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INVALID

Grapeshot Admins
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Posts posted by INVALID


  1. Just now, Grongash said:

    Taking a closer look at the decay timers would go a great lengths, at least for PvE. Tailor it to your customers, small groups of friends or Solo players, i would see it more of a CO-OP really. There are almost no Megas in PvE, people don't like to aggregate in large groups unless they have to.

    More and better communication would help a lot too, i always liked the "to come" part of the patch notes, it gave you an idea about what you worked on (even without dates, just as a road map). With the lack of communication on the official forums this project does feel abandoned, even if it isn't.

    QoL, QoL, QoL.. i know you did a lot in that sector, but take a look at the mods around and consider weaving it into the basegame.

    These are things we had actually spoken about today, at least in regards to additional QoL,  taking a look at what mods are doing, and decay timers. I can't say any of it will change in the immediate future but we are certainly looking into these areas.

    As for 'to come' in the next Mega Update, so far it'll be what we've revealed thus far in Capts Logs, we can update the notes to include those. Beyond that, we'll be sharing details soon-ish and may even have a roadmap of sorts (no promises 😜)

    • Thanks 1

  2. That is some unfortunate RNG. The chance for a creature to be an alpha is pretty low so you've been unlucky in this scenario. No one is watching you but I'm glad there are a helpful group here to give you a hand 🙂

    • Thanks 1

  3. 4 minutes ago, Grongash said:

    Probably should have done that the other way round. Now 99% of your Player-base on officials are gone and for pretty much everyone i know there is little to no chance to return. I know, you dont care right now and hope to regain them all (or even better, new ones) when your alpha phase is over... but the initial hype is over and the window of opportunity probably closed for good.

    I think it's fair to say a lot of players had already departed before any time, thought, or effort was put into those alternative game modes. As for Blackwood, it's development did start much earlier but was primarily handled by one developer up until the last two weeks to get it out the door and deal with the technical issues.

    Obviously the openworld game has its issues, we don't shy from that, but it's clear the direction the team had taken with our updates weren't really impactful in turning the ship around. You could argue that taking a break from it allows us to give it a fresh perspective and tackle different things in order to get ATLAS to where it needs to be.

    As for not caring, you're highly mistaken. This isn't just a job for a lot of the people here, it's a passion and everyone wants to see the project succeed.

    There's still a lot more work to do and will be continuing to do it over the months ahead. Whether people choose to return or stick around, that's up to them but the team will always put it's best efforts forward in that regards.

    • Like 6
    • Thanks 2

  4. 45 minutes ago, Kummba said:

    Thanks for reply.

    But tbh this sounds familar, didnt you say same thing back in may allready when lotus and guys were fighting for it?

    Fun times!

    Sure, seems likely. The question has come up again though and I just wanted to reiterate 🙂. There isn't a public timeline for the fix, just that it's something we've to do.

    • Like 2

  5. 1 hour ago, 6Xero9 said:

    How much memory does a ship skeleton being added that used, say, medium ship parts be compared to the 2 SotD types added and the turtle?

    Honestly, I wouldn't be able to say - I am not technical enough - but I do know creatures are rather negligible in comparison. Though some good(ish?) news is that we did have a bit of a discussion about it today and there are some technical things the team are going to look into in the future, hopefully, we'll be able to share more on that later on 🙂. We know how much ya guys do want it though, it's not fallen on deaf ears! 

     

    • Like 4

  6. Ahoy Pathfinders!

    A new ATLAS Devkit update is available!

    This latest update includes the Blackwood map as an example of how to create standalone maps, as well as all the latest content and additions to the game. The new map serves as an example for mod developers as a way to create their own unique ATLAS experience intended to be hosted on a single server. Take a look at the source files to see how we've created Blackwood and how it works.

    We've also uploaded an example of Blackwood to the Steam Workshop. It's the exact same as the DLC, so there isn't a need to download or subscribe to it, but for those of you who were curious, we set it up to show you it does work. You can check out Blackwood map as a mod here.

    The latest download of the Devkit can be found here: http://atlasdedicated.com/ATLAS_DevKit_v218.zip  ( torrent )
    ( MD5: 417f792608439e809d732e49af72ab3e )

    Additionally:

    The optional Ocean map sublevels can be downloaded from here: http://atlasdedicated.com/ATLASDevKit_OceanSublevels_v218.zip ( torrent )
    ( MD5: ff927974975e3f9c20b395c330e441e8 )

    Please note that this is a full devkit download, so it is recommended that you back up your mod content before migration -- a general rule of thumb, make sure you back up your files regularly! 😉

    One of the primary differences in making an ATLAS map would be the ocean and our dynamic waves. You'll want to read through our documentation to make sure you've brushed up on the new systems, and in particular, make sure to read up on how to setup ATLAS shoreline data is setup. This is so that water and waves work properly with your maps and that you don't end up with high waves very close to shore:

    https://devkit.playatlas.com/en/latest/Guides/Shorelines.html

    We've also added some more pages to the documentation site, so make sure to check those out:

    https://devkit.playatlas.com/en/latest/Guides/WorldBuilding.html

    :skull:

    Haven’t yet ventured onto the high seas? ATLAS is currently on sale for 67% off on Steam July 26 - August 2!

    :wheel:

    Happy Sailing,

    Grapeshot Games

    :skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

    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


  7. Aye, the current implementation needs some work. In the future, we'll have it so folks can determine which they're trying to spawn and also protect against some of the griefing that can happen with companies preventing others from fighting it.

    • Like 1

  8. It's a client-side issue we'll need to resolve. Single/isolated foundations with structures on top of them are being triggered as 'fast decay' by the client, however, the server recognizes that they're legitimate and marks them as normal decay. Due to the mismatch between the client and the server, your game tells you that you can demolish it, however attempting to do so results in a failure because the server protects against it. The server always knows the true state. 

    It's a confusing issue and hopefully one we can patch soon, as it doesn't allow folks to know when they can actually demolish it. 

    • Like 4

  9. 9 minutes ago, sgzeroone said:

    Well can we trade off useless libraries that are loaded to help control the memory footprint?  Like lets get rid of the dingy, it's useless.  Heck, remove the sub and all the underwater libraries in the stack.  A more diverse selection of ships designs would probably be better received.  Or even specialized ships for certain tasks than to just make the existing ships modular with attachments.  This reminds me of the early days of SWG when everyone wore the same armor and it really hurt the community who wanted to show their individual uniqueness.

    Those structures/objects are negligible in comparison. We recognize that a more diverse selection of ship designs would be better received and we would like to give players more options not only for gameplay reasons but forging their own identities within the game and allowing them as much customization as possible, it's just more of a long term goal 😉

      

    • Like 1

  10. A technical hurdle we have with ships is the memory footprint they add to the game. With all the unique pieces on a boat, just by introducing a new type, we end up adding a lot of memory and there isn't really any other gameplay aspect that's comparable to it, once we make some improvements and overhauls to this system, it'll become a lot more likely that we'll be able to add additional ships, not to say that it won't happen now, but this is one of the things we have to workaround. Memory is an important aspect as it's something we need to consider when getting ATLAS to launch on console later on. 

    It's why in the past when we have decided to do introduce an update that effects ships, it tends to be based on introducing mechanics that work with ships, so think ship weapons/structures, their attachment system etc: Racks, Ballista Harpoon, Fishing Net. 

    The attachment system is pretty robust, so it wouldn't be surprising to see new systems based around it. 

    • Like 3

  11. 1 minute ago, boomervoncannon said:
     
     
     
     
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    Just now, boomervoncannon said:

    I do think that a lot of folks who might have eventually enjoyed a massive gameworld environment might tend to stagnate in single player or private server environments without realizing what they're missing. I say that because of the number of players who joined my Ark cluster community after playing by themselves who commented back to me that they didn't really understand what they were missing til they played the game with others.

    Yup, that's definitely true, though I don't think those people would feel that way about the mass multiplayer game in its current state, perhaps as we get further along in its development 🙂

     

    • Like 1

  12. 7 hours ago, SafirN said:

     Thanks for the reply 🙂 I still can't get up the admin command line. now I can also not get into the map 😞 it sends me directly to steam where it says that i can download the map but i have already played on the map so it is downloaded .. i have let steam go through all the playing files to atlas to correct any errors but dt didn't help either..

    You'll need to make sure you've got the free DLC in order to gain access to the map, you can spot it by searching for ATLAS in your Steam Library, and there will be an option to ✅ Blackwood as an active DLC. As for the keybinding, it may be because your keyboard doesn't support the character, for which you can change the key binding in your game options:

    https://gyazo.com/9535220003a33e9e7cdd4ab37752f7bd

    Toggle console is the option you'd want to reassign to a different key.


  13. 4 minutes ago, boomervoncannon said:

    Thanks for this insight into the thought process. I'm still not entirely sure that giving players the options to scatter onto single player, non dedicated and private servers won't work against achieving the desired population levels needed to make some MMO aspects function smoothly, but I guess if Grapeshot is willing to run that risk, I'm willing to try out the options. So Blackwood does look like an interesting take on Atlas's gameworld, and mods definitely did wonders for Ark.

    From our point of view, players who are interested in playing those game modes (non-dedicated and single player) aren't really interested in playing the Mass Multiplayer version of the game. Additionally, ATLAS has a pretty steep entrance in order to become competitive and it's very easy to get driven off of the main servers (at least on PvP). Providing these options give players an alternative choice, whilst we work to resolve ATLAS fundamental design issues. It's not something that will happen overnight, or I guess over the last 6 months. In hindsight, the team recognize there's a lot of things that could have been done differently, had we the power of foresight 😉. We are planning for the long term and I am hoping it's something we'll be able to cover more in upcoming articles/streams -- you'll have to stay tuned for now 🙂.

    • Like 1

  14.  
     
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    On 7/27/2019 at 1:47 AM, boomervoncannon said:

    Jokes aside, I have never really understood why a development team claiming to set out make a pirate/fantasy Eve inspired MMO would say from beginning that they would have private servers (yes I'm well aware that modding worked out spectacularly for Ark) and then go on to also offer Single Player. At this point it's a bit of a moot point since it's obvious they aren't creating anything even vaguely like Eve and it's debatable whether Atlas will wind up being much of an MMO in the end, so yes, I agree with the OP's idea.

    Aye, we can certainly understand why it seems odd given the initial intent behind ATLAS. The alternative game modes were created as part of Early Access, it wasn't something that we had initially intended to do but the feedback and requests were there, and it was something we knew we could tackle. Blackwood's creation stemmed from wanting to provide the modding community with a resource/example of a map that could contain what ATLAS has to offer but within a single server. Now that these alternative game modes and Blackwood are out the door (albeit with issues we'll need to resolve over time), our attention will be on the Mass Multiplayer version of the game, as that is our team's main priority, which you'll see over the months ahead.


  15. It's something we are looking into. Blackwood is pretty large, we had to make some technical changes to support the size of the map and this might be the reason we're not seeing as many spawns, not just due to the amount of space available but some tech reasons. If you're running on a non-dedi, you may have to wait a while in certain areas for all the spawners to appear (i.e fresh water sources around land masses). 

    • Like 2
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