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  1. Ah, c'mon!!! We need gathering group instrument! You know, a lot of ppl play solo not because they hate everyone, but because there is no groups instrument in the game. You can not announce assemble. Even in chat - you can not sail to some grid and start to yeling: "I gather for Kraken", no one will go, because everyone needs to run through island, gather like 8000 coal resource, and 6000 metal. Recycle it to gunpowder, create and carry to ammo box 1200 cannonballs. Put alot of repair resources to the ship's resources box. Putt all crew to stations. If there is a tundra, then sail few grid away for herbs and seeds to create med-kits. It may lasts couple hours. Only then, they ready to go. What we need is some kind of announcement boards. So any player will be able to write: "this Friday. we do Kraken, few Brigs and Galleys needed, start in 19:00 local" and all other players can read one and sign they in: "I'll definatelly go" or "I'll probably go". All those ice caves, Kraken, Ghost ship, Hydras and Drakes, Whales, lvl-16+ treasures, even LVL-50+ damned Galley may require a group (I do all of it, exept ice cave, solo with my brig and tiger tame, but some1 might unable to do that). Oh, and of course, group loot. There is no group loot system in seas. It should be the same as in treasure chests. One gather it. Every1 else find their own loot it their inventories!!! LODs guys!!! Do LODs : ))) Jeez guys. Players asking about that SINCE BEGGINING, it means in 2 years already!!! Oh and make wallhooks within masts indestructible! 500 HP is a joke every damned ship keep destroying them by a shingle hits!!!
  2. Ahoy Pathfinders! We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. From the Captain's Quarters We have heard your concerns regarding the new ship system and we would like to discuss our goals for it to help set expectations. We love the level of customization the original ship system provides and we will continue to support it for as long as possible. Currently, there are no plans to remove the original ship system. Early Access gives us the unique opportunity to share new systems while they are still early in development. The modular ship system is one of these new systems, and it will be released in three main stages, the first of which has already begun. In the first stage, we used the new system to create pre-built ships, like the Ramming Galley and the Majestic Kraken. Our goal with this stage is to give players a sneak peek of the system while also providing a quicker option for obtaining new ships. While the ability to purchase pre-built ships isn’t going anywhere, it’s not the end goal for the new system. The next stage of the modular ship system is coming soon and will introduce customization options to pre-built ships through module swapping. We will be introducing a system similar to ‘Sail Points’ called ‘Module Points.’ Each ship will have a pool of Module Points, and every module placed on the ship’s ribbing will cost a set number of points. Higher impact modules will cost more points. As a simple example, a Midship Gunport Module with two Gunports will cost more than a Midship Gunport Module with one Gunport. We will be rolling this system out piece by piece, starting with the ability to craft and swap Railing Modules. As we expand the customization system, our goal is to introduce a variety of modules that provide meaningful choices when building ships. Players will need to decide which pieces are most valuable to their strategy and budget their points accordingly. We feel that the original ship system had little room for choice and expression because the meta was so defined. Our goal is to expand the meta to include a variety of different builds and strategies supported by the new system. Initially, we will be releasing tactically-focused modules, but eventually we will also release cosmetically-focused modules. These could include things like different Railing types or a Midship Module with windows. Cosmetic modules provide no advantage in combat but would allow players to make their ship their own. (Cosmetic modules won’t cost additional Module Points.) The final stage of the system will allow players to build modular ships from the ground up. After choosing a ship hull size, players will be able to plug in modules from a variety of available choices. (As long as they have enough Module Points!) Our goal is to eventually have enough modules that the new system will have the same level of customization as the original system. This final stage of development won’t be complete for a while, but we hope you’ll stick with us for this journey! New Survey - Ships We're back with another Community Survey! Remember, surveys will cover a specific topic, so if we haven't pushed out a survey relevant to your interests yet, please know that there will be more! If there are any topics or changes you would like to see from us in future surveys, please let us know! We're only beginning this initiative, and hope to improve our process as we continue to develop ATLAS hand in hand with the community! This month's survey is focused on collecting early feedback to our New Ship System / Ships for Gold System. So far, we currently have the Ramming Galley and the Majestic Kraken out, with plans for many new and unique ships on the way. The goal is to create a highly customizable and modular ship system where players can make meaningful choices when building their ships. Before you complete the survey - if you haven't already, please make sure you have read the latest about our goal for this new Ships system in the Captain’s Quarters section above, as it will provide more details. Please find the link to the survey here Although we cannot promise to commit any specific change, we would want to be able to quantify which issues players care about most by using this survey to reach as broad an audience as possible. We appreciate your support! Thank you! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A Will the new claim system address the long-standing problems many islands have of "lawless" areas in what should be Island-owned territory? We have been getting a lot of great data about claiming since Early Access started. Each system has had some good aspects and bad aspects. Every player has different needs and ideas about what they want. The new Area Claim system is meant to fill in some gaps and for now will live side by side with the existing island claim system. The island system still has some flaws and bugs and will be looking to address that in the future when we decide how it fits into the big picture. With the new theme and vision, will single player still be part of that? While PvP is our primary focus when designing content, we want to ensure new features are also supported in our other game modes. (Including Single Player!) Are patches being tested in single player or are they only tested for multiplayer purposes? Recent patches have addressed some Single Player specific bugs and we plan to continue this in future patches. Your reports speed up the bug squishing process, so please continue reporting any bugs you come across. Can you enable the market system on single player? The Trade System runs on a separate server from the game to allow Markets on different servers to talk to each other. When it comes to single player, it will have to be same-server trading only. This change will require some engineering work and we do not know yet when we are going to make that happen. Will there be factions or AI? It would make PVE more interesting. What do you think of having PVP only at sea while land is PVE? Our direction for Atlas is to make rich player interactions, whether that is through conflict or cooperation, and that is where we will spend most of our development effort. We have talked about factions and think those fit better with an MMORPG style game rather than a massively multiplayer sandbox game focused on PVP. When will there be a massive Structure limit for land bases? How do you intend to prevent massive Structure spam that was used in PVP as defense meta on any island and in PVE to claim land on lawless? Spamming structures is not fun gameplay and we would like to get it out of the game. We have some tools available, such as restricting the number of structures that can be built. Each of those options come with drawbacks. We'd like to find a solution that feels good within the world, is good for performance, and isn't so ugly. One of the things we are working on is giving players more choices when building. For example, rather than having to spam 100 walls, we are adopting some of the modding community's solutions and making large stone blocks so that larger defensive structures can be made with fewer pieces. We are also looking at making more automated structures that are designed specifically for defense. When can we take exact amounts of resources out of a resource box? Can we please have a keybind to pull one single stack of something from a ship resources chest? Thank you for the suggestion! We'll look into this. We love hearing ideas that make Atlas a smoother experience. What Holidays are to be recognized going forward? So far with the new team we've enjoyed Thanksgiving, Christmas, and New Year’s and then skipped over Valentine’s. Is there a list, or is it just if there's time given the more frequent Updates? We don't have a formal list of events, but we like to celebrate as many holidays as our development schedule allows. Our primary focus is on new features, quality of life changes, balance, and bug fixes, so most holidays will be celebrated with rate up events. However, the Winter Event was a lot of fun to prepare, so you may see something similar in the future. (Anyone want a pair of Bunny Ears?) Do you plan to make any changes to the current economic system? Gold is pretty abundant on PVP, and absurdly worthless on PVE due to the lack of any major goldsinks. Do you have any plans to change gold cost settings between PVP and PVE? PVP sinks gold into war-dec tokens, drakes, and 1000s of defensive npcs. PVE has none of this and island costs are minimal - there is little chance of islands changing ownership on PVE until the owner doesn't log in for 10 days. This is one of our core focuses on the game right now. We definitely have some more gold sinks in mind and would love to hear your ideas. Please note that with our small team, at this stage in development, we are focused on balancing PVP first. Gold is only one aspect of the economy. We would also like to see a thriving and competitive resource economy. Right now it's very hard for small companies to get a variety of resources, and very easy for large companies to get nearly all of the resources. Since this is tied so closely to competitive balance, it accentuates the gaps between these player groups. We have started working on the next map, and it will give you more reasons to value different islands for the unique characteristics they contain. This is something we’ll talk more about in the future. Question, will more gear for the players (like new swords, guns, and armor) be added as time goes on? Atlas is a game about telling player stories. Custom gear or content is one of the places we would like to reinforce that. Rather than take the standard RPG approach where the devs craft thousands of items, we'd rather give the tools to players to let them craft unique and interesting items within the game, so we will be working on those sorts of systems instead. That said, most of our art effort in the next year is focused on creating awesome new ships, so new visuals for player gear are not likely to be added soon. Does the team envision that it could be viable to just sail 24-7 and totally avoid land from the beginning of the game? With the introduction of new ships, Sea Forts, and water tames, the ocean is more alive than ever before and we will continue developing content that pulls people towards the sea. We have a variety of features in development including physical trade ships that can be intercepted to steal resources. We are moving towards a world in which a strong navy will be required even if you have a base on land. That said, land will always have a place in Atlas and the majority of players will want to explore both the land and the sea. We would like to hear more about direction on loot. The loot in this game is so bad right now we are seeing no crafts on bps, and are not seeing more of those bps dropping. We would just like a long write up of what direction you would like to take loot. Also why was loot changed mid season, crippling companies who now do not have the bps to replace boats? What data has been collected on the loot change? Most of us are still seeing low % items at the MW and above scale. Is there more loot balance coming this season? We have started making changes to loot focused on blueprints and will continue to do so. We are making multiple changes simultaneously to support some transformative changes and that means sometimes things will get out of balance for a while. Recently with blueprint crafts there were some errors in the math which made the number of crafts significantly lower than was intended, and we'll be fixing that. To be clear on the intention - we are moving BP drops to happen in higher frequency with lower craft counts. This means you will see interesting and unique BPs more often, and will not be able to sustain as long on a single good find. Regarding our long term plans, rather than make this a strict RNG loot experience, we're also working on a set of blueprint crafting, merging, and upgrading systems. This will be initially focused on sails as we prototype the system. This should allow you to get closer to the sort of customized, hand-crafted blueprints you want while still providing an element of skill and luck for getting there. We will reveal more on that system as it comes along, but look for sail BP crafting in the coming months. Will we see increased reasons to sail in our home grids? Currently the only place to sail for content is GA. Is there talk of making more local grid content that would incentivize players to sail to other grids other than GA? Our goal is to get more player interaction, especially on the water. Adding in Sea Forts is an example of an objective you need to sail to and compete over. Sailing can be obnoxious if you have to go long distances and that's why we're addressing that problem with the upcoming Tradewinds and after that we plan to introduce a portal system. Tradewinds is in final testing, and the portal system is still being worked out in design. Atlas is primarily a game about interactions with other players, so new water objectives we create are not going to be single-player experiences, but rather ways of drawing players together in conflict. What are your long-term game performance optimization strategies (realistic ones)? It seems pretty clear that from a technology perspective, it's not possible to support islands with 100s of thousands of structures on them and maintain enjoyable gameplay. How is this being addressed and how can players provide detailed feedback as you discuss potential strategies for dealing with this? We're looking to consolidate some larger multi-piece structures into chunkier single-piece structures. The overall structure count has a huge impact on performance. We don't want to remove the customization that is a hallmark of Atlas, so we're looking for ways to add new options rather than cull existing choices. Are there any plans to rework the chat system to give players a better method of communication? Not for a while. We'd love to eventually implement a mail system that allows players to communicate across servers. Would the ability to salvage ship parts of sunken enemy ships be possible? A skill with a chance on salvage to get the item at a low percentage. This will help provide an incentive for players to pvp for loot in ship combat. We're definitely looking at ways to bring more conflict to the ocean. Winning a difficult battle only to receive some resources can certainly be frustrating and we'd love to implement a system that allows you to receive a greater reward for your efforts. Will players who have been playing since Early Access be rewarded with something special when the game goes to Full Release? We will be looking for some ways to reward our long time loyal fans as we leave early access. It is a bit too early to commit to anything specific. What are some immersion goals on the horizon? While performance-related, it's currently boring/problematic to have ships rendering when they are almost within firing distance (versus spotting sails far into the distance). This is on our radar. We agree that the render distance should be increased to prevent ships popping in and out of view during combat, but we want to ensure any changes we make won't come at the cost of performance. Weather mechanics are currently very one dimensional and don't offer any actual strategic value (you can't choose to head into a storm to lose chasers, for example). We're planning to flesh out the weather system in the future. Some early ideas include allowing players to control the weather to make certain islands more inhabitable (or uninhabitable if you're an attacker). We'd also like to make storms more interesting by adding new encounters and resources inside them. Also, smaller things like allowing lanterns to burn indefinitely and automatically turn on/off at dusk/dawn. We always love hearing quality of life suggestions! Keep them coming! Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  3. I'm in the slow, long process of figuring how this all works. I'll keep adding info as I come across it, but I should have something here within the next week. I was able to scrounge the 225 seas for enough gold to make 3 schooners (btw, don't sail at night in the fog straight into a horde of SotD and don't face check icebergs) but a brig at 19k a copy is going to require some treasure hunting! Right now, I think you might be correct, sadly. I have a feeling singleplayer and dedicated servers work a bit differently with the givetreasuremap command. I still haven't been able to generate a map past Fine quality, and it looks like my initial findings in singleplayer don't quite match what I'm finding in DS. So it's going to be trial and error! Will update soon.
  4. I would like to see an option to dry dock our ships. a simple mechanic where you sail your ship into the matching shipyard and have an option to Dry Dock. this would put the ship back into the state before it was launched. maybe this mechanic would require a few materials. maybe it could require a bit of time (for example 1 hour and 1000 wood) this would reduce frustrations of offline ship sinking, and if someone relay wanted to sink the ship they could invest the large requirement of destroying the shipyard. with this option we could think about taking away the buff of ships when anchored. as an offline ship sinker myself i know how much easier it is to sink a ship to get the to the loot boxes than it is to break into it. dry docks might help with peoples frustration and rage game quiting.
  5. Let's have a conversation here Grapeshot. When ATLAS was first announced, the trailer featured a pirate port with pistol duels and gallows. It featured a host of mythical beasts, all deeply unfriendly. It featured epic naval battles on ships that looked like ships. Later, we are told, (in a very obscure way) about the lore and how the Damned and Kraken tie into it all. Most people are either ignorant to the lore, or think "hey that's neat." Some time down the line, we get the Trench. Visually, it's beautiful. Unfortunately, despite being at the sea floor, it's shallow as a puddle. It was also at this point the animals started to become more of a focus. The crabs were a weird choice. They serve no real purpose to players. They're just an ARK boner. Some time later, I don't really remember when, we get the Snow Cave. Fantastic looking dungeon. Terrible choice of occupants. Why the hell is it full of animals, when it could be full of NPC pirates, with a final boss called Frostbeard or something? So let's fast forward to now. It's quite a thing to allow people to tame dolphins and seahorses. I get it, someone on the team REALLY likes Aquaman. So, why then, have you not provided more Atlantis-themed content than the one Trench? Why are none of the buildings in that trench open to exploration? The possibility for story-telling in a sunken lost city is immense. Capitalise on it. Here's some ideas; Open the buildings up to exploration, rewarding Atlantean themed loot. Remove the skins from the vendor. Let people find Atlantean armour down in the trenches. Tridents. Diaries. Food and drink recipes. Skins for cannons. Statues that can be reforged into figureheads. Rare spawn Lost Atlanteans who can be subdued by reducing their health and recruited to crew your ship, stronger than regular crewmen. Doors that lead to mini-dungeons that can only be completed on foot. Quest givers. Maybe a sad, lonely, Atlantean warrior who remembers the war that destroyed the city and asks you to find relics of the past. Or hell, why not have the hecking City of Atlantis be a random encounter at sea. Imagine the spectacle of an entire city of ghosts rising out of the water for your crew to explore. All of those things sound a lot more interesting than using a dolphin or seahorse as an outboard motor. P.S. A cryopod equivalent would be immensely useful, especially with sea tames. And we all know it does wonders for server lag. So hey, there's another; The Atlanteans had Soul Spheres that they used to safely store and transport their aquatic buddies. The Snow Cave. A beautiful dungeon full of opportunity for story telling. Instead, yetis. Why is there an abandoned city under the ice? Who lived here? What did they leave behind? Was it pillaged? By pirates? Where are they? Why is there only one dungeon??? This is ever the problem with the game. NONE of the ideas you have get fleshed out, there is just the bones of an idea. Ships. So recently, we've finally got a new ship. It's a mixed bag. On the one hand, the new damage system is great. More patching holes, less vanishing planks. On the other hand, a massive shield box on the front of it, holding 2 large cannons? On one hand, oars! Yay! Alternative locomotion! (P.S. Where are our paddle wheels and steam engines?) On the other hand, incredibly limited ability to design the ship yourself. If personalised designs are the issue, implement fixes to them rather than trying to circumvent it by killing the system a lot of people enjoy. No walls outside of ship rail bounds. Cannons can't be placed above other cannons on the same deck. Or, let's go full Conan Exiles and require structural stability. The Kraken Ship. So much potential. Could have been a nice ship for those that don't want to spend time building one, fitting in size between sloops and schooners. Torpedoes though? I'm not convinced pirates used many torpedoes, especially ones that have missile guidance. Why not just allow people to put cannons on it? Regarding Torpedoes, if they're needed in the game (spoiler; they're not) why aren't there options for a more basic torp launcher that just fire in a straight line once launched? Torp and launcher itself just made of good ol' brass or something. Similar deal with the submarine. The original single man sub would fit great in the game for salvaging and trench exploration, and was basically a bicycle inside an iron ball with a breathing line. I could go on, but to summarise; stop half-assing things. Whole-ass one thing at a time. Expand on your ideas, rather than constantly adding new flavours to an already very jumbled soup. There are so many good ideas, but none of them are explored even close to their full potential and that is a huge shame. Remember the original direction of the game that got people excited. Expand on that.
  6. I think they should have divided each island up into predefined territories. Theses would have definite borders with the near by territories, i.e. no overlap. place a flag in a territory and it is yours to build as you wish within this territory. options to allow others to build as well. each play gets one flag. Shoreline territories would need to include the water nearby to allow for the building of shipyards and docks. to help prevent one person claiming entire islands make the flag a constructed item that requires materials, maybe some of them are rare or require multiple types. have this flag decay like buildings and requires resources to maintain. continue to have a claim time requirement but increase this time based on how many flag are already placed. limit the number of flags to the number of people in the company. A single player is a company of one. Limit taxation to 10% and make the building of a bank very expensive. Have a skill tree that would have other territory benefits such as allowing for higher taxation. increased territory allowance and reduced upkeep costs. require a territory to be visited periodically, say once a week. If the territory is not visited recently then upkeep cost will increase exponentially with each day missed. This will prevent abandoned territory from taking up space forever and eventually allow those territories to be claimed by others.
  7. The game files seem to contain a promising new ship-construction related feature that might be coming soon that will please you very much, I think. I won't spoil it for you, but you'll probably be really happy about it. But in the meantime, how about this? Paying coin to build YOUR OWN ship makes no sense. Especially for even a small ship like a schooner. But requiring blueprints to make more advanced ships wouldn't necessarily be bad. It already was the case for mythical ships and such. My suggestion would be to have the following options. Freeports Buy pre-made ships for coin Player Shipyard Build entirely custom-made ships with resources Build special ship modules (like the ram) with rare resources and blueprints Construct advanced ships and ship components with blueprints/rare resources Some ships and parts would require blueprints (for coin or by salvaging). No blueprints required Dinghy Raft Sloop Schooner Brig Blueprints required Galleon Ramming Ship Submarine Other (new) specialized ships Specialized ship parts Ram Torpedo launchers Secondary gun decks Specialized cargoholds etc.
  8. Very good idea, but would require a lot of edits to each island and every grid. Would probably require a wipe to properly implement
  9. Ahoy Pathfinders! This week we have another Q&A with the Devs for you all as we wait for next week’s Patch! Moving forward, Pathfinders can expect a patch every other week barring any unexpected circumstances are changes in tide. Some of ye on our Discord may have noticed a new hand on Deck! Let’s get an official introduction to our new community manager! *Washes up on to shore* Hey y'all, I'm Conch. I'll be joining the crew as Captain Nami's first mate. I'll be handling most of the dialogue here in the Discord going forward and I'm look forward from hearing from you all. I'll say now I cannot make promises on where our journey may take us but I will do my best to relay your concerns and make our voyage as enjoyable as possible. You'll shortly see that my sarcasm is my sword and will be wielded often for the forces of good-natured humor (*Trolls Beware*). Other than that, I'm a BIG e-sports fan (*cough* TSM *cough*) so if it's been streamed I've probably watched some of it. Still waiting for competitive Atlas to take off *crossing fingers*. So if you find yourself in need, I'll be here. Here's to smooth sailing ahead! Cheers! It’s a new year, and we know some curious Pathfinders may be wondering how ATLAS is going to continue to shape out from here. We are still very much continuing development across all the features and mechanics we have introduced so far. The Trading System and the pieces dependent on it are still in the early stages; and there are still a line of new and unique ships to come! The claiming system rework is still in the testing stages as well. As we work on refining these systems we have put in place, we are also getting closer to defining the direction that we’d like to take ATLAS. We’re still planning it out, and once we have a more cohesive structure in place, we’ll roll out more information to the community. Teaser Ehhhh? What’s this!? We’re not seahorsin’ around! The Tameable Dolphins were only the first of the new underwater tames, which are going to be a part of a taming/breeding rework. Not to fear! This isn’t taking away from our development time in other areas. It is a smaller project that we are doing on the side to add a bit more fun and flavor out in the waters. We would also like to stress that we are not neglecting optimization and bug fixes in favor of new content. We hear your concerns and understand that there is a lot we need to continue to fix and improve. The team of engineers who work on optimization and fixes are different from the team of designers that implement new content. We are fixing elements of the game while developing new content in tandem. Oftentimes, optimization and bug fixing are a multifaceted issue and require more time and resources to address. Other times, these coding updates may be an under the hood improvement. We’re taking things step by step, and it may take multiple patches for certain fixes, and even new content, to reach the stage we want it. We thank you for your support and patience! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What is the next step in the new ship lego project? For now, we will continue to make unique ships built with a growing selection of unique modules. Further down the road we are looking into allowing players to buy / craft their own modules and build their own ships. Will the team be addressing or nerfing large walls spamming ? So we might actually be able to destroy a 50 layer wall of them or an entire island spammed with it. Yes. This is on the list. How is the progress on the claim system? Are you able to reveal more details on it now? While the focus of the game is, indeed, to get more focus on the sea, we can't ignore the land play. The "new" claiming system is an attempt to balance land play and make it more fun. In general, the team has found band-aid on top of band-aid in this department and we want to remove those layers and get to a cleaner code base and more fun gameplay. Where in Development is Mech Monkey? I'll never tell. Any plans for new servers? Modes? Yes. We have lots of things planned. We have hit upon a theme for the game that we really like and lots of other wonderful things that are really going to make this game pop in 2021. To answer your question a bit more I can tell you that we're beginning design for small, temporary worlds that you get to via maelstroms that appear on the map. They will only be available for a bit of time and will typically have something cool on them. This is really early but lots more really cool stuff is in the works. Any word on improving armored docks? Like maybe enclosing them so NPCs are safe? Also, having repairs inside armored dock would be helpful. Yes, this was always the plan, we just need a little more time to get there. Can you tell us more about the direction tames/breeding is headed? For now, we are looking at cleaning up the tame system and adding some more tames to the water. Beyond that, it's fuzzy. the more work we put into tames the more people want to stay on land, but the tame system is only a fraction of what is possible and who are we to stop that. I wish I could tell you more, but we really need more time to come up with something fun, deep, and different. When will there be a sail revert/rebalance and perhaps a buff to weight sails to make them usable? A major overhaul of the sail system is on the books. It's another example of the layering of issues that we are now stripping off to get to the fun of the game. No word yet on the timing. In the steam page, the responses from the devs, and older interviews seem to emphasize a focus on player immersion and faction building with a pirate/colonial aesthetic. The actual design seems to be more of a min/maxer grind fest with theory crafting elements. What’s the actual intended experience for the game? I hear you. Let me clear things up if possible: -Atlas isn't where we want it. The game has a long history already and I don't want to spend time there. Just know that where we are today is not where we want to be. -Vision is about destination. When we talk about vision, we're talking about where we want to be, not where we are today. -Finally, remember that the game's development is a cooperative experience. We put a bit of something out and then see how you like it and then we adjust to that. All that said, this is where we are today... We have hit on a theme for the world that is going to give it more cohesion, remove some of the more annoying limitations of the game, and open it to more possibility. If allowed, we'll be introducing this theme a bit at a time (the way a new idea would be introduced IRL) and then grow it from there. For a period of time last year we were guided to add a new strategic layer to the game to give companies new tracks to explore. The aesthetic and realism boundaries of this have expanded a bit and we're very excited for what's being planned for 2021. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas d with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  10. Well it's a matter of setting. When I first test the ship of the damn spawn rate, I notice that the default spawn rate was very high. A setting of 1.0 was spawning a barrage of SotD around the islands, spreading toward the high sea. To be confortable on our server I had to set the setting accordingly to the number of players playing on the server. So I have to reduce the setting a lot to get the right settings. The reason for the high spawn rate for the SotD is because of the Official server, if you ask my opinion. Keep in mind that the official server as an objective to have 40,000 players on there server. If you do the math 40,000 players in 255 grids is about 175 players on each grid. I know there's barely few hundreds of player playing on the Official Servers, not 40,000 but GrapeShot as to make sure that there's enough SotD spawn to accommodate the players. They adjust the spawn rate the way they see fit then set it as default settings. Why a default settings, that's because of us. They knew that people will start there own server and will need a setting to start with, so we can adjust it the way we wanted to. We played for a week with the 1.0 setting but at that time people were still experiencing the game, took a few days before someone decide to go at sea. Then it's where it all started, when they go at sea they were so much SotD that you could walk from one Island to another without getting your feet wet. Took me a few days with a lot of digging to found the argument in the .json file to reduce there spawn rate. So I begin testing, I set it up to 0.9 then gradually lower it down. The spawn rate is so high that I didn't notice any change until I reach 0.6. Then set it up for 0.5 for testing. Did a dino wipe then at first it look ok, people were able to travel more freely, even if they have to do long detour just to avoid them. After a couple of hours we notice that the SotD started to be all over again, raising up there barrage again around Islands, took a while to figure out why. Longer the server was running, more and more they were spawning. People were still not ready to fight them, they just started leaving Islands so the can gather the proper resources to make combat ships, so no population control, even then, couple of hours to be overwhelm, clearly the setting was still to high. Now it's set up at 0.2 for the freeport grid and 0.3 for the other grids. Our server is private and player population ain't really high, so I had to set the setting accordingly with the population involve and what they do. Right now they are more explorers then hunters so having to many SotD was out of the question. Yea for some server owner they have to do a complete wipe on the server for the setting to take effect and some like me only require a creature wipe to see the effect to be change. When I change the settings, I do a dino wipe, well I set up the .ini file to do one at start up. So every time it start it kills all creatures including SotD. I don't need a server wipe for the settings to take effect. Keep in mind that at a setting of 0.75 it will take a few minutes for the grid to be overwhelm again. Specially if you got no one hunting them, they will keep on spawning and spawning until they reach the max on the grid. It seems that the creatures and SotD don't despawn after a while they just stay. Did you try a lower setting like 0.2 and see what happen with a dino wipe? Even with the Devkit out atm, the info about settings is very limited. People don't say much about it. - Maybe because the Dev kit require 180gig and 200gig of free space to work with, so not everyone can handle it. - Maybe people are making mods that will make changes on those aspect and don't want to say anything because they are to afraid that people won't use there work. - Maybe server owner keep they work secret to avoid loosing player on there server But just to say that info about it is not licking very fast. It will take time. Also not all argument are enable either. For instance the cuddle interval just got enable a few patch ago, so there a lot of settings that are disable, we will need to wait for the Dev to unlock them. Cheers,
  11. Ahoy Pathfinders! We hope you all have had a wonderful start to the New Year so far! ATLAS’ first patch of the year is now here and we thank you for your patience! Since we have renewed the ATLAS journey last Summer, there have been many changes and we are continuing to further develop the features and mechanics that are starting to take shape. Farmhouses, Warehouses, Markets, and the Trading system will continue to be tweaked and refined. We have plenty in store for the specialized ships within the Ships for Gold system as players will be able to customize these ships as more are released and the system becomes more sophisticated. We are still testing a new claim system and Tradewinds are still on our agenda. We also have a few new things on the horizon for ATLAS. Not to mention, we are continuing to work on optimization and server improvements in the background! We hope you stick with us, it’s gonna be an exciting ride! New this Patch Tameable Dolphins Tired of travelling by ship? Dolphin riding is now an alternate form of water traversal! Dolphins are the first underwater creature that can be tamed and bred by unlocking the new Underwater Taming skill in the Beastmastery tree. They can be tamed passively by feeding them meat, in particular, the new Squid Tentacle which can be obtained by defeating Squids. As part of an overall initiative to revamp and bring new purpose to tames, Dolphins are the first of a slate of new underwater tames that will have specialized functions. Afterall, as a pirate game, we would expect there to be more interactions with creatures at sea. Pathfinders can expect small changes to tames and breeding to slowly roll out in tow with some patches. We hope to elevate the taming system in ATLAS to be more viable and fun as other mechanics may change how some tames were used before. Seed Vendor and Coffee Business is booming, and a new vendor has set up shop at the Freeports! Working on your farm and looking for a particular crop? The Seed Vendor is your one stop shop! Most seeds can be purchased at a rate of 10 gold for 5 seeds. With new business, also comes a new crop! Coffee Seeds can be purchased from the Sea Vendor at 20 gold for 5 seeds. Fight away sleep in real life and in game! Coffee Beans can be brewed to create Coffee! Drinking coffee will give pirates the new buff, Caffeinated, which reduces incoming torpor damage. Embrace the power of coffee! Do we smell a Starfishbucks empire coming up? Farmhouse Variants Last patch we introduced the Lumberyard, the first of the new Farmhouse variants as we continue to refine the Farmhouse system. These variants are specialized Farmhouses that will gather certain resources at a faster rate. We are now introducing the Mine - a farm that will only gather Metals and Gems, and the Quarry - a farm that will only gather Stone, Crystal, Salt and Flint. They both share the same placement restrictions as other Farmhouses, but require different resources to craft as detailed in the Patch Notes. All Farmhouses are undergoing changes in preparation for adding Blueprints. Gather rates have temporarily been normalized at a lower rate across all types. Quality Blueprints with stats will increase this in a future patch. Other changes made to Farmhouses include base inventory size and base inventory slots increase. Based on feedback, decay time of Farmhouses has been changed to 10 days. Balancing and Tweaks Through our observations, conversations, and feedback from players, Patch 520.12 also includes some balance changes and tweaks that should help to mitigate some of the issues we were seeing. Bolas are a versatile tool that can be used on creatures and players. While great to use for taming and fun to use on others, there was little that could be done to counter the mechanic when a player is caught. We have reduced the duration of Bola entrapment from 5.5 to 2.5 seconds and after recovering from entrapments, players cannot be entrapped by a Bola for 10 seconds. Another change we’ve made is that players can no longer stand while entrapped by a Bola. Explosive Barrels have been a hot topic and we are continuing to work out a good balance for them to fit within the mechanics of the game. Cannons, Large Cannons, Swivel Guns, and Ballistas are now immune to AOE damage from Explosive Barrels. Damage from Explosive barrels to players and creatures has also been reduced. We are also continuing to make changes to the Ramming Galley and both Ship systems as we prepare to rollout the rest of the upcoming Ships for Gold. The Ramming Galley has received a few quality of life upgrades - an increase in number of additional structures that can be placed, and an increase in turn speed with rowers active. An adjustment to the leak rate when damaged has been made as well. In general, we have also added the option to purchase ship levels 56-60. Ship Gold cost will also now scale with Ship Quality and we will continue to take a look at the prices and adjust accordingly to balance with future changes and mechanics to both ship systems. Please see the full changelog below for more details and additional changes related to combat, horse rear kick attack, rabbits, and more! Released Patch Notes v520.12 New Structure: Mine The Mine is a farm that only gathers Metal and Gems. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Structure: Quarry The Quarry is a farm that only gathers Stone, Crystal, Salt, and Flint. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Shop: Seed Vendor A new vendor has arrived! The Seed Vendor can be found in Freeports and provides all the seeds required for your farming needs. Coffee Seeds: 20 Gold for 5 Seeds All other Seeds: 10 Gold for 5 Seeds New Drink: Coffee Coffee can be brewed at either the Cooking Pot or Grill after learning the Intermediate Recipes skill in the Cooking & Farming tree. After drinking, pirates are given a new buff, Caffeinated, which reduces incoming torpor damage. Incoming torpor damage reduced by 15% Buff lasts for 10 minutes Ingredients: 1 Water, 30 Coffee Beans New Vegetable: Coffee Bean Since Coffee Beans are not native to the Atlas, they can only be grown from seeds. Pirates who prefer adventuring over sleep will always want to keep Coffee Beans on hand! New Seed: Coffee Seed Coffee Seeds can only be purchased from the Seed Vendor. They are required for growing Coffee Beans. Can be planted in Tropical, Temperate, and Equatorial environments New Tame: Dolphin Dolphins can be tamed passively by hand feeding them meat. In particular, they enjoy fresh Squid Tentacles, Fish Meat, and Crustacean Meat. By grabbing hold of their dorsal fin, pathfinders can ride them as they speed and jump through the ocean. Favorite Food: Squid Tentacles Taming Style: Passive Saddle: None Primary Attack: Bite Secondary Ability: Jump Gives nearby pathfinders the Dolphin Intellect buff Increases intelligence stat for 10 minutes New Meat: Squid Tentacle Squid Tentacles are a new type of meat that can be obtained by defeating Squids. They can be eaten raw and don't spoil. Instead, they dry out over time and remain safe to eat! Dried Squid Tentacles will soon have a special use, so you may want to start collecting them now! Bola Players can no longer stand while entrapped by a Bola Duration of player Bola entrapment reduced from 5.5 to 2.5 seconds After recovering from entrapment, players cannot be entrapped by a Bola for 10 seconds Combat Headshot multiplier reduced from 2x to 1.5x Bug Fix: Critical Strike can no longer be used with weapons other than the Sword Explosive Barrels Cannons, Large Cannons, Swivels Guns, and Ballistas are now immune to AOE damage from Explosive Barrels NOTE: These weapons can still be damaged by a direct hit from an Explosive Barrel fired from a Catapult Explosive Barrel damage to players and creatures greatly reduced Deals 120 damage to pathfinders Deals 135 damage to creatures Farmhouse Variants All farmhouse variants are undergoing iteration in preparation for adding Blueprints Stats changed and inventories wiped at restart You can cheat spawn high quality variants with better stats (bigger inventory and faster gathering) Base Inventory Size has been increased from 8k to 10k Base Inventory Slots have been increased Decay time changed to 10 days Gather Rates have temporarily been normalized at a lower rate across all types Quality Blueprints with stats will increase this in a future patch. Ramming Galley Increased number of additional structures that can be placed on the ship from 8 to 40 While turning, only one side of rowers will row, increasing the Ramming Galley's turn speed when rowers are active The leak rate of damaged ship components now increases as the component's health decreases Leaking begins at 25% health and the leak rate increases until the component reaches 0 health The maximum leak rate has not changed Bug Fix: Fixed an issue where the prompt for opening the command wheel would appear on parts of the ship after they had already been demolished Ships Added the option to purchase ship levels 56-60 at a rate of 75 Gold per 1,000 XP Levels can be purchased when viewing the ship's stat menu NOTE: Ships can still reach max level by earning XP normally Ship Gold cost now scales with ship quality Minimum price is used for ships constructed at 100% durability Shipyards and maximum price is used for ships constructed at 225% durability Shipyards Price Ranges Schooner: 5,000 to 10,000 Gold Brigantine: 18,000 to 36,000 Gold Galleon: 50,000 to 100,000 Gold Tames Torpor damage from Horse's rear kick attack reduced by 40% Rabbits can now equip hats Bears and Rabbits now only receive 10% of the stat bonus from equipped hats Misc Increased Grill ship structure weight from 1 kg to 12 kg Wood Doors, Wood Pillars, Wood Staircases, Wood Fence Supports, and Wood Ladders can now be crafted at the Smithy Winter Event items are no longer craftable at the Smithy or purchasable from the Cosmetic Vendor Fixed some cases where Trade Routes get reset or modified Bug Fix: Fence Supports can no longer be placed without a connection to the ground NOTE: Any floating Fence Supports placed prior to the patch will be destroyed Some Crashes Fixed Known Issues Levels 46-50 can be purchased on ships with a level cap of 50 Trade Route Range was increased between patches to include nearby servers. These farther routes are getting reset on server restarts and may be having other issues. Riding a Dolphin at or near the surface will occasionally cause it to die Tamed Dolphins may no longer be able to jump after crossing grids Farm Variants have floating fires near them Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  12. My hope is that, as development progresses, ship building becomes an actual specialization. Requiring specific materials that only ship builders are trained to create. Require iron ore to be forged into iron ingots to create nails, that sort of thing (i know, not the best example, but you get the idea). Allow rafts and sloops to be buildable by almost anyone (a few points invested into ship building), but anything larger would require actual investment into the skill tree. And if you want a Galleon? You're gonna dedicate yourself to ship building. When I read the title, my first thought was pretty much exactly what you wrote in the opening post, OP.
  13. @chukikiYou’re just as annoying on the discord. You cry way too much please go play something else so we don’t have to deal with you anymore. none of what you’re asking for is a good thing like I said on discord get good it will solve your problems. You’re right it is becoming a anti offline raiding game and that’s a good thing. so devs don’t listen to this guy. Thanks for all the great changes you have made to require people like him to fight people while they are online.
  14. I think they could take inspiration from the Golden Age of Piracy in the Caribbean - have factions representing the different nations that originally fought over the Caribbean (English - French - Spanish - Dutch - Natives) - but have the players have to gain a Letter of Marque from one of these factions to get the benefits or be un-alligned. Factions would offer quests or missions for players to complete (randomly generated) but along the basic premise of virtually any video game quest or mission system (fetch/kill/destroy). The rewards would be payment in gold and increase in reputation for the quest giver and decrease in reputation for the effected faction. Factions should have their own goals (set by the devs frequently) which require players to supply resources of a large amount requiring group efforts or defend locations over a long period of time. Assisting with these goals would increase a players "reputation" with the faction and offer rewards such as gold or rare items. Reputation would gain access to harder quests with greater rewards. Each faction should have its own trade routes which could be attacked by opposing factions and pirates and defended by the traders faction players. A successful attack on a trade route would cause the attacked faction to run short on whatever supplies the traders were delivering and thus the faction would then offer quests related to this. Players could then take on the roles of traders/pirates/faction navy and work to make their faction the strongest in the world. NB. Factions wouldn't be something someone chooses and is then stuck with. completing quests for a faction would improve your reputation with that faction but reduce it with opposed factions. Get enough reputation with a faction and you can get a letter of Marque and fly the factions flag. Have a low enough reputation with another faction and get hunted as a pirate by that faction. This is quite heavily inspired by the way Elite Dangerous works but feel with a game of the magnitude of Atlas it could learn a lot from Elite Dangerous.
  15. A 1x1 stone building with a single NPC in it is immune to nakeds.... Idk what Meta you play in, but nakeds cant do anything in the fights im in, Puckles and stone structures have to be blow into with cannons and explosives. NPC mounted Balistas, Swivels, Puckles, and Cannons keep the enemy far enough away where they first have to blow up the defenses before they can get close enough to blow into the base. Walls make them bring climbing picks, walls built with a lip on them where they cant be climbed means they need a grapple, make the wall 12 walls high and it cant be grappled either. only way to get across in is to blow in, so now your require them to bring explosives. Put puckle guns on it and you cant get close enough with explosives and they have to bring a cannon bear. There are layers of defense that can be built that require your attackers to have certain items, and thus not be naked. The more things they have to have to raid you and the longer it takes them to do that the better defended you are. Sure any base is raidable, but this is the intent of PvP, if you want immunity go play PvE.
  16. Ahoy Pathfinders! This week we have another Q&A with the Devs for you all as we wait for next week’s Patch! Moving forward, Pathfinders can expect a patch every other week barring any unexpected circumstances are changes in tide. Some of ye on our Discord may have noticed a new hand on Deck! Let’s get an official introduction to our new community manager! *Washes up on to shore* Hey y'all, I'm Conch. I'll be joining the crew as Captain Nami's first mate. I'll be handling most of the dialogue here in the Discord going forward and I'm look forward from hearing from you all. I'll say now I cannot make promises on where our journey may take us but I will do my best to relay your concerns and make our voyage as enjoyable as possible. You'll shortly see that my sarcasm is my sword and will be wielded often for the forces of good-natured humor (*Trolls Beware*). Other than that, I'm a BIG e-sports fan (*cough* TSM *cough*) so if it's been streamed I've probably watched some of it. Still waiting for competitive Atlas to take off *crossing fingers*. So if you find yourself in need, I'll be here. Here's to smooth sailing ahead! Cheers! It’s a new year, and we know some curious Pathfinders may be wondering how ATLAS is going to continue to shape out from here. We are still very much continuing development across all the features and mechanics we have introduced so far. The Trading System and the pieces dependent on it are still in the early stages; and there are still a line of new and unique ships to come! The claiming system rework is still in the testing stages as well. As we work on refining these systems we have put in place, we are also getting closer to defining the direction that we’d like to take ATLAS. We’re still planning it out, and once we have a more cohesive structure in place, we’ll roll out more information to the community. Teaser Ehhhh? What’s this!? We’re not seahorsin’ around! The Tameable Dolphins were only the first of the new underwater tames, which are going to be a part of a taming/breeding rework. Not to fear! This isn’t taking away from our development time in other areas. It is a smaller project that we are doing on the side to add a bit more fun and flavor out in the waters. We would also like to stress that we are not neglecting optimization and bug fixes in favor of new content. We hear your concerns and understand that there is a lot we need to continue to fix and improve. The team of engineers who work on optimization and fixes are different from the team of designers that implement new content. We are fixing elements of the game while developing new content in tandem. Oftentimes, optimization and bug fixing are a multifaceted issue and require more time and resources to address. Other times, these coding updates may be an under the hood improvement. We’re taking things step by step, and it may take multiple patches for certain fixes, and even new content, to reach the stage we want it. We thank you for your support and patience! Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What is the next step in the new ship lego project? For now, we will continue to make unique ships built with a growing selection of unique modules. Further down the road we are looking into allowing players to buy / craft their own modules and build their own ships. Will the team be addressing or nerfing large walls spamming ? So we might actually be able to destroy a 50 layer wall of them or an entire island spammed with it. Yes. This is on the list. How is the progress on the claim system? Are you able to reveal more details on it now? While the focus of the game is, indeed, to get more focus on the sea, we can't ignore the land play. The "new" claiming system is an attempt to balance land play and make it more fun. In general, the team has found band-aid on top of band-aid in this department and we want to remove those layers and get to a cleaner code base and more fun gameplay. Where in Development is Mech Monkey? I'll never tell. Any plans for new servers? Modes? Yes. We have lots of things planned. We have hit upon a theme for the game that we really like and lots of other wonderful things that are really going to make this game pop in 2021. To answer your question a bit more I can tell you that we're beginning design for small, temporary worlds that you get to via maelstroms that appear on the map. They will only be available for a bit of time and will typically have something cool on them. This is really early but lots more really cool stuff is in the works. Any word on improving armored docks? Like maybe enclosing them so NPCs are safe? Also, having repairs inside armored dock would be helpful. Yes, this was always the plan, we just need a little more time to get there. Can you tell us more about the direction tames/breeding is headed? For now, we are looking at cleaning up the tame system and adding some more tames to the water. Beyond that, it's fuzzy. the more work we put into tames the more people want to stay on land, but the tame system is only a fraction of what is possible and who are we to stop that. I wish I could tell you more, but we really need more time to come up with something fun, deep, and different. When will there be a sail revert/rebalance and perhaps a buff to weight sails to make them usable? A major overhaul of the sail system is on the books. It's another example of the layering of issues that we are now stripping off to get to the fun of the game. No word yet on the timing. In the steam page, the responses from the devs, and older interviews seem to emphasize a focus on player immersion and faction building with a pirate/colonial aesthetic. The actual design seems to be more of a min/maxer grind fest with theory crafting elements. What’s the actual intended experience for the game? I hear you. Let me clear things up if possible: -Atlas isn't where we want it. The game has a long history already and I don't want to spend time there. Just know that where we are today is not where we want to be. -Vision is about destination. When we talk about vision, we're talking about where we want to be, not where we are today. -Finally, remember that the game's development is a cooperative experience. We put a bit of something out and then see how you like it and then we adjust to that. All that said, this is where we are today... We have hit on a theme for the world that is going to give it more cohesion, remove some of the more annoying limitations of the game, and open it to more possibility. If allowed, we'll be introducing this theme a bit at a time (the way a new idea would be introduced IRL) and then grow it from there. For a period of time last year we were guided to add a new strategic layer to the game to give companies new tracks to explore. The aesthetic and realism boundaries of this have expanded a bit and we're very excited for what's being planned for 2021. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas d with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  17. Hello dear Atlas community, I haven't been playing ATLAS for a while. Today I was motivated to log in again and I wanted to build a new ship to explore new islands. Suddenly I noticed the ships require a shit ton of gold to be crafted. 50k for a galleon like WTF... I am not even sure my ship could transport such an amount without sinking... How do I get that much gold? Are there any settings I could change to reduce the amount? I am stranded on an island without sticky resoures and crystal, so I really need to be able to travel again. I thought thats the purpose of the game. I need your help!! Kind regards
  18. Ty for your reply, yes I am playing PvE only. So summarized building a ship has become very hard and grindy. I did not miss anything. Sloops are very slow and only have the capacity to carry like 1,5k gold? If I remember correctly the sloop could not carry a lot. So the grind would also require a lot of back tracking. I don't think thats worth it. Many boring hours on the high sea would be awaiting me. Is there a particular reason why this change was necessary? Kind Regards
  19. This is certainly something I can see being added. I just watched a video today of someone being very candid about why they will no longer be playing on any official PvP servers. The game does seem to be losing players that just can't stand the grind. To survive in the game in a PvP server, you must log in or have someone log in constantly to maintain stuff and grind stuff (at least that is what I'm hearing, I don't play the PvP). I'd say play PvE, but I suspect those that are not liking the grind in PvP wouldn't be happy with that either, although it works for me. Especially unofficial servers with higher rates can make this game so much less of a grind and don't require that you log in every 8 hours or so. You can even skip several days and play other games also. This game seems to require, kind of like a jealous girlfriend, that you spend all your time, and only your game time with it. It is just a game after all, and should not be some demanding of your attention just to survive in the game, let alone succeed.
  20. most patches require them to restart the server, this will kick you out of the game. Only major patches will require you to restart your client in order to connect. Additionally they don't always save the world when they restart the servers for a patch, this results in a rollback to the last server save, which from my experiences can be up to 20 minutes. So if they're releasing a patch it's best not to get into anything that could result in a rollback causing you to lose progress.
  21. This is a long shot but if anyone knows anyone - or feels up to the task themselves - to create a custom Atlas map grid, please speak up. 5x5 (or 7x7) grid mimicking the vanilla SP experience with the island composition balanced for exploration & diverse PvE gameplay with all the quests from the actual game. I'm looking for a person who understands the game inside-out and understands what it takes to make an engaging PvE experience for a community. The time-frame for the project is 6-12 months so it won't require full-time attention. I am not looking for free help of course and willing to pay for the work. Therefore I'd appreciate if I could work with someone who has experience with this kind of a thing.
  22. Gold cost on ships is ruining the fun. The fights have been trash all season since nobody wants to lose 18k-to now 100k. I am in a company and yes we can afford it but realize there are many that can’t. We sail for a fleet fight and then everyone just dips out and runs away. We end up chasing for a few hours and all go home. This is getting incredibly boring and while I liked the idea of a cost on ships it is actually taking away the fun more than anything else. i do love the cost aspect but for the health of the game it needs to be changed. My suggestion is put a operational cost to shipyards themselves. For example small shipyard-500g a day, large shipyards 1000g a day. And tier it up by shipyard quality. this would solve the issue of shipyard spam as well as getting players on the ocean including small companies which shouldn’t be deterred from ship content. land ownership does cater to the bigger companies and it should since we tend to have more boats and require more space. A small company easily attaining land would just lose it anyways.
  23. Ahoy Pathfinders! We hope you all have had a wonderful start to the New Year so far! ATLAS’ first patch of the year is now here and we thank you for your patience! Since we have renewed the ATLAS journey last Summer, there have been many changes and we are continuing to further develop the features and mechanics that are starting to take shape. Farmhouses, Warehouses, Markets, and the Trading system will continue to be tweaked and refined. We have plenty in store for the specialized ships within the Ships for Gold system as players will be able to customize these ships as more are released and the system becomes more sophisticated. We are still testing a new claim system and Tradewinds are still on our agenda. We also have a few new things on the horizon for ATLAS. Not to mention, we are continuing to work on optimization and server improvements in the background! We hope you stick with us, it’s gonna be an exciting ride! New this Patch Tameable Dolphins Tired of travelling by ship? Dolphin riding is now an alternate form of water traversal! Dolphins are the first underwater creature that can be tamed and bred by unlocking the new Underwater Taming skill in the Beastmastery tree. They can be tamed passively by feeding them meat, in particular, the new Squid Tentacle which can be obtained by defeating Squids. As part of an overall initiative to revamp and bring new purpose to tames, Dolphins are the first of a slate of new underwater tames that will have specialized functions. Afterall, as a pirate game, we would expect there to be more interactions with creatures at sea. Pathfinders can expect small changes to tames and breeding to slowly roll out in tow with some patches. We hope to elevate the taming system in ATLAS to be more viable and fun as other mechanics may change how some tames were used before. Seed Vendor and Coffee Business is booming, and a new vendor has set up shop at the Freeports! Working on your farm and looking for a particular crop? The Seed Vendor is your one stop shop! Most seeds can be purchased at a rate of 10 gold for 5 seeds. With new business, also comes a new crop! Coffee Seeds can be purchased from the Sea Vendor at 20 gold for 5 seeds. Fight away sleep in real life and in game! Coffee Beans can be brewed to create Coffee! Drinking coffee will give pirates the new buff, Caffeinated, which reduces incoming torpor damage. Embrace the power of coffee! Do we smell a Starfishbucks empire coming up? Farmhouse Variants Last patch we introduced the Lumberyard, the first of the new Farmhouse variants as we continue to refine the Farmhouse system. These variants are specialized Farmhouses that will gather certain resources at a faster rate. We are now introducing the Mine - a farm that will only gather Metals and Gems, and the Quarry - a farm that will only gather Stone, Crystal, Salt and Flint. They both share the same placement restrictions as other Farmhouses, but require different resources to craft as detailed in the Patch Notes. All Farmhouses are undergoing changes in preparation for adding Blueprints. Gather rates have temporarily been normalized at a lower rate across all types. Quality Blueprints with stats will increase this in a future patch. Other changes made to Farmhouses include base inventory size and base inventory slots increase. Based on feedback, decay time of Farmhouses has been changed to 10 days. Balancing and Tweaks Through our observations, conversations, and feedback from players, Patch 520.12 also includes some balance changes and tweaks that should help to mitigate some of the issues we were seeing. Bolas are a versatile tool that can be used on creatures and players. While great to use for taming and fun to use on others, there was little that could be done to counter the mechanic when a player is caught. We have reduced the duration of Bola entrapment from 5.5 to 2.5 seconds and after recovering from entrapments, players cannot be entrapped by a Bola for 10 seconds. Another change we’ve made is that players can no longer stand while entrapped by a Bola. Explosive Barrels have been a hot topic and we are continuing to work out a good balance for them to fit within the mechanics of the game. Cannons, Large Cannons, Swivel Guns, and Ballistas are now immune to AOE damage from Explosive Barrels. Damage from Explosive barrels to players and creatures has also been reduced. We are also continuing to make changes to the Ramming Galley and both Ship systems as we prepare to rollout the rest of the upcoming Ships for Gold. The Ramming Galley has received a few quality of life upgrades - an increase in number of additional structures that can be placed, and an increase in turn speed with rowers active. An adjustment to the leak rate when damaged has been made as well. In general, we have also added the option to purchase ship levels 56-60. Ship Gold cost will also now scale with Ship Quality and we will continue to take a look at the prices and adjust accordingly to balance with future changes and mechanics to both ship systems. Please see the full changelog below for more details and additional changes related to combat, horse rear kick attack, rabbits, and more! Released Patch Notes v520.12 New Structure: Mine The Mine is a farm that only gathers Metal and Gems. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Structure: Quarry The Quarry is a farm that only gathers Stone, Crystal, Salt, and Flint. It can be crafted at the Smithy after learning the Advanced Automation skill in the Construction & Mercantilism tree. Shares placement restrictions with other Farmhouses Crafting Resources: 800 Wood, 600 Thatch, 320 Fiber, 280 Metal, 100 Hide New Shop: Seed Vendor A new vendor has arrived! The Seed Vendor can be found in Freeports and provides all the seeds required for your farming needs. Coffee Seeds: 20 Gold for 5 Seeds All other Seeds: 10 Gold for 5 Seeds New Drink: Coffee Coffee can be brewed at either the Cooking Pot or Grill after learning the Intermediate Recipes skill in the Cooking & Farming tree. After drinking, pirates are given a new buff, Caffeinated, which reduces incoming torpor damage. Incoming torpor damage reduced by 15% Buff lasts for 10 minutes Ingredients: 1 Water, 30 Coffee Beans New Vegetable: Coffee Bean Since Coffee Beans are not native to the Atlas, they can only be grown from seeds. Pirates who prefer adventuring over sleep will always want to keep Coffee Beans on hand! New Seed: Coffee Seed Coffee Seeds can only be purchased from the Seed Vendor. They are required for growing Coffee Beans. Can be planted in Tropical, Temperate, and Equatorial environments New Tame: Dolphin Dolphins can be tamed passively by hand feeding them meat. In particular, they enjoy fresh Squid Tentacles, Fish Meat, and Crustacean Meat. By grabbing hold of their dorsal fin, pathfinders can ride them as they speed and jump through the ocean. Favorite Food: Squid Tentacles Taming Style: Passive Saddle: None Primary Attack: Bite Secondary Ability: Jump Gives nearby pathfinders the Dolphin Intellect buff Increases intelligence stat for 10 minutes New Meat: Squid Tentacle Squid Tentacles are a new type of meat that can be obtained by defeating Squids. They can be eaten raw and don't spoil. Instead, they dry out over time and remain safe to eat! Dried Squid Tentacles will soon have a special use, so you may want to start collecting them now! Bola Players can no longer stand while entrapped by a Bola Duration of player Bola entrapment reduced from 5.5 to 2.5 seconds After recovering from entrapment, players cannot be entrapped by a Bola for 10 seconds Combat Headshot multiplier reduced from 2x to 1.5x Bug Fix: Critical Strike can no longer be used with weapons other than the Sword Explosive Barrels Cannons, Large Cannons, Swivels Guns, and Ballistas are now immune to AOE damage from Explosive Barrels NOTE: These weapons can still be damaged by a direct hit from an Explosive Barrel fired from a Catapult Explosive Barrel damage to players and creatures greatly reduced Deals 120 damage to pathfinders Deals 135 damage to creatures Farmhouse Variants All farmhouse variants are undergoing iteration in preparation for adding Blueprints Stats changed and inventories wiped at restart You can cheat spawn high quality variants with better stats (bigger inventory and faster gathering) Base Inventory Size has been increased from 8k to 10k Base Inventory Slots have been increased Decay time changed to 10 days Gather Rates have temporarily been normalized at a lower rate across all types Quality Blueprints with stats will increase this in a future patch. Ramming Galley Increased number of additional structures that can be placed on the ship from 8 to 40 While turning, only one side of rowers will row, increasing the Ramming Galley's turn speed when rowers are active The leak rate of damaged ship components now increases as the component's health decreases Leaking begins at 25% health and the leak rate increases until the component reaches 0 health The maximum leak rate has not changed Bug Fix: Fixed an issue where the prompt for opening the command wheel would appear on parts of the ship after they had already been demolished Ships Added the option to purchase ship levels 56-60 at a rate of 75 Gold per 1,000 XP Levels can be purchased when viewing the ship's stat menu NOTE: Ships can still reach max level by earning XP normally Ship Gold cost now scales with ship quality Minimum price is used for ships constructed at 100% durability Shipyards and maximum price is used for ships constructed at 225% durability Shipyards Price Ranges Schooner: 5,000 to 10,000 Gold Brigantine: 18,000 to 36,000 Gold Galleon: 50,000 to 100,000 Gold Tames Torpor damage from Horse's rear kick attack reduced by 40% Rabbits can now equip hats Bears and Rabbits now only receive 10% of the stat bonus from equipped hats Misc Increased Grill ship structure weight from 1 kg to 12 kg Wood Doors, Wood Pillars, Wood Staircases, Wood Fence Supports, and Wood Ladders can now be crafted at the Smithy Winter Event items are no longer craftable at the Smithy or purchasable from the Cosmetic Vendor Fixed some cases where Trade Routes get reset or modified Bug Fix: Fence Supports can no longer be placed without a connection to the ground NOTE: Any floating Fence Supports placed prior to the patch will be destroyed Some Crashes Fixed Known Issues Levels 46-50 can be purchased on ships with a level cap of 50 Trade Route Range was increased between patches to include nearby servers. These farther routes are getting reset on server restarts and may be having other issues. Riding a Dolphin at or near the surface will occasionally cause it to die Tamed Dolphins may no longer be able to jump after crossing grids Farm Variants have floating fires near them Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas 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
  24. So, I spent about three weeks on PvP, and now about two on PvE. During my 535 hours spent playing, I've made some notes on systems/mechanics that just didn't make sense or were too punishing. Some of these might be more PvE side since that's what I've been playing lately. Honestly, I love the game and would love to see it take on more of an "MMO" aspect because I really think you have a shot at helping start the revolution that would kill Theme Park MMO's, and let's be honest, they need to die. The post title is because at the root of a lot of this, I see you are trying to make things take time, like any MMO would. But the route you have chosen isn't fun, it's punishing. I don't feel a sense of achievement upon completing my goal, I feel a sense of dred towards the next goal because I know it's going to be more of the same thing I just spent forever doing. The summary to most of this is that, "The juice needs to be worth the squeeze", and right now I'm squeezing with barely any results. - Food drain to stamina regen is ridiculous. - Requiring skills to use higher tier items is stupid, considering, - You have to find treasure maps - You have to then go complete the Treasure Maps - You then have to hope you got the right BP of the right quality, most likely you didn't - You then need to grind the materials - You then need to be able to craft the thing - You then need a skill to even use them? Like, bro, we already did a week's worth of work just to be able to make the item. - Too many "gates", this isn't a Korean MMO, keep people engaged with new content and reaching new goals, not stupid shit in the way to prevent them from reaching something "too quickly". - What the hell is with Thatch gathering? It's the only resource that doesn't have a tame equivalent, meaning we spend our stamina to gather it, meaning we have to eat CONSTANTLY to gather large amounts of it. (Like for a Galleon, for example) - Elephants suck, they drain stamina too quickly and their gather rate is butt. Why are Bears so OP and Elephants so UP? They both need better balancing. - Food mechanic is dumb, it's too punishing. When it's easier to avoid a mechanic completely rather than use it, what is the point? - Land claiming system is chaos, break each island down into small claimable grid squares or something. Trying to refresh them, when you can't even find them, is chaos. Hell, trying to even figure out "the line" between your Company and other Company claims is chaos. Completely remove water claims, they are pointless and just serve as an easy way to try to climb the claim leaderboard. - Trying to take claims from others is also chaos, making a central building where you can take over another Company's claims instantly would be far better when trying to take land from a large Company. It would limit the amount of defensive structures built all over the place and centralize the fighting on PvP / make removing dead companies easier on PvE. Make that building also offer additional perks / controls for land claims, such as being able to change settings for all land claims in a server from that building. (Based on the grid claim system I previously mentioned, that would work really well) Just make it take a super long time to claim so that the defending side has ample time to repel invaders. - Ship weights are garbo, I build my transport ships with nothing but a raised platform and a resource chest just because you have the weight set so low. On top of that, even then I have to keep them below half weight so that I can still travel full speed. If the ship has nothing on it, it can't defend itself, so all I can do is run from Ships of the Damned. Also, this makes the ship look dumb as hell. Ever seen a Galleon with nothing but a tall ass podium for a steering wheel? It's stupid looking, and a sad ass example of a Galleon. I want my ship to look like a Pirate Ship, not a Hull and a podium. - Get rid of Ships of the Damned, or at least their character model. They are so out of place in this setting and make zero sense. Kiilling other ships that look like ours and work on the same mechanics, not the ability to just go where ever they want without having to deal with the wind that we have to, would be better. Fighting other "pirate ships" and maybe even be able to claim Rare / Legendary ones that have a low spawn chance would make more sense. It would be super cool to be able to find, fight, and claim rare / legendary ships that have super low spawn rates but custom models. You can even balance them by not allowing building, they are what they are. It's also a pretty "MMO" type feature. - Some of the skills in your skill tree don't even have a function on PvE, such as the time shortening skills for claiming enemy ships. Why can't we claim enemy ships on PvE if we can claim their territory and their buildings? - (This is PvE side specific) Being unable to land on "enemy" ships is stupid, why didn't you just make it so that non-company players don't count toward weight/crew? Just make it so that they also can't access Cannons and what are they going to do, shoot pistols at SotD? It's not like they would have much of a use, and then they couldn't destroy ships by adding too many crew. Most people ignore your food mechanic, and even climate mechanics, they just use beds to keep respawning. So at worst, we'd be able to ferry people around, and at best we'd be able to not lose all our stuff because we accidentally ended up on an enemy ship / we'd be able to explore other people's ships. Showing off our ships is half the fun of building them. - Don't require points into being able to use items, require finding and using skill books to learn the ability to craft higher tier items. Give crafters more depth and provide another means of trade. - Break the skill tree down into divisions based on playstyle, not by category. Have fighters go down a skill tree for fighter related things, sailors/captains for the same, and so on. Try a "web" skill tree, not a "multiple tabs" skill tree. It would feel more "MMO" and be easier to plan out builds. Right now you have to use an external site for looking up where certain skills are and such, it's annoying. - Add a way to "stow" or "tie down" tames on ships, making them static structures on a ship like a wood ceiling would be. Travelling through servers with them causes desync that makes it impossible to get by them on even a Brig. When I'm taking fire and need to repair but can't because my Elephant is bugging out it really isn't a fun time. - Region lock China / give them their own server. I stopped playing PvP because they drove the ping up so high I couldn't even reload a pistol let alone fight back, and what is worse is that they do it on purpose. PvE is barely any better, there are certain servers I have to avoid completely because they drive the ping up so high by just living there that I can't even safely travel through the zone. Yes, they are paying customers and you want money, I get it. No, as a paying customer I don't want to have a game I can't fully access because of that fact. They need their own server and we need our American server region locked. Yeah, yeah, VPNs and all that. Great, the lag will be on their end and not the servers.
  25. I believe that magic should be an alternate way of doing things, just with a little bit of flair. For example, a gun requires bullets, it's hit scan, and requires maintenance with resources. Magic could be it requires reagents or mana, certain spells have different characteristics, and only requires the crafting of a spell book or maintenance of wands, staves, etc. But the thing is, magic should be a skill that requires you to be far into the skill to get the most effect out of it. Also I feel it should be either a tad bit more expensive or use expensive reagents to give the players magic abilities that are powerful, but hard to make. Magic should feel like pure power pulsing through your veins. I believe that magic should be introduced through a skill tree and cost a lot of points for more variety in the tree. I'm not opposed to finding powerful spells or upgrades or reagents inside places like powerstone islands or boss fights. Would give more challenge to be the ultimate Arch Mage . I feel like the main part of magic in this game should be elemental magic. Fire, water/ice, wind/electrical, earth. And I feel the skill tree should require a ton of points, so only the most dedicated mages can be all four. This would also limit the amount of magic you see in the world, so not everyone is a mage. Also this would give people the power of choice, "Do I want to be a fire mage, or a water mage? What about both? " More variety will keep the game feeling fresh and fun for times to come. Now for the power scale. I believe that magic should scale quite similar to guns in the game, just with their own pros and cons. For example, Fire sets the victim on fire (duh) in which fire should be short range, or a slow projectile with medium range. And ice could send out fast spikes that deal low to moderate damage. All of which each spell will cost either mana that regenerates only with either a mana pool or some sort of magic field that slowly regenerates mana with the consumption of a certain resource at a steady rate to generate mana, or link mana to the consumption of certain foods / items. Or spells can run off of reagents. For instance, a fireball would use a certain amount of resources just for one cast. Just as an example it would be something like 5 blasting powder for one cast. In my opinion, I would prefer reagents as it would better allow for more powerful spells as to cast it would require REALLY RARE materials. I love the idea of mana pools or regenerative fields, but that, in my opinion, would make magic less capable for more powerful spells as it would be too easy to acquire the ability to cast them, unless casting them was locked behind a higher skill in the tree or the cast would cost an extremely high amount of mana, in which your mana capacity would have to be upgraded to cast. In the end, it will still end up being buff this, nerf that until you find a balanced middle ground to that of every other skill in the game. Now I also want to talk about what could be inside of each tree, because it wont be just damaging spells. Certain things that affect other players should never be anything more than a debuff. No mind controlling, or stunning or rooting, this isn't the place for that in my opinion. Things like summoning would be fun as long as they're implemented right as for summoning, you don't want it to be a clone of the taming tree, we don't want a redundant skill. Summoning would be a very long cool down and at the very most summon up to 5 things, all have to be weaker in health than that of the player, but can deal excessive amounts of damage, but only melee. I'm all for summoning you're own raid boss, it's just gotta be SUPER expensive, like a spell dropped from the kraken and takes 20,000 mythos to cast sort of expensive and lasts for like 4 hours. I heard people mentioning illusory magic, but in my opinion that would be either super annoying and not really provide anything, or just straight up useless. The power to go invisible would be just downright broken unless it's like translucent, not completely transparent. Or making your ship to look like a SOTD would only cause problems in my opinion, seeing as how much diplomacy is in this game no matter the server it would only cause problems and would also make people not want to fight SOTDs even more. I've also heard people wanting magic to control the weather. I don't think changing the weather in an entire server should be a thing just for the factor that there will most likely be more than one mage and that could lead to conflicting weather wants, also not to mention the ability to annoy the sh*t out of everyone and their mother in the server. Although with that said, I do feel like magic for on the seas to increase the wind you are getting behind your sails could be implemented quite nicely. It could be an expensive spell that costs a lot to cast, but can only effect you wind to better get away from either SOTD or players alike. All magic should be on the ground, or on a boat. No gliders / flyers or spells to make you fly. We don't need another ARK meta. Now with all that said. Magic should strike both awe and fear into your enemies. It shouldn't be annoying to do or watch either. No mini-games involved with casting most spells please. I'm fine with maybe a really short mini-game for certain things that are cast in non-combat related situations or for the more powerful spells or AoE spells. I'm okay with long mini-games that are used for casting big spells like maybe summoning 5 soldiers of the damned or something like that. I just don't want a mini-game for most spells as that is already implemented with weapons to keep them balanced. An the balancing act for magic is the reagents and the cost to learn them also the damage won't be as high for spells with no mini-game. I understand that this game's core is a pirate game, so if you added in most or all of what was said here, it might end up a little bit bloated with magic. These are just my ideas and my wants for the magic tree. The main thing I want is multiple elemental trees inside of one big magic tree that takes a lot of points so only the most dedicated to magic can master all four trees. Thanks for reading this! Please reply with any ideas you have on magic, I would love to hear them!
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