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Found 134 results

  1. Death should have consequences... Currently death has no real consequences other than those that are a result of other consequences. I think death should have character consequences, so that players would generally seek to avoid death, and as is it can even be exploited a good deal because it has no consequences what so ever. If one were to lose a certain amount of maximum hit points per death, either based on a static amount or a percentage based on total amount of hit points, down to a maximum hit point reduction cap, which I think should be no more than 25% of the characters total hit points (based on base amount + hit points gained from level). These should be regainable over the course of time, eating healthy, applying remedies (and possibly magic if implemented) and avoiding conflict - the amount of time should be tweaked to find the appropriate amount and should obviously also be tied to the amount one would lose per death, so one should as a minimum recover a base amount equivalent to a day per death, or similar. This way, death is taken alot more serious, and won't be exploited, at least not to the degree it is now. This will also be beneficial to taking hunger, thirst and vitamins seriously, where as now because death has no consequences, it's more of an annoyance than anything else. The consequence of dying could be as much as 5% per death and as little as 0.5%, which will be up to the devs to decide. To clarify: This would essence be a temporary debuff that last at maximum a day per death, up to certain maximum, which sole depends on how severe the consequences of death is going to be, so these should be tied, which basically is just the debuff being stacked and as such should the recovery time. This is something that characters can recover from, through eating healthy, avoiding conflict and death. As it currently is, the hunger, thirst and vitamin system is disliked and not even taken serious, because there is no real downside to it, as you can just let your character die and then respawn without any real and lasting detriment to player's character or the player for that matter. This can be improved to a point where it can both a benefit or a detriment to the player's character. So how could it be achieved that the thirst, hunger and lack of vitamins is taken more serious? For one, by introducing a more lasting detriment to the player character if death to the character incurs, for whatever reason, like for instance reducing the maximum number hit points the character has by a certain amount or percent, although still with a maximum reduction that it can be reduced to. The character would be able to regain these by a certain amount/percent per day, where keeping certain vitamin types in the high area would lead to faster recovery, and it could be considered that certain foods would lead to even faster recovery, various remedies could possibly also be considered to add to this effect, including magic if that becomes a thing in the game. Furthermore, the vitamin surplus debuff really needs to be removed, as having a vitamin surplus has realistically never been a thing, because for humans excess vitamins is flushed from the system and does not become absorbed. The maximum hitpoint should also be able to be increased through the same as above, but only to half amount of what it could be reduced with. Actual values will need to be tweaked to find the appropriate amount, but I think the maximum hit point reduction cap should be around 25% of total hit point, and the maximum it can be increased temporarily to should be 12,5%. Further clarification: The bonus to maximum hitpoints, etc. is the equivalent of a lasting temporary buff that will expire upon death, where this death would put one to 0% in terms of bonus or penalty. It's basically a stackable buff that will stack up to the maximum 12.5%, the increments it will increase with depends on what values the devs decide to go with. However, 2.5% is a fitting number. This is to encourage attempting to stay alive for prolonged periods of time. A note on wildlife & other issues that needs to be fixed I will say this though, there are various things that certainly needs to be fixed before implementing this, like wildlife has to be fixed. Because wildlife currently as is - a great threat and would only be intensified if the above is implemented. But why do I say that wildlife is a great threat? The thing is, most of the wildlife that are aggressive by default can out right kill you, especially if you cannot outrun it, you can outrun snakes, but they can torpor you even after you've outrun them, where it will either attempt to still kill you or some other aggressive animal will. The primary issues with hostile wildlife is that they can attack through the mesh of the environment, including buildings and ships, where they should not be able to, the spawn amount and respawn timers, and that they're way too lethal and you cannot outrun them. Some of the absolute worst in the game currently would be wolves, lions and crocodiles. On the note of crocodiles, they're so bad currently because they can attack characters on smaller ships and can prevent players from getting rid of them, even trying to lure them away from the ship won't work, as they swim faster and only takes 2-3 attacks to outright kill one, they can potentially kill you before you even get a chance to lure them away. And given how respawn mechanics work, it almost litterally impossible to get it away from the ship. So yes, the wildlife is too much of a severe threat and seriously needs to be toned down, especially BEFORE implementing the above. In regards to implementing the above, it also means that bugs, glitches and game imbalances where death can incur needs to be fixed appropriately before implementing the consequences of dying as suggested in this post. I am interested in knowing your thoughts on this @Jatheish and the community as well. Perhaps others have ideas similar to this or ideas that will support this even further.
  2. with the game well populated again, it's almost impossible to get bottles, everywhere I've been marking since season 1 is full of shipyard / base constructions now, making the bottles no longer appear
  3. ♥ For 1453 hours, I have played this game in PvP. As we know, this game is a pirate game but after a new patch, again and again, It seems to me that devs tend to focus on updating new content mainly in new tamed and environment instead of ship updating. I would like to discuss about the new contents that I want to see. Let's talk about design first. I would like to see the developers introduce new various ships to fulfil different purposes for players like Caravel for discovery, Indiaman for cargo, Privateer, Frigate, Ship of the line for battle and adding more sails as well. The ship's sails and ship appearance in this game are really annoying to me. Look at Brigantine for example. Most players often attach three speed sails on it and make the ship looks like the kind of weird. There's should have had sails like Spirit sail at the ship's bow and Spraker sail at the stern that can increase ship speed as the rest too. Not to mention the captain's cabin at the stern that is empty, no windows and no big company's flag. Next, we should be able to board the enemy ship and capture it in a short amount of time like 10 minutes when a ship is unanchored but we have to wait more than 8 hours to claim which is really suck. And some good news from the last patch, there's spear bolt which can pull enemy ship but a ship can still fire to each other. If a ship can't fire when spear bolt pulling it, that's mean the boading enemy ship will be easier and it's possible to capture it. And the last point is NPCs that can't do anything more than a mindless robot. It made the game lifeless. This game should categorize NPCs to many occupations such as crew NPCs for mounting canon and controlling sails, pirate NPCs that can board the enemy ship, etc. Moreover, at the Freeport there should be NPCs roaming around like a real port city and some of them can ask players for doing quests. And it is going to be better if there're NPCs cargo ship sailing across between different Freeport or even NPCs pratol ship that can be plundered by players to get foreign materials. But for now, we have to bear with a boring long haul journey to get materials for the blueprint. I hope that this game can be better when it comes out from early access ♥ PS: Don't mind my English skill xD
  4. I've pointed to No Man's Sky in the past as the ultimate example in the gaming world of "The opera ain't over til the fat lady sings", but until this past weekend, I'd never actually played it. My boss (who incidently is one of those mythical grown adults who plays both console and PC games and makes distinguishing between the two as somehow separate and distinct groups somewhat silly) has been campaigning for me to try it for at least half a year, and has kept me abreast of Beyond, it's free update released last Wednesday. It is currently on sale at half price for another couple of days and so after giving it til friday for my boss to verify the new update was as promised, I finally took the plunge over the weekend. I didn't write this to hype a different game on Atlas's boards, but in the sincere belief that all concerned can take something instructive away from No Man's Sky. If you've been living under a rock for the past 3 years, then NMS's launch might be the only one to rate as a bigger charlie foxtrot than Atlas's. When you have legal and regulatory agencies of multiple governments publicly declaring their intent to investigate your game based on allegations of outright fraud, it's safe to say something has gone horribly wrong. Yet Hello games, in the face of massive bad publicity and widespread public rebuke, declared their intention to simply put their head down and go about making NMS into the best possible game they could. If ever a developer had every reason to just walk away, this was it, but they didn't. Fast forward 3 years. The game I played over the weekend was engaging, it felt fully developed and fun. If I had been unaware of NMS's disastrous launch I would never have known from playing it. I believe NMS is an instructive example for 2 parties in 2 ways. The first will not be what you expect. For Jeremy and Snail Games, and all other decision makers in the gaming industry, look closely at No Man's Sky and think hard about whether you really want to release your game long before it's anywhere close to a finished product and charge people money for it, whether you call it Early Access or not. Because the damage to your game's reputation if you do so and it goes poorly cannot be undone. No Man's Sky took 3 years to dig itself out of that hole, and what it has arguably lost in the process is the chance to ever be a big hit. It's clawed itself into being a solid game because Hello games put blood sweat and tears into making it that way without ever asking for a penny more from the people who bought their product. But if they had waited until now to release, who knows what it might have been. Certainly more than the 10k average activity steam charts even over the past weekend with a major new content release AND the game at half price. "Long is the road and hard is the way that out of hell leads up to heaven." Indeed. It would seem wiser never to put yourself in hell in the first place, wouldn't it? Secondly, for everyone who bought Atlas and now despairs of the game's prospects as hopeless and beyond repair: go and have a look. I'm not saying what will be, merely what is possible. If GrapeCard™ were merely shysters looking to make a fast buck, I sincerely believe that they would never have chosen an MMO to do it with, and more importantly, they would probably already have walked away. Atlas is making almost no revenue at this point. Do you see many new players trying the game out? The fact they continue to press forward should be evidence of a significant commitment to produce a viable game. It is entirely possible that the game could still fail, that it's myraid issues may never be satisfactorily resolved enough to attract a meaningful and viable playerbase, but that is only a possibility, not a certainty. I want to also say a word about the continuing criticism of Atlas's concept as not just pirate themed, but pirate/fantasy. If you don't like the concept, by all means say so, that's useful and legitimate feedback. But at the same time, try to give them credit for trying something new and different. The gaming industry has too little innovation and experimentation at the top these days, as the bigger companies just regurgitate mostly bad sequels to already proven franchises. If Jeremy et al had truly wanted to just create Ark II, they could have done it without taking the chances they have with Atlas. Beyond this, for those that just want to stand on the sidelines, throw stones and jeer instead of offering useful and constructive feedback, I offer the words of Teddy Roosevelt: “It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat.”
  5. So we're six months into what has been announced as a 2 year EA (minimum) development cycle. After a burst of initial excitement at intriguing possibilities like 40k players all on the same map and 700 different islands to explore, it's probably safe to say that the precipitous drop in playerbase is a strong indication most who tried Atlas out initially on the promise of these and other selling points have found them wanting. While the devs have worked continuously to make improvements and produce new content, I'm not getting the impression that any of it has created meaningful enough interest to draw significant numbers of players back to the game. All successful MMO's must have at least one aspect of their game that is the draw, the thing the game hangs it's hat on and is known for. Atlas will need to differentiate itself not only from other MMO's and survival games, but other pirate games as well. I think one of the reasons it is struggling is because there is no one aspect of the game which is strong to the point that when any of us as players are talking to friends, family and other gamers, if they ask "Why should I come play Atlas with you?" we could answer "Because it really does X well." One quarter of the way into that 2 year EA cycle is a point where either this should have started to become apparent, or the devs need to pick something and focus on it to really make it shine and stand out. My question to everyone is: What do you think that thing could or should be, and why?
  6. Reason I played this game was to interact and have fun with other players. I think too many have moved on and are not coming back. I struggle to login myself. Sailed some gold to one of our outposts, passed through 6 zones, and counted 5 people total besides myself. We have moved passed ghost ships to ghostly server populations. According to steam charts both PVE servers combined barely make it to 1000 players a day. Really sad that such an expansive beautiful game is dead now. Was fun while it lasted.
  7. Lawless Islands should be in peace mode 24/7 (PVE) but the 15 min timer for ship protection should be changed to 1 hour before protected but remove all rare resources from Lawless islands but make it impossible to create items using blueprints on lawless island or in the lawless zone (freeport included) this would allow people to sail across the world without having to worry about taking their ships back to their island it would shrink the size of the world this would allow new players to have some kind of chance to progress in Atlas at the moment its almost unplayable for new players the game is currently dying
  8. Uses a Tier 2 saddle, actually used to pull carts.. (bulls and oxen) If you could 'Make it so!' please
  9. I think this pic should explain it adequately.
  10. Currently the vitamin increasing arrows cover the vitamin bar to where it is difficult to tell the level. They should either be slightly smaller than the bar itself or moved downward away from the area that vitamins usually hover around.
  11. I understand that doldrums are a thing in real life, but in a video game, all this game mechanic does is say, "Don't play right now". Countless times my friend and I have been out treasure hunting and the wind dies down to almost nothing. At that point, there's no point in wasting time sailing. If that's what you wanted to be doing, you log off. The wind should always be at full strength. The changing direction is enough of a mechanic to add some planning requirements to sailing.
  12. The default action on a structure with an inventory should always be "open inventory". IMO this is a fundamental principle of UX. Sadly, so many of the structures in this game do something else, like "Set territory message" on claim flags and "Activate" on the ice box. You've trained people for years to open an inventory with E and all the regular boxes and crafting stations open with E, so all these other things are being messed up because of the inconsistent UI. Please correct this soon!
  13. Here is my take how upkeep should work, I just to a shot at hard numbers, those should be tweaked Repair chest takes one item, thatch, available almost everywhere and any one can get in little time. Every foundation, pillar, gate, or other structure put into ground requires just thatch to maintain at a rate of 1 thatch an hour,every minute not maintained it takes one damage, which must be repaired normally. Anything put onto another structure does not need maintenance. A newly placed item gets an hours before it starts taking damage. A repair chest covers all items in a small radius, (10x10 foundations) and also attached to same structure the chest is on. Pressing H will show structures not covered by a repair chest. The chest should hold enough thatch to keep a 10x10 build for only a 10 days, if you will be longer, you will need multiple chest or a smaller build Ship should have setup, but the repair chest is anywhere on ship, even a galleon, but with ships each plank requires maintenance. A raft is considered to have 6 planks. Advantages: - the support of a small building will be trivial, getting enough till next week only should take a couple minutes. Not much more overhead than eating. - Not instant destruction for non-repair. just need to repair the item. - No extra cost for fancy buildings, just footprint requires maintenance, - Can take longer periods away by building multiple repair chests. - Stronger structures will last longer when not maintained, but will cost more to repair when returning. Thatch would go away fairly quickly, stone will take noticeable longer. - Pillar/foundation spam will be next to impossible to maintain as each piece would require separate repair regularly. Disadvantages: - elevated buildings would reduce the cost. a single foundation can support a 7x7 area. the extra overhang may need to be incorporated into cost. - I person with a large stockpile of thatch could be there just long enough to transfer the thatch to the repair bin., but sooner or later they will run out of thatch.
  14. Hey, as it is now, there are already too many feats for the few F1-F10 keys Either Increase the number of shortcuts, or make them dependent on the equiped weapon/ if the player is on a wheel/or if he sits on a tame
  15. My giraffe can't step over this half ramp, but all other animals can. You would figure that the animal with the longest legs would have no problem with this, however... Wasn't there a recent improvement to how this was supposed to work?
  16. Either they should pop to the surface or leave some kind of marker on the surface, like a blood pool or oil pool, whales that are killed below the surface are extremely difficult to locate before sharks etc eat them.
  17. In a world where traveling by sea is the main point and that process may take several hours of one way travel only to be forced to travel that much time to return to your safe port, there should be a way to allow players to log out when they need too (for real-life reason, IE: sleep, eating, working, children, etc...) allow players to safe reprieve of ship immunity. This would promote players to travel and have a good time and know that when their playtime is over, they can just log out and be safe. This game is not about realism as I could point out many different aspects already implemented into this game that does not promote realism, so then allowing ship immunity while the owner is offline is not a far stretch and allows players a chance to experience the game and still have peace of mind that their ship will be there in the morning if they run out of time to play for the night. Pretty much only trolls, unemployed and single, and children without any responsibilities could possibly have any real complaint to oppose this request. I am sure they will state rhetoric such as, "it's a PVP Pirate game and there should be no safe harbor for anyone. If a ship is discovered with a captain sleeping, we should be able to wreck them!" but this is utter crap as this is not real-life and we are not able to be logged in 24x7 and this is exactly why there should be ship immunity. It does not detract from the game as there will always be players who are logged in and ready for your PVP intentions. There is no real reason that an offline and defenseless ship should be subject to your griefing.
  18. Planks on ships are already limited by the limit number of slots that they can be placed. they are also mandatory for the ship to function. So here is the problem. I had reached my build limit on my galleon. I freed up a few spots then added some water barrels. apparently waters barrels count toward build limit but were not restricted by build limit. I apparently added too many. Fast forward to a rough fight with a squadron of the damned and although I won the day I lost a few planks. Imagine my surprise when I tried to replace the missing planks while water is gushing into my bilge, and I receive the warning that my build limit has been reached and I cannot replace the missing planks. I had to scramble to remove what ever I could to lower my item limit until I could replace those planks. I see no reason at all that planks should count toward this limit. Sails, Planks, Helm, Resource Storage Chest and Dingy/Diving Davits are all already limited to a specific number, they shouldn't also be counted as an item. There is no reason that I shouldn't be able to replace a missing plank ever.
  19. You start to build on an island that run by a user or company. Well now i can no longer build on that island is this a known bug as I have a base there but i cannot start any sort of building anymore. And now im stuck,
  20. Seriously tired of dying because an animal envelops me. This has been an issue since day 1, so I gotta ask why is this still an issue? I try to run into a power stone cave but NO! I die because a wolf jumps at me and I am somehow looking at his ass through his stomach. Seriously?
  21. Time and again I am finding wrecks, start cleaning them up, have a special gally, just for the job of carrying everything, converting them back into planks and decks, etc. I have high level plunder and can reap huge amounts easy, but slow rewards, however, on many occasions I get abuse from people who "owned" the ship and accused of stealing their stuff etc. Which technically I am. I usually try to keep a locker on board, and will give them "their stuff" and the recreated basic planks if they turn up and match the company of the wreck, but I think it would be fairer to give everyone a 12 hour window to salvage their own wrecks, then make them open season for everyone else. Then I could just say "sorry, but you had 12 hours to get your 120k gold.. now it's mine" with a clear conscience.
  22. What do players think of adding magic to the game What kind of magic Elemental Curses Spell Enchanting Luck Sympathetic Voodoo Artifacts Creatures Mind control How reliable /chaotic/controllable What should it cost Should it have a permanent effects or temporary Should it be in the skill tree Should it have a minI game to determine how effective it is
  23. I was always be as polite and gentle guy as possible, but now - I'm going to swear. Because the situation just pieces me off! We spent all time to find a lovely spot and settle there. It was in EU PVE M3 (lawless) grid Sunview Chain. And after we build a town, laggs came out. Right now most of my time it's just impossible to play there. It's as LAGGY AS HELL! It shows ping around 160-255 but the situation is like I have connection for 1 sec. Then for 2-3 sec I have connection lost and all environment do mannequin challenge. Look how awesome my sailing there: Same on the shore. It's impossible to sail and encounter SqotDs. Its impossible to face wild animals in a shore. All I can do - is just slowly gather resources near my base (it take 25-30 hits for a single tree) and pray - so there wont be any lions around. It's not about our internet connection, because it's stable 100mbs optic and when I change a grid - all goes well (no laggs, and ping around 30). Sometimes even in this M3 my brother play fine with no laggs (ping 30) and I experience laggs (ping 255). Sometimes it's opposite (I have 30, my bro have 255). And we sitting next room from eachother and use same internet through one single router). I keep asking our neighbors - they say, all fine for them as well. And it's not just affect game experience. I was 3 times far from home. When I sail back, when I cross the border TO THAT M3 grid, some serious sh@t happening. - First time I just stuck inside my steering wheel. I couldn't move, couldn't perform any action. I could just watch my ship go full speed somewhere. After a couple minutes game crashed with this "ran out of memory "Line 51" error" - Then again I crossed back to M3 and got my sails control just gone. I didn't have any HUD signs of sails I couldn't control them. After a couple minutes game crashed with this "ran out of memory "Line 51" error" - Then again I crossed back. My sails stacked in one position. I was rotating them, trying to lower them down. They then back to where they were themself. After a couple minutes game crashed with this "ran out of memory "Line 51" error" - I was trying to build large gates for my tames paddock. Game crashed with this "ran out of memory "Line 51" error" - My brother was trying to build a schooner and somehow planks appeared in center of a ship. Then game crashed with this "ran out of memory "Line 51" error" Through all problems we built a beautiful village, with hope that laggs will be fixed. But it's just become worse every day. We just FORCED to demolish all of that: ...and move. So I just wanna ask a DEVs should we give this M3 a chance, or screw it! Screw this renewed eastern tundra, destroy all town above and sail back to were we were before wipe? p.s - it's actually ALL "M" column, M2, M4 etc...
  24. Now, ive wanted to write about this topic before as i've seen this issue with companies and individuals but now im compelled to actually write about it because i have finally recently actually become the victim of these kind of events. Im not gonna do names or go to into extreme detail of this event here, but i've recently experienced an instance where i had joined day one of wipe, a new lawless company devised of random people in the lawless zone. (many of which were solo's or people that had come from pve servers prewipe). the owner of the new pvp company who seemed grounded at first, eventually flipped on a dime.. had a mental breakdown.. screaming, lying, exaggerating/distorting events, blaming others for his negligence and kicking out people all willy nilly, the whole 9. textbook sociopathic scream fit kinda episodes.. It was discussed among many in the chat about the incompetence and outrage (right before the episode that got me booted from the company and banned from the discord lulz...) (sucked cuz i wish i had added a lot of those guys because now i don't remember their tags) We knew that we didn't wanna lose all our hard earned farming/taming/prestige from pvp and start a new group... talked about how we wished he would have resigned from ownership for the good of the company.. but alas. Wouldn't it be great if the leader was actually chosen by and represented the will and ambition of the people that actually make up the company. Please make a weekly company owner/leader vote system, @Jatheish. You would be a hero.
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