce npc damage to 0. - Fixed map images and json - Reenabled 8x - Reduced level up gains and buffs for intelligence by 50% - Changed meat stack size to 50 for all meats - Made submarine consume mythos as fuel (but consumes 2.5x slower) v308.1 - Removed "test" default text from wooden wall Sign - Fixed giveengrams giving -40 stone arrows - Fix for mouse not showing in character creation after starting with mouse enabled, and fix for pause menu not taking focus - Updated wind settings on mountain hemlock 01 - Fixed structure settings on shipyards - Fixed incorrect biomes, spawners, islands too close - Fixed tutorial audio playing 2 voice lines at once - Fixed check to place on slopes for the campfire and cooking pots. - Modified offsets for unboading on the tortuga so players don't get stuck. - Waveworks perf optimizations - Fixed Mortars shooting through ceilings that are one wall high - Fixed placing large cannons in the back 2 gunports on both sides (4 gunports total) on a schooner, where it previously said "can only be placed on a deck" - Fixed when mounted on a cannon or sails, pressing M bringing up a floating map and compass - Fixed various tutorial bugs v307.0 - Used plug meshes to create walkable terrain and fix map issues - Limited the slope fires in which can be placed - Fix: "Tutorials button on main menu does not have the same background when highlighted as the other buttons" - Changed Hide Gamepedia Button into Hide Tutorial Button - Disabled throwing water on thermal structures to avoid exploit of infinitely throwing water on fire on a sinking ship - Waveworks update (noteworthy general perf improvements) v306.1 - Fixed some bugs with the tutorial - Fixed an issue with missing landscape - Fixed some visual issues with the skinned armour set - Fixed a bug which wouldn't allow you to paint skins - Heavy Atlantean armour now have Iridescene - Multiple wavework fixes - Fixed a client crash related to sail skin v305.5 - Various voice-chat fixes across multiple game modes - Fixed an issue where sometimes the main menu wouldn't display its background correctly v305.3 - Waveworks: Only call UpdateParticleLocations in ClientTick when recently visible (check floating stuff like flotsam, NPCs, shipwreck debris) - Modified a couple of snap points for the ladders on the brig to be climbable - Stopping montage on unseat for npcs - Colorized Hydra cloth and cyclops fur armor set icons - Fixed Female character model looking like male character model - Fixed cooking to exclude sublevels correctly on Ocean and Blackwood - Tutorial fixes - Tutorial VO - Preventing stone walls from going into half doors - Increased leniency in dismount sockets and lowered acceptance for placement on the Puckle - NEW: improved tree bark (vegetation detail) - Fixed ocean passing through islands when player leaves render distance and returns to the island v304 - Fixed crew no longer playing steering wheel animations - Fixed multiple islands having incorrect island points - Fixed multiple floating folliage and map issues - Fixed some cosmetics causing the steering wheel to turn invisible - Fixed multiple bugs related to the new tutorial videos v302.4 - +500 skill points when hitting level 2 - Tutorials tab videos should now work - Fixed an equipment tossing bug when using the "o" key - Vivox (voice chat) fixes v302.1 - Fixed multiple client side crash - Fixed Vultures not being able to mate on Equatorial islands - Fixed various descriptive errors with skills - Fixed tamed bear from randomly playing its growl animation when attacking targets - Fixed not being able to replace triangle floors with different tiers of triangle floors - Fixed being unable to place wood ceilings on a deck under a diving/dinghy platform - Fixed being able to use orbit camera to look through half walls and doors - Fixed lamps not being able to be turned on when underwater - Fixed cases where the Captain's Hotbar was not overriding the personal hotbar - Fixed the wrong amount of XP loss displaying when executed or hung - Fixed a bug which caused players to throw out their gear when using 'O' (default bindings) to unequip. Going forward 'O' (default bindings) cannot be used to unequip gear. - Fixed a bug which prevented players from seeing the ammo meshes loaded into catapults - Fixed Rope ladders not being able to be rotated when placed on catwalks - Fixed Hydra Revolver to be reloadable even when not fully empty - Fixed a bug which would cause voice change to randomly break (can be easily reproduced when teleporting around the map) - Fixed some cases where Yetis could get stuck at the top of the Snowman arena rather than falling down to the fight - Fixed some cases where Yetis could get stuck at the side-door spawn entrances - Fixed a case where Yeti hats could appear in a floating state for clients - Fixed a bug which prevented being able to access Crew Inventory - Fixed a bug which caused Hydra Revolver to play a weird animation when reloading - Additional map changes, including island relocations, floating foliage fixes, and quest markers v301 - Rearranged some server grids, including Golden Age Ruins for better spread - Fixed multiple floating folliage issues - Fixed lakes which were missing fish spawners - Cut back on the amount of fog used on some islands - Added collision to sunken decor shipwrecks - Fixed multiple resource overrides (to make sure you're getting the correct resources in the correct biomes) - Cosmetic gear now correctly purchasable from the vendor - Sail Skins now correctly indicate what size they can be used on - Fixed misalignment on Hydra Revolver after multiple reloads - Pressing R now stops the Hydra Revolver midreload - Adjusted the Hydra Revolver durability (was previously too high) - Corrected the Quest Marker locations on the map - Added crafting and skill setup for Hydra Revolver - Corrected tags for Home servers, lawless servers, and biomes. - Ship of the Damned now point to their correct loot tables. This means that Galleons will provide more and give better loot than Brigs, which provide better rewards than schooners. - Added 500 Engram Points for the First Level up (this is temporary for the PTR) Snowman Changes: Regular Snowman Changes: - Tweaked explosive damage from 1x to 1.125x - Reduced arena timer to 30 minutes - Reduced ice breath speed debuff from 8 secs to 6 secs - Tweaked various aspect of the Snowman's movement to prevent it from getting stuck and frozen between various attacks - Snowman can jump when receiving damage to prevent it from being gunned-down and allow the onslaught of minions to catch up and be more involved - Increased kill XP to 750. Hard Snowman: - x2 Health, 2x Armour, 1.5x Melee Damage - Reduced cooldown on Ice Breath attack by 2 secs - Increase number of health/armour states from 4 to 5 - Reduced interval between shield reactivation from 45 secs to 35 secs - Explosive Damage adjusted to 1x - Increase base minion spawn from 5 to 6 - Increase base minion kills for cooldown from 8 to 10 - Arean timer is set to 60 minutes - Kill XP set to 1500 - Visual changes: red eyes, and commander hat with an eye patch. Regular Yeti Minions: - Tweaked no buff fire damage adjuster from x0.33 to x0.5 - Increased Kill XP to 10. Hard Yeti Minions (Empowered Yeti) - - x1.5 health, x1.5 melee damage, x1.15 speed increase - Increased move around blockade distance. - Tweaked no buff fire damage adjuster to x0.25 - Increased Kill XP to 15. Arena changes - Updated lever to select difficulty via multiuse. - Removed mid columns at arena entrance for better AI navigation. - Filled some holes with blocking volumes to prevent players getting stuck between some meshes. - Added some extra geometry and overrode walkable slope angle at entrance side steps and select small meshes to prevent players and creatures getting stuck. - Added two more minion spawn points closer to the entrance. - Added falling icicles. Camera shakes, tremor audio plays and icicles fall from above the player. On hit grants a shorter speed debuff of 2 secs and a 2.5% impaled bleed buff that lasts 12 secs. Used to combat players who may attempt to take shelter and kite the Snowman in difficult to access areas, as they will have less time to move out of the way due to icicles falling a shorter distance. v300.6 With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements There are 76 new islands which can be found on the following grids (many existing duplicates have been removed): F3, G2, F14, H2, G14, H14, O2, I8, J8, M14 ,N1, O1, C2, M8, O8, G8, K8, E8, C8, F4, F2, G3, O3, N3, L2, N2, M3, O14, D15, N15, K15, J15, G15, O15, F15, I15, N13, N8
  4. Dollie

    ATLAS Roadmap

    Yup, agreed!
  5. Dollie

    ATLAS Roadmap

    Think of it more like: currently, to play optimally, we've observed that players need to spend their time doing these things, we want to open it up so you don't need to invest as much time with bases and tames on land to progress well in the game if you don't want to. Tames will continue to serve purposes in the game.
  6. Dollie

    Are you old?

    We haven't created any in-game channels specific to Companies, this isn't possible. You may be thinking of Company Discords, of which I am in about 30. These are created and used by Companies/Alliances for their own communication with each other and myself and Jat are invited as guests. Some create a #dev-chat channel or something of that ilk. As with all other channels, we read everything and respond less so (as it's just impossible to respond to everything). Players there are not privy to VIP info or "special treatment" customer service. If they report something on their Company Discords or require Customer Service, they're directed to the ticketing system (as with the Official ATLAS Discord). If they report bugs, they're directed to official ATLAS Discord #bug-reporting channel or the forums. If they offer lengthy feedback, they're urged to post it on the forums where we have more eyes on it. Worthy to note that these Company Discords most frequently give us info about exploits in the game that would be more critical if shared publicly. The forums is the first place we go for our most "official/important" communication. Think of it in tiers. I agree that important info should go out on all platforms, and, in that respect, the forums are the hub for that. Tier 1 Communication goes in Captain's Logs and Announcements here on the forums and on Steam. A link to the post on these forums is shared in the Official ATLAS Discord's Announcement channel and on the ATLAS Twitter. This is the best avenue for that. Casual chit chat occurs on the Discord and scrolls past quickly. Some of the best feedback can be found on the forums but it isn't limited to here, no. Companies/Players frequently make us 5-10 page Google docs and send it to us via DM on Discord. Reddit posts can offer valuable feedback. Observing players chat and debate with each other on the Official Discord is also useful. If lengthy feedback posts are made on Discord, our Mods are directed to link them to the forums and nudge them to post it here so it doesn't get lost. All of it is valuable to us. All of it is read. The Stream was limited in time and, it seems, some things that were said slipped under the radar for many players. We recognise that some things we assumed were expressed clearly, weren't. Yes, everything conveyed in the Dev Livestream (or not conveyed as well as we'd hoped in some instances) along with what was shared in my (rare) voice chat with players was summarised and posted here (as linked in my post above). We recognise that the format of the Livestream didn't translate as we'd hoped and we're working on improving that in future Streams. I think there's a bit of a disconnect in regards to assumptions on what is shared on Discord or Twitter, it seems there's a belief that some important info is shared there exclusively. Tell me how I can remedy that perception, I'm listening. Admittedly I have been of the belief that responding to a lengthy and well thought out post here with a "I hear you, we're looking into it" may be perceived as trite in context whereas I'm more likely to respond as such on Discord (or with a thumbs up emoji if I'm really pressed for time) because Discord is more conducive to a few words in a scrolling chat according to my own perception. Would you guys prefer brief acknowledgement of something being read even if we have nothing substantial to share on it yet? Will forum users welcome a "gotcha" or a like as a response or find it insulting? I'm open to adapting.
  7. Dollie

    Are you old?

    Let's clear a few things up. The voice chat occurred on our 50k member Official ATLAS Discord, not in a private Discord or channel. It was within an hour of the stream ending, spontaneous on my behalf (and on my own time outside of work hours) as I was aware of some confusion and lot of questions in relation to the stream. I saw 100 or so people gathered in voice, asked another colleague if he would join with me to moderate whilst I spoke, shouted "I MUST GO TO MY PEOPLE" at him and joined the channel to talk with players. I love talking with our players and wanted to address their concerns and reassure them, and, going on the comments and messages I received, they were very happy also. Jat joined later once he was able, to predominantly, listen in and get a read on player's concerns with me. During that time, approximately 300 or so people filtered in and out to ask questions and listen in. I spent about an hour and a half with them. It seems a player joined about half way through and broadcast some of the conversation on his stream unbeknowst to me at the time. I would like to reiterate that this voice conversation was not planned, it was held on our public and Official Discord, and it was done of my own volition and on my own time. This spontaneous talk led to Jat and I sitting down together yesterday and using information gathered from the voice chat to write up the Recap you can find here in order to address player's concerns and questions on a wider scope and to a broader audience to make sure no one missed out. The voice chat directly facilitated being better able to identify where players wanted clarity on the Stream and, in my humble opinion, improved the quality of the Recap post. I apologise if my response here may be a little blunt. It's quite disheartening to see some of the responses in this thread. Could we communicate more on these forums? I don't think there's such a thing as too much communication across any of our official channels. Now the Roadmap is out to the community and Xbox has been announced we can be more forthcoming and responsive after a month or so of less direct activity in regards to Captain's Logs, posting in threads, posting on Discord etc. I understand some of you don't want to join the Official Discord and I'll remain aware of that and dilligent in cross-posting anything relevant here also. As always, we'll continue to share info and respond to players across all of our Official channels: these Forums, ATLAS Discord and Twitter.
  8. Dollie

    ATLAS Roadmap

    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  9. Dollie

    ATLAS Roadmap

    Ahoy Pathfinders, Thank you for tuning in to our Dev Livestream this week. In this pre-recorded announcement, we’ll be summarizing the new roadmap we discussed in the Livestream as well as clarifying a few things raised by the Community. First of all, for those who didn’t catch the Dev Livestream, it can be viewed here The primary purpose of this stream was to bring you up to speed on our new direction and let you know what areas of the game we’re going to address moving forward. We opted to answer many of your questions from our Livestream Q&A forum thread by working them into the conversation in the stream (rather than reading them out verbatim and answering each one) for the sake of flow and clarity. We recognize that this format didn’t translate as well as we’d hoped for, so we’ll be improving on the structure of our streams in the future. The Mega Update and Xbox Launch Let’s get straight to reiterating and clarifying details in regards to the next Mega Update/Xbox launch which is coming very soon. The Xbox launch will include: Crossplay support between PC Steam and Xbox players for ATLAS. Parity between both platforms. Xbox players won't have to wait for updates as they will happen simultaneously with PC We’ll be working on bringing day one Keyboard and Mouse support for the game, otherwise, it’ll arrive shortly thereafter. The Mega Update includes content and changes currently on the PTR, as well as some additional content we’ve discussed, and this will go live on our Official Network at the time of the Xbox Launch. We’re incredibly excited to launch crossplay; we designed the ATLAS engine for crossplay across all platforms from the outset and ATLAS will be one of the very few games with full crossplay between Steam and console. There have been many questions about whether this update will be bringing a wipe. To be frank, this is not something we’ve decided on yet. We’re currently exploring ways in which we can handle this release without wiping and there are quite a few technical considerations which may make this a possibility, but we’ll share more info with you as soon as we’re able to. Livestream Recap ATLAS’ DNA The first point we covered on stream was revealing where we think players spend most of their time in ATLAS, and where we wanted it to be at a 1.0 launch (post-Early Access). This is the conclusion we came to: Essentially, we feel like players are currently spending too much time in certain areas of the game, and not enough time in the areas we think should be the most fun, such as Sea and Combat. Players can expect to experience more fun and engaging content out on the sea, and a cut back on the time spent on land or with creatures. This doesn’t specifically mean we’ll be removing certain areas completely, but instead reworking existing systems and adding new gameplay/content for the areas we want to increase. Now you’re probably wondering, how do we plan to get from A to B? Well, here’s our roadmap: Some important factors to keep in mind: This roadmap will begin after the release of Xbox We’ll be looking primarily at making tweaks towards the Official Network and Multiplayer modes, but of course, those will still benefit our other game modes and unofficial networks. However, the main official networks are our priority Tackling bugs and major performance issues will always be an ongoing effort. This isn’t everything. We’ll be able to reveal more details as we go along, plans can change, and there are going to be more phases but for now, we want to discuss our immediate plans for developing ATLAS. Phase 1: Quality of Life Improvements, Bug Fixes, & Performance Increases Arguably our shortest phase and has already commenced in part with performance fixes and some bug fixes, with some work on the Xbox, and some you’ve experienced on the PTR. Our plan: There will be no new content with this initial phase. This is because we’re going to be spending time fixing and adjusting already existing systems in the game. This means tackling pain points that you (and we) are already aware of, ranging from quality of life changes, balance, and polish on existing parts of the game. Reducing the tedium and streamlining getting to the fun. We know that there are aspects of the game which are frustrating and the solutions we can take to fix them (such as the Silo we implemented in a previous update to help with feeding crew). We’re making some meaningful changes here that will impact the player’s experience in the game, some larger than others, but all with the same goal in mind to improve the overall game loop. Just a few of the changes and fixes (both small and big) we’re planning to make: Fixing speed sails and increasing overall wind speed effectiveness. Adjustments to blueprint stat rolls and crafting requirements. Making improvements to logs for companies. Increasing max stack sizes for certain items. Removing the negative effects of status effects, including vitamins. Giving players the option to choose which Kraken to fight. Reducing the frequency of surface attacks by sharks. Increasing the treasure map spoil time. Cargo Container adjustments. Replacing the text in the game with a universal font style. Hiding more text behind the “Extended UI” function Making ladders easier to climb. Keep in mind that some of these items are things we want to address quickly, even if we consider them to just be temporary fixes for now. The changes in this phase will provide a much better experience in the present; however, we’ll be circling back to these areas in later phases to make much more extensive changes to these systems. One example of this would be “sailing.” We’ll make some early improvements to sailing during Phase 1 (such as fixing speed sails and increasing overall wind speed) and then we’ll loop back to sailing during Phase 2 for a more thorough pass on sailing functionality. Some more examples like this include: Tames and breeding will get a general balance pass, then we’ll do a larger update on tames and creatures in Phase 4. Blueprint scaling will get some early adjustments in Phase 1, then we’ll address it some more in Phases 2 and 3. Temporary fixes for certain combat meta pain points (until they can be further ironed out in Phase 3) such as: stat scaling, torpor, NPC swivels, harpoons gliders. Phase 2: Seas, Ships, and Sailing Phase 2 is when we’ll start to reintroduce new content to the game. The general philosophy of this update will be: Ensuring that you all are spending more time having fun on ships and out at sea. Making the ocean feel less repetitive, more inviting, and more rewarding. We want ships to feel like homes! If players want to spend all their time at the sea, they should be able to play that way successfully. There are quite a few ways we’ll be doing this, but you can expect changes along these lines: Improvements to existing sailing and ship systems. Introducing more NPC encounters on the ocean (and different types too). Introducing more activities you can do on your ship. Exploring ways for players to store ships safely when going offline and taking a deeper look at overall travel times and ship functionality (such as sails/wind/cargo containers). These are just a few examples of what we’ll be tackling in Phase 2 and we expect that players will feel a welcome and marked difference in their experience out at the sea once these changes are made. Next, we’ll be covering Phases 3 and 4. Please keep in mind that a lot of the details in these phases are very early and we’re still figuring out our exact priorities, but there are a few things we’re relatively certain of and are exploring right now: Phase 3: Skills & Combat Here are some things we’re pretty confident we’ll be doing in some form: A skill tree rework. We’re interested in something more akin to specializations and roles to give more depth to the skill choices you make. Improvements to make combat feel more fluid and impactful. We want it to feel even more fun when you’re fighting! Changing the ship combat meta to embrace stronger piracy gameplay: A shift to a “boarding” combat meta. New incentives for choosing between sinking, pillaging, or outright stealing ships. Potentially adjusting the ship stealing process/claim time. Changes to encourage more fighting on ship decks. Phase 4: World, Claiming, and Tames/Creatures This phase is perhaps the largest section of our new roadmap. As the furthest phase out from right now, it is definitely the most subject to change over time, but we’d still like to share an overview of our current thoughts on these areas of the game. In this phase, we’ll be exploring various subjects such as: The world layout and network. Some of the points we’re currently exploring are a possible combined PvPvE network and different continental world layouts. Factions, which are very early in design right now, but are something that we’re very interested in from both a gameplay and a narrative perspective as a means of giving players across multiple companies shared goals. Adding more MMO-esque elements to the game such as more populated ports/towns, deeper in-game economies, additional storage options, etc. We’ll also be making some significant changes to the claiming system, adjusting how much of a role it has on the world and addressing some of its biggest problems such as “pillar spamming” and "honeycombing". Reducing the importance and role of tames and creatures in the game, as well as polishing other PvE content in the game such as Golden Age locations, boss fights, the Fountain of Youth, etc. We wanted to acknowledge the issues that we’ve identified in the game and outline our plans to address them. It’s important to note that this roadmap is not fully inclusive: we have a lot of other plans, content, and surprises in store for you all. We’ll be sharing more details with you as we go along and you can expect to see a more active presence from our team in regards to acknowledging the current issues with the game and discussing how we plan to address them. We hope that sharing our new roadmap and details on what’s coming soon for ATLAS (and also further down the road) offers a further “glimpse behind the dev curtain” so to speak. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  10. Dollie

    Livestream Q&A

    Closing this thread now as we collate questions and prepare for the Stream. Thank you everyone!
  11. Dollie

    Captain's Log 36: Dev Livestream!

    Ahoy Pathfinders! This Captain’s Log will cover news related to Blackwood, our upcoming Dev Livestream, the PTR and an introduction from our new Lead Designer! Let’s get right to it! Designer Diary My name is Erik Waananen and I’m thrilled to be joining you today as ATLAS’ new Lead Designer. It’s my pleasure not only to formally introduce myself but also to give you an update on what’s coming next for the game. So let’s dive right in, shall we? ATLAS is an incredible world full of action, adventure, discovery, and community. And while a number of you are enjoying yourselves in-game, I think we can all agree that ATLAS has somewhat struggled to “find its sea legs” since its initial Early Access launch in December. My job will be to help the game get its bearings and -- together with the rest of the dev team -- work with a singular mission in mind: Make ATLAS the ultimate pirate experience. Achieving this goal will be no small task. We have a lot of work to do and it’s going to take a good deal of time and effort to accomplish it. But we will get there, especially with your continued feedback and support. Your constructive thoughts and criticism are all extremely helpful to us, so please keep them coming. I’d like to announce that we’ll be hosting a very important developer stream next week on Wednesday, August 28th at 2:00 pm PDT. The main focus of this stream will be the reveal of an entirely new roadmap for ATLAS. We’ll also be addressing a number of the community’s questions and concerns about the current state of the game. I don’t want to spoil anything for you just yet, but suffice it to say there’s a big “change in the wind” coming to ATLAS and you definitely won’t want to miss it. Sorry to keep you all waiting a bit longer, but I promise we’ll provide more details and answers soon. Until then, keep a weather eye on the horizon and we’ll see you on Wednesday! Erik Waananen Lead Game Designer, ATLAS Blackwood Update The ancient serpentine boss, Anacthyon, is poised to slither onto the Blackwood variation of the ATLAS with today’s update. Along with this new boss, Blackwood includes: The full ATLAS experience (including all your favorite features and mechanics) merged into a single 1x1 server grid. 7 unique biomes across 11 islands, from hazy bogs teeming with life to mysterious jungles full of danger and toil. Resource-rich islands complete with every material from the core game. New cities and outlying areas ideal for roleplaying and server events. A beautiful mermaid city ripe for exploration. A new boss arena featuring unpredictable enemy types and spawn locations. The Forbidden Reach: a hard mode island featuring elemental beings. Other iconic ATLAS content, such as Army of the Damned mobs, all 9 Power Stone locations, the Fountain of Youth, your favorite tameable creatures, and much more... Blackwood is free for anyone who already owns ATLAS. It is available for play in Singleplayer mode, Non-Dedicated Server mode, and on Unofficial Servers that opt to host the map. Livestream Q&A Thread With the Dev LiveStream drawing closer, we’d like to take this opportunity to remind you that we have an official “Livestream Q&A” thread running to help us collect your questions regarding the things you care about and answer some of them on-stream. There have been some great questions submitted thus far, so please keep them coming! Public Test Realm If you haven’t checked out the PTR and some of the changes which will be coming in the next Mega Patch, it is still available for players for a limited time. Thank you to those of you who have been running the PTR through its paces and helping us identify bugs and issues along with giving feedback. The PTR includes: Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) In-game voice chat Updated Waveworks (Ocean - including the waves, and performance changes for server and client) Sail Cosmetic (Available at Freeport Vendors) Hydra Revolver (Available at Freeport Vendors) Miscellaneous client and server-side performance improvements Info on joining the PTR can be found here Live Game Patches v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. Credit to globytheoldpirate That's it for this Captain's Log. We look forward to communicating what we've been up to (and what we plan to get up to) in the Livestream! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  12. Ahoy Pathfinders! This Captain’s Log will cover news related to Blackwood, our upcoming Dev Livestream, the PTR and an introduction from our new Lead Designer! Let’s get right to it! Designer Diary My name is Erik Waananen and I’m thrilled to be joining you today as ATLAS’ new Lead Designer. It’s my pleasure not only to formally introduce myself but also to give you an update on what’s coming next for the game. So let’s dive right in, shall we? ATLAS is an incredible world full of action, adventure, discovery, and community. And while a number of you are enjoying yourselves in-game, I think we can all agree that ATLAS has somewhat struggled to “find its sea legs” since its initial Early Access launch in December. My job will be to help the game get its bearings and -- together with the rest of the dev team -- work with a singular mission in mind: Make ATLAS the ultimate pirate experience. Achieving this goal will be no small task. We have a lot of work to do and it’s going to take a good deal of time and effort to accomplish it. But we will get there, especially with your continued feedback and support. Your constructive thoughts and criticism are all extremely helpful to us, so please keep them coming. I’d like to announce that we’ll be hosting a very important developer stream next week on Wednesday, August 28th at 2:00 pm PDT. The main focus of this stream will be the reveal of an entirely new roadmap for ATLAS. We’ll also be addressing a number of the community’s questions and concerns about the current state of the game. I don’t want to spoil anything for you just yet, but suffice it to say there’s a big “change in the wind” coming to ATLAS and you definitely won’t want to miss it. Sorry to keep you all waiting a bit longer, but I promise we’ll provide more details and answers soon. Until then, keep a weather eye on the horizon and we’ll see you on Wednesday! Erik Waananen Lead Game Designer, ATLAS Blackwood Update The ancient serpentine boss, Anacthyon, is poised to slither onto the Blackwood variation of the ATLAS with today’s update. Along with this new boss, Blackwood includes: The full ATLAS experience (including all your favorite features and mechanics) merged into a single 1x1 server grid. 7 unique biomes across 11 islands, from hazy bogs teeming with life to mysterious jungles full of danger and toil. Resource-rich islands complete with every material from the core game. New cities and outlying areas ideal for roleplaying and server events. A beautiful mermaid city ripe for exploration. A new boss arena featuring unpredictable enemy types and spawn locations. The Forbidden Reach: a hard mode island featuring elemental beings. Other iconic ATLAS content, such as Army of the Damned mobs, all 9 Power Stone locations, the Fountain of Youth, your favorite tameable creatures, and much more... Blackwood is free for anyone who already owns ATLAS. It is available for play in Singleplayer mode, Non-Dedicated Server mode, and on Unofficial Servers that opt to host the map. Livestream Q&A Thread With the Dev LiveStream drawing closer, we’d like to take this opportunity to remind you that we have an official “Livestream Q&A” thread running to help us collect your questions regarding the things you care about and answer some of them on-stream. There have been some great questions submitted thus far, so please keep them coming! Public Test Realm If you haven’t checked out the PTR and some of the changes which will be coming in the next Mega Patch, it is still available for players for a limited time. Thank you to those of you who have been running the PTR through its paces and helping us identify bugs and issues along with giving feedback. The PTR includes: Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) In-game voice chat Updated Waveworks (Ocean - including the waves, and performance changes for server and client) Sail Cosmetic (Available at Freeport Vendors) Hydra Revolver (Available at Freeport Vendors) Miscellaneous client and server-side performance improvements Info on joining the PTR can be found here Live Game Patches v218.27 - Fixed a bug that allowed players to gain massive height when running into the corner of a raft or dinghy - Fixed a bug that allowed players to gain massive height when climbing really tall ladder set ups - Fixed a bug which allowed players to base on top of submarines - Fixed a bug which allowed seated npcs to shoot puckles through walls - Ended 2x Magic Mythos Event v218.25 - Enabled 2x Harvesting, Taming, XP, and Gold on our Official Network - Fixed rope ladders so that they can now be rotated when placed on wooden catwalks - Fixed 2-handed weapons able to used interchangeably, bypassing the weapon equipment timer using the Q hotkey. - Fixed a bug where critical strike could be used with other weapons by removing the buff if you switch to a different weapon. - Fixed a bug where projectile mesh wasn't showing correctly for singleplayer. - Fixed a bug which would cause players to throw out their gear by accident at low server fps when using "O" instead of "E" to unequip currently equipped gear. - Fixed a bug which allowed diving platform to be placed on top of a cargo rack. Credit to globytheoldpirate That's it for this Captain's Log. We look forward to communicating what we've been up to (and what we plan to get up to) in the Livestream! Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  13. Dollie

    Livestream Q&A

    Some great questions thus far, guys. Thank you~
  14. Dollie

    Captain's Log #35: PTR and other News

    There are 76 new islands on the PTR which can be found on the following grids (many existing duplicates have been removed): F3, G2, F14, H2, G14, H14, O2, I8, J8, M14 ,N1, O1, C2, M8, O8, G8, K8, E8, C8, F4, F2, G3, O3, N3, L2, N2, M3, O14, D15, N15, K15, J15, G15, O15, F15, I15, N13, N8 I recommend players wanting to keep day to day track of the PTR as it continues join the Official Discord and opt into the PTR role.
  15. Dollie

    Mega update 3?

    Hey Antony. We've opted not to give an ETA on the next Mega Update yet because, let's be blunt, meeting ETA's when we set them quite far in advance isn't our strongest attribute as a Studio As it draws closer, we'll share more. Generally speaking, we have a lot we're working on behind the scenes and information we're excited to share with the playerbase soon.
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