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vaylain

Pathfinder
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Everything posted by vaylain

  1. I don't like to go treasure hunting. I merely just farm to build and tame animals. As a solo player, (which I enjoy accomplishing things by myself), I really can't afford to sail big ships as they are always just sunk by the next morning from griefers. I usually find an extremely large island to occupy that is interesting and has almost all the resources that I need and just stay on that island. I only fast travel between all of the islands that I reside on. I don't really want to deal with landowners and taxes. I'll fight them but certainly NOT pay them.
  2. It is the whole notion that I must ask for permission and pay a tax. Screw that noise...
  3. I could have sworn they had eluded that they would be having one every month...
  4. For most of us, our structures sit as we are less active merely because the game in its current state is a shit-show and we are waiting to return one day if things get turned around. If our buildings decay even faster while we wait, then it will be the death knell for most of us from ever having the incentive to return to ATLAS... I personally despise the claim system and enjoy and will ONLY play on Lawless servers.
  5. I am a paying customer. I am free and welcomed to make my suggestions. Grapeshot has mentioned time and time again that they would like to hear from us and especially about anything we would like to see get implemented/fixed so I do not see how this would mean that I need to build a video game. That would be like me telling you to become a doctor if you get an upset stomach or break a bone and complain about the discomfort.
  6. Well, I have pretty much given up on this game and simply login every few days to reset my timers and read these forums in hopes that ATLAS turns into a better direction because as of now it is boring and the bugs/missing content has rendered the game tedious and boring. I have officially returned back to ARK as it has more to offer, unfortunately. I had such great hopes in this Pirate game being, "Piratey" but it is not.ATLAS has essentially become a ghost town of about 10 players on any given server...not the tens of thousands eluded in the initial trailer. I am a solo player and love doing things on my own but with all of the new content being locked behind killing boss mobs, I am unable to access any of it so, yeah...fun! I was playing at least 4-6 hours a day and double on weekends, (most of this was just mindless farming) and I have rarely seen any other players. I see the log state that there are only 3 payers in my current region but who knows where they are as I am the only one roaming my particular island. I have camped on six other islands and this is exactly the same phenomenon. I have sailed the seas between each of my islands and still, no players are evident. There is no actually pirate interaction being accomplished when there are no other players around. The game is now just a Zoo Keeper and Offline Raider's wet dream, plain and simple. This game might have a chance if Grapeshot would get their heads out of their arse and get some employees that actually play this game. Then they might be able to see exactly what the game needs. Fixes and missing content, NOT new content and features...After what you already have in the game has been polished and fixed, then work on adding NEW content. RIP ATLAS!
  7. I am not so sure that the new Sea Horse is a tamable creature as the quote states, how a few adventurers have tried to tame one but it is "an impossible task". We need clarification, Grapeshot...
  8. Grapeshot, please stop adding in things that none of your fans have been requesting and address the current and older bugs and broken game mechanics first. Here is a list of what I have experienced since launch and would love to see addressed: There needs to be a more defensive option for players when protecting their bases. Currently, the NPC system is very inefficient. NPC units require too much food, ammo, and coins. It is too much upkeep for most smaller and solo companies. I suggest that the AI units have a one-time gold cost to recruit and then only require an upkeep cost of food and ammo. AI units should not be invulnerable to damage. Instead, I suggest setting base values for their damage, stats, hit points, and armor rating. This would allow players, to further enhance their AI units by crafting better armors, weapons for them to equip and cook recipes to increase their stats. AI units should actually have meaningful combat capabilities in melee combat just like players do. Construction blueprints need more diversity and interesting components to allow for more elaborate and functional constructions. Player armor and weapons are too limited. How about adding more unique costumes that cover aspects such as robes, cloaks, helms, and hats. Currently, there is no uniqueness as everyone looks exactly the same. It is unimaginative and boring! The boats from offline players should not be able to be stolen or sinkable or at the very least their timers and hit points should greatly be increased. Currently, a sloop can be stolen before many people can even wake up from sleep or get off from work. The Cyclones are not acceptable. They behave like heat sinking missiles, stick on you like glue, always move into your path so you cannot steer clear of them, and they perpetually re-form themselves to envelop your ship. This makes them extremely unrealistic and the damage they inflict too great and I have lost so many sloops to them it is not even funny. The lions and wolves are too unrealistic in their behavior, making them erratic and extremely difficult to deal with up close. Arrow and bullets tend to miss them despite the fact that the shots were solid hits and despite that the arrows are still lodged deep into their head. Their movement is very unnatural and very erratic. Instead of a realistic jump, they actually defy physics and logic and seem to fly/teleport to their prey instead. Ships need fewer restrictions for building upon. Maybe add more ship specific additions or remove the current build restrictions that prevent player structures from going too high or wider than the ship. This will add greater diversity in ship appearances and functionality and ultimately enrich ship to ship skirmishes. It would also allow players the ability to create floating cities. Please remove the mini-games for all actions and implement a standard timer. Reloading, foraging, and repairing is painful and distracting while we are focusing on combat encounters and these mini-games don’t even make sense as IF we already possess the knowledge to perform the action then we don’t need a silly game to apply it. Cannons and swivel guns do not require a mini-game to reload so why do many of the other actions require them? Leave the mini-game bull crap for the crappy mobile games… Bows need to have a boost to their damage as guns are more overpowering, rendering using bows extremely unbalanced. The Archery tree for "Strong Arm" shot does not actually enhance the bow's damage output as it describes. Invested points in the tier do not add any more damage than bows would deal without the invested points. Brawling is extremely useless. The brass knuckles have too little durability, so after every combat encounter, they are always broken and require immediate repair. Brass knuckles also do very little damage. I recommend that you either increase their damage output or the amount of torpidity that they can deliver. The latter would be most interesting for PVP encounters. Skill trees should require more investment in points to reach best-tiered skills. This way players need to be more dedicated to their particular spec and will end up feeling more unique with their build’s choices. Currently, the meta is the "jack-of-all-trades" and as a result, all player characters feel the same. This is boring! The skill trees also require a little overhaul or some tender-loving-care: Concerning the Archery skill: "Strong Arm" is not working correctly. I have tried both with 0 points invested and with the maximum points into the highest tier and my archery shots still seem to produce the same damage results even in their usual critical shot locations are the same values. Concerning the Music and Dance tree: The skill descriptions and lack of information about this entire skill line make this tree a complete mystery to most players. These songs and dances don’t add much to the game to be worth their point investment. I’d recommend redesigning these to be more useful to players. Concerning Brass knuckles: Since hand to hand combat uses both fists in rapid succession, the durability drops extremely too fast during just one or two combative encounters. Additionally, their damage output is not really on par with the other melee weapons to be a viable combat option. Could you consider increasing the brass knuckle's durability and damage output? There does not seem to be any skill to increase character movement speed. Do you have plans or will you consider implementing a skill to increase character movement speed by chance? Maybe it could fall under the Survivalism tree or Music and Dance tree as a Bard-Song-Effect? Stealth from the Beastmaster tree needs to be re-coded to allow the player to become invisible from aggressive creatures. Right now, there is NO difference in the line-of-sight radius with predators. They always aggro just the same. Throwing knives need an increase to their damage output and their crafting cost requires a rebalance. As a consumable, they are too expensive and deal too little damage to be worth their current investment. Maybe add a skill to the skill tree to enhance their damage and range or make the throwing knives dual-wieldable, or better yet, implement a secondary attack. One that does melee damage instead of just their ranged attack, which would end up consuming them completely. We already have to throw knives, bows, and guns, why do we have spears in the game? They are not evenly balanced in comparison to the rest of the weapons and they receive no beneficial enhancements from any of the skill trees. They just seem either out of place or require some sort of enhancement within one of the skill trees. Please increase the diving suit's visibility as the visibility is so cumbersome to be viable. Please lower the aggro radius for the dive suit as the new Shark AI enhancement has made them impossible to deal with while wearing the suit. The food recipes should provide more unique and beneficial effects. They should also have effects that may cater to solo-players too. Would be nice to see a skill tree option to dual-wield swords. Would be nice to see a skill for climbing. Increases a players’ ability to scale steep inclines, trees, and ascend up the zip lines. Could you consider adding in “foundation clipping” or a method to excavate and level out a plot of land so that ALL of the foundations may be placed down evenly? Maybe consider allowing players the ability to dig tunnels and caverns to build within? How about adding in a structure that allows for air pockets so we can build underwater structures? Could you maybe add in tripwires, stringed cans as alarms, punji sticks, shotgun and string tied to the trigger traps, hanging log trap, quicksand, human snares, deep pits, or even flammable pits? While on a wooden ladder looking up, the player is unable to close the trapdoor to their hatch frame, but if that wooden ladder were to be replaced with a rope ladder, they are then able to. (This seems like an unintentional bug). The Tool, "Grappling Hook" does not expend any stamina to use. Characters can climb, swing, and hold on to it all day long without losing any stamina. Characters can move at sprint velocity while draining very little stamina in a series of well-timed "Bunny-hops" around the map. Using this technique, one could bunny-hop across an entire island without draining the normally intended stamina sprinting the very same distance would have required. The Survival skill, "Water Swimming Speed" has been rendered useless as the SHARK'S behavior has been recently tweaked to NEVER stop their chase and they now swim Faster than maximum points invested into this skill. (Used to be fine before the recent shark changes). Would be nice to see a skill for stealth vs humans. Would be nice to see a skill for higher and longer leaps. Would be nice to see a skill for damage mitigation or hit avoidance, such as parry, deflect, or dodge. Would be nice to see a skill added to create and bait our weapon tips with a poison of some type, such as a debilitating or deadly poisons. Please add in parachutes, so I can stop taking advantage of grappling the ground and jumping down safely from great heights as this does not seem right! The paint palettes should consist of actual colors from objects within the game such as rocks, grass, lakes, dirt, trees, and leaves. The current color pallet available does not allow for adequate camouflage. The color palette is very limited in scope and does not provide logical colors that match any of the game's surrounding environmental palettes. Also, most structures and materials will NOT reflect the suggested color and often times they seem to change once applied or do nothing at all to alter their appearance! Freeports should allow players to tame. This allows a safe learning environment for noob players to learn how to tame and to actually tame their first mount. The saddles for players' tamed creatures need to provide an armor value or there should be options to craft armored barding that will. Beds should be placeable underwater. It provides more building and tactical opportunities. Spawning into a bed underwater still suffers from the obvious oxygen deprivation, so the player cannot just live underwater indefinitely anyways. The game really needs a more durable structure with increased hit points or damage resistance for storing player valuables, such as a metal vault or a heavily reinforced strongbox. Maybe you could consider adding a skill tree option to bury treasure? The game is perfect currently without a bunch of tamable flyers soaring all over the place but maybe you might also consider adding in a few creatures that can jump or climb up natural objects like trees, sheer cliff walls, and steep mountain inclines? Where are all of the castable magic spells that the trailer and official game description eluded to? The Tarot skill tree? The game needs more diversity in wildlife. Currently, almost every zone has the same usual creatures and tend to look and behave artificially. Creatures and their environment need to feel like they would in their natural habitat. Could you add in more AI units like AI pirates in their own AI towns with their own structures and defenses? How about creating a lot more unique locations and dungeon encounters using lots of different beasties such as ghosts, skeletons, zombies, humans, dogs, slimes, kobolds, orcs, meremen, and goblins to name a few. Don't make all of the dungeon encounters the same way. Well, good luck with these suggestions and I hope that you guys can manage to turn this game around and get back all of the playerbase ATLAS has already lost. Thank you.
  9. Have you actually played this game? We build boring boxed bases as THAT is the most viable for PVP. Whenever we build ships they are swiftly sunk by griefers overnight. It gets very tiresome to continue to build ships for adventure when they are so easily sunk and I would love to build more interesting bases if they were not so vulnerable and frail. The game has become an "Offline Griefer's" and "Exploiter's" wet dream.
  10. Not gonna work as PVE players would be forced to sail out to other islands for needed resources and exotic animals and then they would be subject to PVP interactions. And have you met PVP players? They will cry if they see something that they cannot touch and destroy...Besides, the Colonies server already does what you suggest with PVP and PVE areas combined on the same map. Their biggest issue in the first place was to try and maintain both PVP and PVE. They should have focused on one or the other and made that particular mode really special but instead, they screwed both PVP and PVE by tailoring the game to appease both modes...but hey, it is worth a shot since this game is dying so fast it is sickening. At this rate, I would rather they focus on PVE and add in more AI units, Tarot system, unique dungeon designs, innovated PVE encounters, and then finally, remove the failed PVP aspect as the PVP has instead devolved into one great, big shit show of an "OFFLINE" griefing fest, effectively ruining the game...
  11. To add in abilities to avoid being overtaken by a pursuing ship, they should add depth charges and oil slicks that we can ignite...
  12. Sheesh. If they can now justify a submarine, why not add ship turbines then?
  13. I always edit my posts. I even use Grammarly every time I write. I take great pride in my writing. Why would that change my concerns? No one ever owes anyone a reply but often time people like to add in their rebuttals. I am glad that you have also taken up the effort. So how are you doing today?
  14. Not a problem at all. I am fine playing. I wanted to know exactly what it is that you are "appreciating", as you were not very descriptive and I was curious? Also, since you were so vague, it read more like you were just kissing their arse. So, what exactly are you so appreciative of?
  15. What are they doing? Oh, you got some brown stuff on your nose, right there...
  16. If the player is online then cool but if they are offline then the ability to steal a ship is silly. That would just be taking advantage of offline mechanics and I personally would love to see offline stealing of ships prevented.
  17. That was Second Life. The Developers talked him into allowing them to turn his entire planet into a dungeon-like resort for other players to come from all over the galaxy and adventure. Both, the Developers and planet's owner made a killing in a real-life monetary payout.
  18. What the hell does BDO, F2P, P2W, and MMORPG even stand for?
  19. Yep, Grapeshot claims to have created a "Survival" game but they have done nothing to actually simulate real-world survival threats or conditions as they would actually appear in the real world. Instead, what Grapeshot has done was to take an already and severely flawed foundation, namely 'ARK: Survival Evolved', and then re-skinned it, adding in a few new features and ultimately, those very same inherited flaws. Worse off, they expected us NOT to notice or mention them...You know, the typical "EA" clause and other legal crap... I have had many occasions where my character reported both being too hot and at the very same time freezing.
  20. Adding mini-games for weapons and items in ATLAS was extremely ignorant for PVP mode. We are trying to play ATLAS the PVP game NOT a silly mobile phone game! Instead of adding a mini-game for the grappling hooks, why not make them unusable while you are in combat. As a utility outside of combat, a mini-game would be tedious and most peeps would just use the climbing picks instead. Allowing players to place cannons/puckle guns on bear carts was one of the more stupidest things added to PVP... Not only is it extremely broken but also totally defeats all of the siege items and aspects of the game.
  21. I have been saying over and over since its launch that the problem with ATLAS is that the DEV'S have absolutely no clue about actually playing their game for PVP. Every time they demonstrate new features to the community, they are always relying on their admin cheats. You can easily tell that they do not even know the first thing about hard-core PVP. As typical with developers, the DEV's only load up the specific feature that they are working on in the dev kit to test the functionality of that feature really fast, long enough to ensure that it is working as intended. That is the extent of their testing as they DO NOT actually play ATLAS. So the real testing is left to the community on the test servers. The problem though is that most peeps don't actually TEST the crap either, instead, they are using the opportunity to gain extra insights about the new content to get any kind of edge that they can for their company. Most players that actually discover bugs that may give them an advantage, tend to keep it to themselves. The DEVS do not know what aspects are ruining PVP and their community managers should be fired as they NEVER listen to the players and try to get the actual ailments and issues from the players. Instead, they just add crap we never ask for and implement newer bugs on top of all of the older ones that never corrected first. I have already given up all hope for this game and am very confident that the game will be a ghost town within the next month or so. Check the stats as it is, they have been nosediving for the last few months straight. It is very simple, Grapeshot. Fire your community managers and get ones that will show your customer's that they actually care. Your community managers should be conversing more with the players to get important feedback. They should be actively proving feedback to the players with updates and answering player's questions/concerns. Your community managers should be polling your players for lists of actual features that players would like to see fixed, removed or added, instead of just adding in a bunch of useless crap that your players never wanted and is ruining the game for your players. Actually, listen to your players and you will quickly discover what the real issues are that are destroying ATLAS. This way your DEVs can focus on what really matters to your players and will make ATLAS more successful.
  22. Nope, just wanted the coords, so I could change my starting zone to somewhere closer.
  23. Yep. That is right and it takes too long to sail around and I don't like being caught out at sea whenever my kids need my attention.
  24. Might have been bugged because now that I died, I am able to run with it once more. Whew, my bad ATLAS. Disregard...
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