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  1. And the last but not least. When I told that those modular ships are extremely expensive in maintenance - I didn't say that to make it more drama ok? It's just compared to current ships. To repair 1000hp of Majestic Kraken or Ramming Galley I need to spend: 200 wood 120 thatches 100 fiber. To repair 1000hp of old fashion Brig I need to spend: 15 wood, 13 thatches, 15 fiber, 1 metal. It's 13 times less wood, 9 times less thatches, 6 times less fiber... and 1 piece of metal more. So If you want maintenance of modern modular ships be same expensive as old fashion ships, that's how much patches should cost. 15 wood, 13 thatches, 15 fiber, 1 metal. (oh and my gunports here a bit better quality and they just a bit more expensive in maintenance than generic ones).
  2. Hi dear stupid please go and play in PVP server and don't you never ever cry about PVE.. But better yeah dont come back less cry baby's less drama.
  3. Dude seriously, @eeeceee To OPs original point i prefer PvP as a lone wolf OR a tightly knit Spec Ops style (I'm a vet remember?). It's just barely feasable in the current game model. Didn't start barreling ships RPK style so maybe its more feasible now, dunno tho.. Smashing the PvP community into a smaller sandbox will result into the following cycle: Megas will eat all the sheep. Then they'll begin eating eachother.. At which point they'll be forced into choices.. 1.Cater to the sheep to gain an advantage 2.Let the server go dark from boredom proving flawed modeling 3. Hold hands and have pre agreed staged battles, which will result in winners and losers. Animosity possibly ensues and choices 1 & 2 are on the table again along w some high stakes intrigue. Dunno just pokin around for fun but i found minimal enjoyment playing PvP this season. I don't mind living on a Megas island and paying some taxes as long as they're clear I'm not their bitch. Point is have some drama in a PvP MMO, or don't, ...just knock it off with this middle of the road shit
  4. The problem is they aren't answering the question. It would be so much simpler if they just said yes or no. By ignoring the question, it creates hype and a bit of drama. I simply want to know so I can save 45 minutes a day emptying farmhouses and feeding tames. And of course, when there is a non answer its a passive yes. Id probably have better success asking them if they intended on packing the supreme court....
  5. You do that and this game will literally die. 90% of the people who do play this game pve settle in lawless to avoid the bullshit you have to deal with regarding the land claim system. If you do not have 1000 hours a week to sink into this game, and HATE the drama involved you stay in lawless. Sure there is grief a plenty with lawless island being covered with half build trash, beds and signs, however some tool cant just remove everything you build 24 hours after ya place it cuz your on "HIS" island. Same with the jerks who kill the stuff your trying to tame, then tell you only way you may tame on their island is if you pay a "tax".
  6. Atlas is a game without a clear direction, it was presented as a pirate game built on the Ark engine where you and your crew could sail around and go on adventures, fighting at sea, and it had some land bases. What we got was a ground based game with a few ships, most combat took place fighting over islands with absurd mega-companies dominating everything. Literally locking people off the server because they brought so many people to the fight. Ship tended to be used as mobile spawning points and artillery platforms for specific bombardment of areas. You send in a crew that could grapple, fly, or climb to an area, and take out the defense crew in an area, then use ships to hit the walls to breach them with large cannons from long range. Mostly when people were offline and your company was online. A small group basically could do nothing because the Megas controlled most of the islands (Not all but most) and even controlled lawless islands. If you got too big, you got trampled upon because you became a threat. the "join us or die" mantra was repeated a lot. So they were like right, the pirate thing isn't really working, so lets lean into the "magic punk" aspect and add more mythical creatures, submarines and torpedoes, but still have people be at the mercy of the wind. They allowed you to get fantastically overpowered ships that could take on multiple normal ships with ease by literally one shotting normal ships even ones with a few upgrades. Because balance? Whats that? How about we just allow mega companies to control all the resources they need to be able to make OPed death machines that no one has a hope of challenging because "they worked for it" and changing the game isn't an option, we have to keep that in because the megas, will get mad when they cant use their blueprints to be able to destroy everyone and leave, since they drove everyone else away from the game, that would kill our game. Things they should change: Nerf blueprints to a 2% bonus per material used beyond 1. 2 material 2%, 3 material 4%, ECT. Hard cap company size and alliance sizes to a much lower number, total numbers of players in alliances instead such as 150 total players, that way many small groups can ally up, but it handicaps megas. I know that Mega's will still work around this, but make it harder for them and it will also cause more drama for them when they constantly have to sort out. I do not know how to sort out the material scaling, where when you are small and in the stone age, it takes forever to get anything done, but when you are a mega, it takes minutes to build ships. Maybe limit resource respawning on islands by a lot, 12 hours per tree and rock or something, so that they cant clear an entire island of resources, then do it again as soon as it respawns. This prevents megas from spawn clearing entire areas every 30 minutes or w/e the absurdly low time is. Also, limit the special materials to rare spawns and have generic versions be the default to limit blueprint usage. have "metal" and "rock" and a generic "alloy" for generic cannons and rifles. I still think they should add factions to allow people to have a "safe" haven that they can somewhat rely on to be more friendly, so they can build relationships with people around them instead of instantly distrusting literally everyone around them, to be able to build up. The New player experience is rather abruptly ended at level 8 with your next step being onto lawless islands where you get murdered instantly. You haven't even built your first hut yet and you are being murdered by guys with guns and you are still working with basic spears trying to figure out how to build things and where resources come from. I think factions would bridge that gap between freeport and OMG EVERYONE IS AN ENEMY. I just lost the ship I spent 3 hours figuring out how to build, and now I have nothing after being one shot by a rifle and do not know what happened. Uninstall. I am a long time player of ARK and other games similar to this, most people aren't on that level, and will quit because they do not understand what happened.
  7. You can make a new character, join a faction say meet me at xyz and sink their trade boat with your main character on an enemy faction. You will have to go out on a limb for your faction members the same as you would in the current system. The drama you had in those alliances is going to happen the same way in a faction thats just human nature. I am not sure where you are getting at, I am saying there is no reason to attack or fight someone for their materials. Most people are happy that you farm on their island because they get a tax cut from what you farm. There is very little reason to fight over resources in the current system, if the island is hostile to you theres a dozen other islands you can go to, I have never experienced beeing denied a resource. 9/10 people will not attack on the pvp server unless you act like you deserve it. The only materials I have ever seen conflict over is the Iron wood and the thatch on those islands because they are limited to only 3 or 4 islands. If you're in a faction the map won't spawn in another factions territory and this problem won't be the same? I have had to abandon more maps to bugs then because they are on a hostile island and like you said at worst you'll just have to delete the map and move on, I don't understand why this is such a big deal. The blueprints in this game are insane so ofc the good maps need to have some risk to them...
  8. Yes, and they should address the poor design problem of blueprints to make them less of a "god mode" and more like, hey nice job getting all that stuff here's a bit of advantage. Megas have absolutely zero issues getting all the materials they need, it does not take 2 weeks once they have a blueprint to churn out those ships, they literally have hundereds of people farming blueprints, they take dozens of ships around collecting full cargo loads of each material and in a very short amount of time they can make a few powerful ships and outfit a few people with the best equipment, use those ships to secure their territory, then not lose those ships and equipment because of the massive advantage they have, then make more of them to outfit more people and it snow balls. Where as a lower end group say 10-20 people, they can spend weeks getting all the stuff they need to get 1 ship, have it swarmed, lose it, then are back at square one, it takes a significant amount of time just to make a basic ship for small groups, a brig can take a day or more of hand harvesting, because lets face it, you probably cant get access to the animals because those are locked down or if you get large enough to make the areas to secure the animals, you get attacked. It is a Sisyphus problem, you constantly try to make progress, just to be "stone aged" any time you do. On top of all that, everyone is mad because they spent all that time and effort to get a good ship, just to have it sunk in short order because of the absurd numbers game, causing tons of drama, because to compete you have to make such a massive investment, and unless you do not, you will never get anywhere, so your options are stay small and get no where, or try and build and get wrecked.
  9. I understand what you saying, i feel the same i'm talking about people that just purely hate on the game like literally hate it and ARK it gets annoying because the game has a really good potential but sadly it's in the wrong hands, the they told us it's a sister studio but it was all bullcrap what is that sister studio doing now? working on Genesis for ARK that's a big slap to the ATLAS community so i do understand where you coming from i just feel sad for the state of the game. as for New World they had their fair share of drama the devs have literally no idea what to do with the game it was supposed to be a full PVP game but near launch they decided it's a PVE game with PVP as an option to turn it on and off people got mad because the game literally has no PVE content the world is empty just a playground for PVP yet they wanted to make it PVE so they tried to revert it so i heard but that does not look like a good sign for the game.
  10. IE having the kracken drop 10k gold (not a lot) is a relatively simple mechanic, as a result you would have large naval battles instead of people just doing harbor runs and screaming "get gud" at each-other all day as opposed to H8 being a PVE zone even on PVP servers. I would also scrap the whole golden compass idea. It's just a time sink, and time sinks are very ineffective ways to get people to want to support your game. Sure maybe it can work in a game like Skyrim or Risen, but this is not a campaign story driven game with deep lore that is going to have novels and movies written and made about it. I have no idea why they are trying to compete with WOW and TESO on this front, both in Ark and Atlas. Hell, I would argue Ark was better before they started twisting game-play around a story. I would guess they will probably make the game PVE at some point, there will be a small spike in sales and then a steep decline, and they are going to be left scratching their head why simply making half the zones (a very minor budget change that skiddies do on modded servers) PVE didn't line their pockets with gold, same way UOGamers has more players than the official servers for EA's other "sandbox" game. Also, instead of all this "limited company and alliances" crap, it needs is an /lfg function, and better rank/access mechanics. A new player should be able to jump right into the big company/alliance wars. That was all it needed back in Season one as well. I actually liked that better because ships were either blue or red, now there is so much "teaming" nobody pvps because out of game alliances extend beyond what the game allows. The new player experience has gotten worse for it, and there is less eve-like drama. Now we're talking about adding factions and shit, when the game had that already in season one, and people shouldn't have to turn to social media in order to find a group of people to play with, honestly, most people are not going to sign up for reddit or join a forum to play an MMORPG nor should they be expected to.
  11. In order for Atlas to be more advanced than the ark game, there must be a story with the main character, like many other games, and there must be an NPC force, not a war between people. Without thinking about this, developers can only say that simply making it a pirate game is a lack of ability.skull and bones I heard it will be made into a drama, but developers need to work harder.
  12. well, it all really depends what you want to do... if you want to solo it, play the game casually or are with a small 2-8 active group, owning an island/islands might not be for you... your best bet is to find a large company that will allow you to build on their land. most companies love renters on their island because that's free resources in their tax bank they don't need to farm them selves. pick a group that has a good well established harbor you can park your boats at and hopefully you can join their renter alliance and have access to their harbors and islands. now if you're a lawless pirate and you just want to live reckless and kill/raid indiscriminately, make yourself an underwater crafting fob where you will store all your valuables... make it deep and far out. set a company wide maker so you always know where it is. spam bed boxes all over the island so you can spawn in easy. craft what we call a "boat in a box" that you can put up on the fly when you log back in because its very rare that your boat will last the night on a lawless island. put your tames in random spots, preferably hidden. don't bother building a tame barn structure because that will attract griefers... or you can park a gally in freeport and make that your base where you store all your tames and valuables... you just gotta maintain it every 6 hours... but honestly, that seems like more work than it's worth. but IMO if you are looking to have fun and experience the game for everything that it has to offer, id suggest joining a large established group. but beware, there's always drama and intrigue in a large gaming community..
  13. That last sentence is what I'm talking about. The "trash" do show up, they seldom go quietly. So for me, this is a non-starter. Sure you can make it work, but if you have PvP, you are always going to have drama. Now PvE does have the rule breakers too, although they break rules that are kind of dumb. Like many servers don't allow you to destroy other players stuff when the timer is up. You can't go in some other players base even if they have no doors on their doorways. You can't claim tames that become claimable. I find all that kind of stuff fun, but if that is the rules, then I try my best to follow them.
  14. If you do run a PvPvE type of server, don't fool yourself into thinking this will be a place where both PvP and PvE players can play. It is a server for PvP players. Many PvP players also like a safe place where their base will not be raided and where they can gather resources. Once ready they can move to or travel to the PvP area which is usually set for higher danger and rewards. Most PvE players do not want to play on a PvPvE server. They play on a PvE server to avoid the drama, the competition, the destruction made by PvP players. A server that is half PvE and half PvP is a server that a PvE player can only play on one half of. And even in the PvE section, they will have to see the drama and toxic behavior in chat and other places from the PvP players.
  15. well but of course, i like knowledge, and this is a good oportunity to gather all kinds of data, from the psychological reaction of the different type of players exposed to the different stages of the evolution of this situation to the reaction of a studio who's greed fucked up the entire project rly bad and needs to make a comeback, have you ever wondered where is the limit of the complacency of the hoards of sheeps called players? or where is the limit of how much a company's greed and ego can blind them before they realise it and try to react? this is like a lab experiment but instead of watching rats i watch people, you would be surprised of the ammount of usefull information that can be extracted from a drama.
  16. future? what future? ROFL they already burned half the time they themselfs set to release the game, they will release the game after the 2 years period but only in name because the game will still be in alpha quality. you say the community is not smart, but, what community? the remnants would be a more appropiate name, that said once the game hit rock bottom (hopefully soon) the only direction left will be up, but do they rly have what it takes? the new guy seems to have a much more clear vision of what the game should be but i can envision "difficulties", as of now the game development is more a tv drama than a game development so we will see (i will most likely never play it again but i wanna see how the drama ends xD)
  17. is not ment to be usefull is meant to solve problems this is an individual claim system, i havent even mentioned the company claim system, so the fact that you are comparng them both is like comparing apples and bananas without further explaining what you mean with this i have no idea what you are referring to. you havent given a single arguement, as of now you just thrown unralated complains with no base at all, let alone a relation with the current system (my intution tells me you are an island owner scared of losing his income) no, only you are, because you are a special snowflake. if you cannot even read a post properly and realise i said i was talking about the PVE servers, dont even try , and sit silently in a corner. i dont give 2 fucks about "your" MMO way, i play MMOs only to see the drama from the distance while eating my popcorn, not that there is much drama in PVE anyways.
  18. I'm not excited about it. Most of it's already in the game with the treasure map mechanic, and unless they change the way it works it will only provide content for a couple weeks, and then you'd never see them again. Look at adding (pve) content this way: 1. Completely simple/unsophisticated approach. (Game Design 101) - Add more NPCs to kill 2. Slightly more sophisticated - Write quests involving killing NPCs 3. More sophisticated, yet still very basic - Write more complicated quests involving new geography, new animals to tame and more NPCs to kill But all of those approaches miss the point. Pve players want conflict and drama just as much as pvp players do, they just don't want it to involve killing other players and destroying their stuff. So what's left? How do you "win" pve and become king of the hill? Economics, crafting, artistry, and personality. Real additions to pve give the players an official structure to compete in those areas in the game. This would require deep and exclusive crafting skill trees, a real economic system with benefits to gaining gold, a system to encourage politics and fame, and better outlets for people's artistry in building, music, and changing the landscape. The best game design for pve goes above Game Design 101 and recognizes that pve players do want to compete against each other in a game. I swear, there are many game designers who think pve players enjoy killing 40 rats for some meaningless gain and then sit around pretending to serve each other tea. The funny thing is that we talk about this stuff as pve content, but this is also content that makes it a richer game on the pvp side as well. All these pvp/pve argument always ignore the fact that the pvp game is a superset of pve. Pvp gets whatever pve gets plus all the pvp aspects as well.
  19. So Wurm has another thing going for it... Faction's Yes the Friends raiding your base loophole sorta works Problem is your friend would need to be in another faction, which in Wurm people in other factions are typically far from your friends not to say there are not the usual drama filled I quit this faction and go join the other faction, things and then said drama queen decides the grass was more green on the side he came from. But one person can only take X amount of the loot from the token, not to mention it's not a 1 to 1 reward system either... For example 10,000 Gold is on token Raid comes along 2,500 gold is removed from the token. 1 Person in the raid takes his share from raid "200 gold" 2nd person takes his share "200gold" 3rd person takes his share "200 gold" 4rth person takes his share "200 gold" you only had 4 people with you 1,700 gold goes up in smoke to the mystery black hole..... and at most 10 people can tap a token in a raid which means while your taking 25% of the cash from the owner if you have a full 10 guys you only end up with 20% as 5% just again simply vanishes into the black hole.... So if you had your friend raid you so you could get that nice long period of the token not being raidable then you losing a good amount of coin in the process.... As for What does the token do? I keeps decay from destroying your buildings and items... It does not make your wall invulnerable... But it does add a decent buff to there durability because it's inside of the tokens influence... So all the token really does ultimately is it keeps the game's Decay from destroying everything thru the natural decay that happens to anything you build in game.... It does not magically make your walls impossible to break.... However Wurm has Siege mechanics you not going to simply hit the wall with a hammer and break in, well you could if you got a few days and nothing better to do you could eventually bash thru a wall.... No you would typically build a Catapult at the location and use it to break thru the wall which again is a bit of an undertaking and it could take an hour or two but you can get thru.... Of course if anyone is there to defend then that changes the dynamic alot... Of course I am leaving out many nuances of the game like Dirt Walls so high you need amazing stamina just to climb to the top where the actual wall is and then you have enough stamina for 1 swing of a siege hammer before you run out of stamina falling down the 255 dirt high dirt wall taking tons of damage.... Fortress's built like this in game are neigh unraidable but at the same time it takes a month for one guy to fill in the one tile 255 dirts high and you have to do that too 200+ Tiles those types of builds are insane... And then you have new players with 12 points of skill in carpentry putting up wooden walls and locking their door thinking there stuff is safe and anyone with a butter knife can walk up and cut thru there wall in about 60 seconds.... Game revolves around skills and skills are grindy and take "years" to raise. However again all of this is not really relevant to the token mechanic and I am getting off topic...
  20. but was it fun?? yes it was, and isnt that what we all play games for?. I dont intend to be a drama queen or anything but i literally uninstalled the game again once i confirmed this info, this was one of the few things that made atlas different than other sailing games and actually added value to it
  21. I recently started playing this game together with my wife, and so far it has been really fun. But there are a few things that could be changed for the better especially when it comes to single player and coop. These suggestions are mostly tied to exploration and progression: - Treasure maps: Exploration can be quite rewarding in games, but if you find what you are looking for all the time, it stops being exciting. There are just too many bottles at the beaches, and you get tired of finding them 5 minutes after you start playing the game. It quickly becomes a farming issue instead of exploration. The second issue is that the event is always army of the damned. Adding some more events could be beneficial. Like underwater treasure guarded by an alpha shark or something. All in all, give us far less bottles (and maybe increase the loot from each one), and vary them up a bit. Hunting treasure is fun after all, or should be at least. - The sea should be more dynamic: Sailing in this game is really fun tbh. But the encounters could need some diversity. Currently in coop and single player, you only see ships of the damned (who only spawn in armadas btw), and storms always spawn on top of you. Every zone contains a lot of ships of the damned, so you are sure to encounter them all the time, and since water spouts always spawn on you, you are sure encounter them a lot too. This ties to what I said in the treasure map section: If something happens all the time, it stops being exciting. In this case it becomes more of a nuisance. So I suggest you add more variety here too. Add some trade ships with lots of good trade resources sailing around. If a player attacks them, his ship gets a debuff that will aggro Navy ships sailing around. Also add some pirates that will aggro players and navy ships alike (I know you are adding pirates with the pirate encampment patch, which is great!). When it comes to storms let them be more random so you can see them in the distance, or at least see the spouts in the distance and make them more dangerous. This will add drama and tension. Adding more types of storms like lightning storms and maybe a rare Tsunami could also spice things up a bit. I don't think these suggestions would cost too many hours in programming time, and they wouldn't really require too many new assets.
  22. Had exactly the same with the thing that I've started on PvE and after all the drama decided that pvp amount on pve was not worth it. Single player for the win.
  23. Other than a single meme almost every top post there is player drama. If a post is not player drama it turns into player drama. There is a video post from someone who discovered bears wont whistle off of a Cyclops; the comments turned it into player drama about the player taking a bear into a powerstone; or flat out wrong comments about the game in general. Let's also not mention the bigotry, and the fact the sub is mostly used to shit on the game. Honestly, if I were to blame anything for the lack of players recently, its that shit.
  24. Ah. the great age of fantasy piracy. where a real pirate needs a bear before he needs a ship. and a giraffe. and an elephant. basically, ships are not important, but bears are. how about getting rid of this whole half assed "pirate" theme altogether and name the game after what it really is deep down inside: A petting zoo. Excuse me. A fantasy petting zoo. Now with 50% more disney castles. Free extra lag and emergent carebear drama!
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