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  1. 28 - Glitching after long sailing. If I play for a long time with no log outs, and if I sail alot all this time, then after I cross some glitches start to occur. Sometimes I see this: Sometimes all moving parts double themselves. I have like double doors, double cannons, etc. My ship wont allow me to move anywhere, do all rubber stuff. Sometimes my crew disabbear, or sail loosing painting and goes white. It's all cured by re load the game. 29 - Server message behind sextant buff. And I just wanna remind you of this issue.
  2. Never utilized the Ramming Galley or this new ship, but, theres some obvious suggestions based on the commentary.. Patch kits should correlate to repair skill tree and repair hammer, meaning, the further a player specs into repair and/ or the better hammer they have then SOME VARIATION of the following should occur.. a. The patch kit heals even faster - (reduces heal time from 3 seconds to 2) then (2 to 1) etc.. b. The patch kit heals for more - (increases from 1k to 2k) then (2k to 4k) etc.. a & b.1. Be careful on these suggestions as multiple repair personnel may result in overpowered repair capability. c. More patch kits can be utilized per repair - (from 1 to 2) then (2 to 4) etc. c.1. Be careful on this suggestion as players may inadvertently burn through the kits. ** I'm sure this is already in the pipeline and I apologize if I'm stealing your thunder ** To everyone complaining about the modular concept, seriously think about it.. The legacy ship building system is ALREADY MODULAR BY DEFINITION. Skeleton + gold + X number of planks, decks, ceiling panels, walls etc. yeilds a ship... They're mostly square pieces.... Giant pain in the ass running around repairing 100s of pieces + cannons + sails, at sea INSTEAD of partaking in the battle.. Seriously, give me a show of hands if ya wanna be the repair bitch while I do the sailing, shooting and callouts..
  3. 2/10/21 8PM PST- We are aware of some server issues with the latest update and are actively working on a fix. We appreciate your patience as we troubleshoot this incident. 2/11/21 1AM PST - The fix for the servers has been released and after a couple hours of careful monitoring we have determined the servers are operating normally. Thank you again for your patience and understanding. Ahoy Pathfinders! A new ship will be sailing into harbor with the new patch. The “Majestic Kraken” will be available from the ship salesman, it's a streamlined vessel that not only looks deadly but packs quite the punch if she gets her tentacles on you. That's because she's touting 24 cannons that provide 50% more damage. The Kraken will be similar to the previous Ramming Galley, with custom ship compartment load outs and repairable via the Patch Kit. So gather up your doubloons and release the… you know the rest. In other highlights of the patch, along with a few more bug fixes, we've also taken another pass at the glider suit so you can sail the skies, for a reasonable amount of time. You get a blueprint, you get a blueprint, you get a blueprint... You guessed it, blueprint drops will be doubling and counts required are going down. So, go get your craft on. Lastly, accordion music will wake creatures up faster after being tranquilized. Lederhosen and polka dancing are not required, but it couldn't hurt. Community Surveys Last patch, we asked our fellow pathfinders to take part in a community survey that would help the Atlas team gain better insight on the wants and needs of our community. Needless to say, we were overwhelmed by your participation and feedback and will be taking a lot of it into consideration. We would like to genuinely thank all who participated. To continue this series of engagement, we will have another community survey in the near future, this one will address recent concerns around ship construction and customization. We look forward to hearing more of your input and appreciate your support. Released Patch Notes v522.3 New Ship: The Majestic Kraken The Ship Salesman's inventory is expanding! His latest offering, the Majestic Kraken, features two rows of Gunports armed with 150% damage Cannons. Cost: 22,000 Gold, 75 Dried Squid Tentacles Weapons: 24 Standard Cannons (150% Damage) Max Level: 60 Sail Points: 6.0 Repair Resource: Patch Kit Accordion Playing the Accordion in Free Play Mode quickly reduces the torpidity of nearby wild creatures, allowing them to wake up much faster after being tranquilized The radius of effect can be increased by unlocking the Inspiring Music skills in the Music and Dance tree Armored Docks Quality Blueprints for Small and Large Armored Docks have been added to loot drops These have two stats: Durability (Total Health) and Effectiveness (Damage Resistance) Decreased stack size from 100 to 1 Blueprints Increased the drop rate of Blueprints about double across all sources Blueprints for Sails, Cannons, Planks, Decks, and Gunports now have much lower craft counts Updated how quality is derived on Cannons Quality is determined primarily based on Damage Percent Durability contributes to quality at a much lower ratio Stat values rolled are unchanged (same values should be generated, but quality of BP may be different) Glider Suit Added a Stamina Drain Debuff Max Pitch is now limited by stamina. At low stamina the glider can only go down Camera Angle has been altered downward Bug Fix: Dive functionality via the run button has now been fully removed Harvesting Stone Harvesting nodes in the the remaining regions have been rebalanced to match the Copper Regions changed last patch Iron is the most common metal now, and may be found in rocks Other metals are no longer found in stone but may still be mined from metal nodes Geodes may now drop from rock in all areas. Using a Geode will destroy it and may give some limestone, rock salt, and/or a small amount of different gems and crystals. Geodes may only be gathered by hand or with Tames, not with the Quarry or Farmhouse Bug Fix: An icon for the Geode has been added Ships Patch Kit repair time reduced from 5 to 3 seconds Projectiles fired from Cannons in Gunports no longer explode if they hit the water's surface immediately after firing Enlarged Gunports on the upper level of the Ramming Galley's front castle to prevent clipping Bug Fix: Cannons in Gunports now correctly deal damage when ships are near one another Bug Fix: Ship components can be demolished after crossing grids Bug Fix: Resolved issue where all of the Ramming Galley's components were sometimes marked as Demolished Bug Fix: Ship wake effects are now positioned correctly for the Ramming Galley Tames and Creatures Added Enable/Disable Breeding option to tame command wheel Breeding must be enabled to allow creatures to mate Wandering is no longer required for mating Following must still be disabled for mating Unconscious or dead Horses and Bears can now be dragged Bug Fix: A tamed Dolphin's rider now always receives the Dolphin Intellect buff when jumping Bug Fix: Tamed Dolphins are now always able to jump after crossing grids Bug Fix: Removed option to move NPCs onto Cargo Saddles Trade Increased the Warehouse inventory cap to 120 stacks Trades of the same resources may no longer occur (e.g. iron for iron) Bug Fix: Agate (Flint) added to the Market so it may now be traded Bug Fix: Resources tradeable in the Market should all now be able to be placed in the Warehouse Misc Tranq Arrow torpor damage increased by 50% Sea Fort walls no longer give resources when demolished Updated the drop tables of a few sea creatures to give more stuff Bug Fix: The Seed Vendor's inventory is now accessible in Single Player Bug Fix: Resolved issue where some Warehouses and Markets would cause crashes Known Issues Cannon wheels clip through the floor on the Majestic Kraken's lowermost deck Painting has not been implemented for the Ramming Galley and Majestic Kraken and attempting to do so will result in some cosmetic errors. 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
  4. First off thank you @Chucksteak for inquiring about my "idea" and secondly thank you for acknowledging that I've been quite dedicated to this games development process for a while now. First off a statement of intent is in order. Definitions if you will. My desire is to be asked to join the development team as a consultant. To assist them in focusing their attention on the correct details, motivating the staff and regaining the respect of the players. A guiding hand if you will.. With this goal in mind I have done the following... 1. I have offered tons of free advice as an act of good faith and to ingraciate myself with players. In various threads I've also added to the advice already being given or offered alternative solutions. Assisted new players with troubleshooting. Verified bugs and reported them using the link here in the threads. Having been ignored completely by the developers and often not receiving feedback from the one-off new player asking the question I've stopped doing that. Apparently GS would rather let threads go unanswered and pay MULTIPLE people to run Discord, Facebook and Twitters business' for them.. No updated beginning guide. No moderator providing even the simplest of answers... Basically I stopped working for free. 2. I've given the developers plenty of free ideas, once again, as a show of good faith. a. Flintlocks and rifles should double as a club when empty (simply press power hit/ block buttons) b. We have a "beast mastery" tree. Some people love the tames. Other people feel they're OP and dislike them. I proposed a "beast-slayer" or "big-game hunter" spec as a counter balance. Simply put, being, specced into it would provide increased damage versus animals balancing the scales... c. Discussed the "exponential growth" dilemma on PvE regarding tames AND the monumental time investment that restricts casual players ability to partake. Offered a multi prong solution.. Simply put we "age" in this game, animals should also. Furthermore the "wandering to mate" system should be replaced with a random (RNG based) "in heat" system. Miscarriages, infertility and mate rejection should also occur. Then the associated time sink could be adjusted. d. Proposed that the "achievements" system be adjusted. If I defeat the Kraken for example let ME choose MY reward. The generic name I used was "Boss Points". Maybe I want a sub or maybe I want torpedos. Also let it be respecced. e. Recently proposed that the trade system be implemented in a different manner. Trade should COST money, not create it. Also the absolutely terrible UI should be changed to function more like a stock market. Offer your goods up and let people fill the order or pass. Let them shop and bid. f. Passive income should be provided via gold (and SILVER) bullion deposits scattered high and low around the map. Attach a widget with an NPC and gold gets deposited. Let us players have generic little taverns, bakeries, tailors and even brothels in our little settlements to generate passive income. We both know this list could go on... and on... Now, please remember, these are the ideas I've given FOR FREE. As a show of good faith. If that doesn't wet the appetite for my most SIGNIFICANT idea, well (speaking to @Gortok and the dev team) too fucking bad. It may be copyrightable. Pretty sure its novel and I KNOW its worth millions. No more free shit. I'm taking that idea with me, or, they pay me for it. This post is too long already, besides, @Chucksteak i know their lights are on, but, I don't know if anyones home. Understand now my friend?
  5. Since day 1 my client has crashed repeatedly. The game locks up and freezes. It takes task manager to kill the game and restart it. Unfortunately there is no crash dump file so reporting it does nothing and the dev's seem to be focused on the server code and not the client code. This lockup will occur 3-4 times per gaming session at random times. As a result, I can't be trusted to sail ships as it's likely I'll crash while doing so. We've lost one schooner this way. I can't be trusted with decent tames. I've also lost one nice bear this way. Since I can't be trusted to successfully sail a ship or ride a tame, two of the biggest factors in this game, then I certainly can't be trusted in more intense situations either. This effectively makes me useless for doing end-game content and it right pisses me off because the crashes occur at the most inopportune moments. The two recent losses as a result of crashing has essentially removed my will to play this game. Losing ships to a fight, I'm fine with. Losing tames as a result of my own stupidity, I'm fine with. Losing things I've worked for because of an unstable client, I'm not fine with. But hey, this is EA right? I should expect to lose everything without notice, right? Perhaps. But I should also expect to see patch notes that say they are fixing client stability. I should expect a bug report system where when I report this issue it's not cycled to the last on the page so that it doesn't get 'upvoted' and therefore gets ignored as unimportant. I guess everyone who's left Atlas has had that 'game breaking' moment where something convinced them that it's not worth it to hang around. This is mine. Whether it's coincidental or not, it seems most of my 'crew' are playing a lot less as well. I have therefore decided to enter maintenance mode. A large number of the claims we have I'm going to give to crew members as they leave the company and find others that are more stable to play with. Many are deciding to just quit. Claims on one particular island where I got started, I'm going to log in periodically to maintain. Those not wanted by company members, I'm going to either give away or let decay on their own. This also means that I'm going to give a lot less of a shit about these forums. There's no point in debating the finer points of a game that I essentially cannot play. So long and thanks for all the fish.
  6. Advice, things to consider devs... 1. Can Company A initiate a trade, then cancel it and still receive Company B goods? 2. Can Company A initiate a trade, then just go sink/ steal both ships? 3. If Company A initiates a trade and a 3rd party (such as a co-conspirator or 2nd account) sinks/steals the outgoing cargo does Company A still receive their goods from Company B? 4. Will trade vessels be armed? It appeared so in the pictures.. 5. Can the control point owner just camp their site and just sink/steal all the cargo flowing through under protection of said control point? 6. What happens if a control point changes hands after a trade has been initiated.. Both when alternative routes are available and, more importantly, when they're not? 7. Will the "trade tax" be paid up front at the market or transformed into gold out of the cargo? 8. Will, or have you considered, making insurance a part of this? Insurance was an actual product utilized back in the day... 9. How will Sotd react to trade ships? What about killer whales? Even mermaids..Consequences for traders? 10. If trade ships ARE armed will they initiate battles w nearby players or only respond to aggression? Will they fight or just fire but stay on course? 11. Have you considered letting transaction participants choose/ pay for higher/ lower levels of shipping vessl armament? 12. What effect will cyclones have on trade vessels? 13. Will the trade ships be labeled in some way so that people know which companies cargo they're plundering? 14. Will there be an announcement/log file when negative events occur? Last thing, it was stated, if i remember correctly, that at a certain point the trade vessel will be/ become virtual to reduce server load, correct? It may be wise to begin ALL transactions as virtual until the above mentioned exploits and scenarios have been addressed imo. Have a steady flow of "generic-npc" trade ships for players to plunder for fun at the outset perhaps? Advice to players Make small/ frequent trades initially to reduce the cost benefit for nefarious trade partners. Anyone have a scenario i missed to help the devs? Have a good day everyone.
  7. An emergency maintenance took place at 09:00 AM UTC which resulted in all our Official Servers being brought offline whilst we investigated a technical exploit. As a result of the exploit, our Official NA PVP Network, The Kraken’s Maw, had received a rollback to approximately 05:45 AM UTC specifically as we were able to backtrack precisely when the issue started to occur with our logging system. All other networks were brought back online with no changes. The damage done was caused by a technical exploit which we have now protected against, no administrator accounts were compromised in this situation. We apologize for the inconvenience and we thank for your patience and understanding during this time. In regards to action taken, multiple accounts have been banned in relation to this, by ourselves and BattlEye, though the evidence and our extensive logging indicates that this group does not have any specific ties to any one company, but are instead targeting streamers and large or well-known companies. We will continue our investigation and will take action on all involved accounts and companies when we learn of their involvement immediately. To compensate, we’ll be extending the 2x Bonus Rates until Wednesday. Please be assured that this is a priority for the team and we are working extensively to ensure that it does not occur again. Sincerely, Grapeshot Games
  8. Hello Grapeshot. Archery skill, all tiers of "Strong Arm" does not modify archery damage at all. The skill description says: "Increased Projectile damage by a specific percentage" but this does not actually occur at all. Beastmastery skill, all tiers of "Sneaking" does not affect aggressive creatures at all. The skill description says: "Wild creature visibility decreased by a specific percentage" but this does not actually occur at all. Grapeshot, if you intend to nerf archery flame arrows, then please look into these skills and get them working correctly so that archery remains a viable offensive option, thank you very much.
  9. The webs backbone and bottlenecks and portals of the internet superhighway are getting the most ultimate of ultimate stress tests. Yeah, must be a cyber attack hack or maybe even *dramatic music* espionage. All those news stories about cyber attacks, and if you arent mistaken verified hacks and yeah sabotaging things must occur, you are so smart.
  10. @Ms Eddie yea thats what i was vaguely referring to with the vote options "GS or 3rd party screwed up porting process" & the "other" option.Obviously you expressed it much better Also to further validate your point this is definitely the time of year when the webs backbone and bottlenecks get the ultimate stress test w all the gift giving, new releases, and people on holiday.. @eeeceee A. There were news stories circulating in mainstream about a cyber attack.. B. If I'm not mistaken there have been verified hacks earlier in the development of this game, no? C. Sabotage - are you asserting that people never sabotage things?.. That espionage doesn't occur?... Thank YOU for the laugh @eeeceee
  11. Hello Grapeshot. Archery skill, all tiers of "Strong Arm" does not modify archery damage at all. The skill description says: "Increased Projectile damage by a specific percentage" but this does not actually occur at all. Beastmastery skill, all tiers of "Sneaking" does not affect aggressive creatures at all. The skill description says: "Wild creature visibility decreased by a specific percentage" but this does not actually occur at all. Grapeshot, please look into these skills and get them working correctly, thank you very much.
  12. Your missing the point - its a game not a life sim with the rich getting richer. We all paid for the game why should some have more land and rights than others. Rent would only occur and be the same for all in freeport, a rented dock space for your ship, a rented store or shop or even office. For this to occur they would need far more freeports and a far more npc presence. Your building should be your claim and the timer should be 7 days - whereby if you dont log in it can be demolished like in lawless now but this should be everywhere. Space available to build is by distance from your first foundation and only ONE foundational claim is allowed per island per person. Ships allow people to live at sea, so effectually your build your ship and move on. Anchored ships should have a two month log on period after which again, decay occurs (maybe only in lawless). Freeport you should be able to rent a docking spot, which would be your red circle. Any freeport you should have to pay gold to dock perhaps if over a day. Instead of demolish on ships they would decay to destroyed if you dont log on. I have been playing from the outset and built a nice little site on a lawless. Some guy has since demolished everything ( i couldnt log in for personal reasons) and set up a ridiculously large claim by laying foundations, hes put two one either side of my own boat in MY OWN claim. Greedy is the word. Im not too fussed about the demolishments but it is the greed that gets me, and the lack of consideration, plus hes a fookin noob on the island. This above will sort the land claim shit out absolutely and is totally fair. It isnt unreasonable for a game developer to expect their players to log in at least once a week, once every day or even three days however is too much imo. One of the main issues really for the game developers to contend with is what the actual game IS. The problem is that there IS NO GAME per se. If you cant spend your money or buy stuff and sell stuff, any PVE will struggle to have any game within it. PVP yeh - your aim is to become the emperor of the world. PVE - to become the richest - the legendary or a pirate (non of which are possible). There has to be a GAME in an mmo GAME. Otherwise its a sim. I think one great way hardly if at all implemented in any mmo, would be to claim a winner after 2 years. Each game lasts two years, the richest player wins. Wipe the servers and start again. All stuff has to be accountable and worth something in game for this to work and at the end everything you have accrued is valued. You could also account for sotd - ie numbers killed lvls killed etc etc. All these stats could be accountable and relevant even taming animals and SELLING animals ships etc. A points system on top of the gold. Some would say that xp is the points system and as such your lvl reflects your game play, but thats not what I mean. Kill a sotd at lvl 4 you get say 10 points on your kill sotd stats. Sell a ship to another player you get say 15 points on your trade stats, after two years all stats are listed with an overall winner and winners of the varying qualities of gameplay. MMO's can get so very very boring unless you CAN WIN SOMETHING - PERIOD and im afraid to say there is NO purpose to do anything in Atlas PVE as yet. I wait with baited breath both for Atlas and for life is feudal re-release. PURPOSE - PURPOSE - PURPOSE to PLAY - Else its a sim and most sims have the ability to compete against other players in tournies so there is a purpose in getting better. Basically all you have is a survival sim and quite a good one, at this time. Once you have built your base and a ship even if its only a sloop - the survival aspect is conquered and there is nothing really left to do. Build a bigger ship - why ? Collect more resources whats the point, I cant sell them or trade anything. Kill the boss or the pirates - wtf for I cant buy another ship if mine gets sunk -ive got to make another one. Tame animals - wht for ? To collect resources that I have no use for ? J
  13. Hello Grapeshot. Archery skill, all tiers of "Strong Arm" does not modify archery damage at all. The skill description says: "Increased Projectile damage by a specific percentage" but this does not actually occur at all. Beastmastery skill, all tiers of "Sneaking" does not affect aggressive creatures at all. The skill description says: "Wild creature visibility decreased by a specific percentage" but this does not actually occur at all. Grapeshot, please look into these skills and get them working correctly, thank you very much.
  14. Hello Grapeshot. Archery skill, all tiers of "Strong Arm" does not modify archery damage at all. The skill description says: "Increased Projectile damage by a specific percentage" but this does not actually occur at all. Beastmastery skill, all tiers of "Sneaking" does not affect aggressive creatures at all. The skill description says: "Wild creature visibility decreased by a specific percentage" but this does not actually occur at all. Grapeshot, please look into these skills and get them working correctly, thank you very much.
  15. since aging and dying is a thing here are a few sugestions: first of aging with the same speed as the day/ night cicle. if im correct the day night circle should be 1 day per hour? in this rate the character should age every 15 days and assuming you start at 20 the character would be the age of 44 in one year and character death could occur from 50 to 68 or so giving you a lifespan between 1.25 or 2 years real time to adventure. second: Fountain of youth: I love the concept of the fountain of youth, i would love to have them occur more often but also include other fountains witch look similar to the fountain of Youth: EDIT: I Still like the concept, but have some Suggestions to make it easier on the server and increase replay value so it is less of the same Individual Fountains: Instead of having global fountains that cycle through specific locations let every player have individual fountains that servers don't have to be rushed once per month by a large ammount of players just not to die and get a stat bonus. Rather make it peronalized by having a randomly chain combined out of always ending in a random Point o interest on one grid: Treasure hunts that stretch across multiple maps (and maybe even chained treasure hunts) sinking Sods to get clews where to find the location sovlving puzles (either in dungeons or wordplays) This makes finding the fountain less problematic for server performance, keeps player hordes away from golden age ruins so that player that actually want to go for the stones with better experience and also gives a more varied experience for player already completed the dungeons Edit: Reduce the Aging speed so player wont loose all progress when they aren't playing for a month. The character doesn't nessesarily have to live for years but at least give us a few months of time before we have to think about resetting our age in some way or another. because many people won't go back and reset the character age every month and once they loose their progress they might never come back to play. Fountain of Age: lets your character age between 12 and 24 years older when using it. meaning if you are not carefull instead of giving the character more time to live you shorten it by a significant ammount. Fountain of The Dammned: The Fountain of the damned means you become a undead character and doesn't age anymore (as a opt out for leting characters die) could also reduce the characters food and water consumption drastically with the Drawback of: significantly less Health and reduced Stamina / stamina regeneration The Fountain of the damned can be reversed where the character would be able to age again and remove the advantages through either: Another fountain to be found somewhere a special treasure hunt across multiple island maybe some witchcraft/woodo magic Also as a addition for roleplay Server: Ajustable Starting age from age 6 to allow for children as viable rp character Ajustable Aging to allow the Server owner to ajust Aging rates ( so Seasons can be setup with characters able to age) Setting of the Starting Age to allow more dynamicly aged characters. (be able to set up a family without having to reset age for children by admins) if anyone has thoughts about it or additional suggestion about this topic feel free to post it^^
  16. Same here PVE G8 official. It was happening before wipe, btw. That period when devs were missing for like months, same glitch occur old servers.
  17. Ranger1k

    Patch V519.5

    @Enki Anunnaki This is their flagship website. Social interaction is supposed to occur here. If you don't agree w that then we'll have to respectfully agree to disagree
  18. @DocHolliday If he's associated w any of the sales staff of the companies involved i dunno if prison would occur but possibly criminal charges and a penalty, and i don't mean Subway.
  19. After playing Atlas for many hours, visiting the official forum many times and seeing several posts about the game's claim system, with critical suggestions and etc, I decided to do this mega post to talk about this mechanic and give my suggestions to make it better , more competitive and satisfying for all kinds of players. Unfortunately I am not fluent in English and I wrote all this in Portuguese and then with my knowledge and a help from Google Translator I translated into English, if any fluent in Portuguese and English want the original version that I wrote and make a better translation, I will be attaching the document in this post. I really believe the Atlas has an big potential to become one of the best experience MMO Sandbox, and that's why I felt like I wanted to cooperate as much as I could, so that the game would become better and better. The current game system is practically traumatizing and not compensatory for those who take the game seriously and think about having a long term progression, you build, build, equip up, build your boat and then, after you logoff and go sleep, none of it is there, all stolen or broken by someone or a small group. The current claim system has a very serious problem, there is no limit for people to put their flags, it's all a mess, play put their flags anywhere even knowing that they did not use that place at all, just to disrupt or mess the game. Having said all this, I came to this conclusion of writing and thinking about this whole new system for the game! Well let's get start: The creation of a skill tree for claim This skill tree is important because it would give progression in investing in the colonization project of your company and limits certain aspects in what is necessary for the competitiveness and progression of the game. Pre-set places to place flags I believe that the best way to stimulate competitiveness is to improve the end game and avoid the mess that is the current claim system, by placing pre-established places where you can place the flags and limiting through the Tree skill the number of flags that a player can place, will bring organization, more spaces for other players to be able to put their houses and small companies to build their small or great empire. * Proportionality and scale of area sizes may be incorrect Full size images: https://i.imgur.com/Nftdlya.png https://i.imgur.com/OFvwymi.png https://i.imgur.com/4dBGWJN.png The purple circle is the limit line influence of that company, after being conquered an invisible wall (pressing H in the game you will be able to see that limit line) is established in that line for non members of the company. Laws within this area of influence can be imposed by the leader of the company that conquered the plot, such as: free movement of any player (company member or not, tax collection for players who have personal claim in that area and others. In Red and Black zones these walls are undone when a company is suffering a Siege War attack (I will explain in more detail below). Personal Claim A small space (5x5?) Solo Players Can Build Your Home Within this house it is possible to place a limited number of workbenchs (due to space), hire an NPC, manage who can enter it and make use of their equipment, chests and etc. Limited number according to player's Skill Tree In pre-established areas in the Freeport Islands In pre-established places on most of the islands in the "Blue Safe Zones" (I'll explain later) "Plots that are at the edge of the island allow the player to build a Tiny Shipyard" Within the area of influence of a company. "Companys who are in Blue Safe Zones may assign these plots to non-members through payment of an amount of gold, appeal or what the company leader wants in return. In addition to the collection of taxes." Full size images https://i.imgur.com/GLnM15d.png https://i.imgur.com/HJsFmLQ.png Company Claim A large area In pre-established places in all areas (Blue, Red and Black) Limited number according to the player's Skill Tree. A base upgrade system (Tier 1, Tier 2, Tier 3, Tier 4 and Tier 5) (A system that I am still having some ideas but still not defined at all) System of maintenance of the bases (Payment of taxes and feeding) "A system in which the companys must pay the fees and manage the stock of food of the base to maintain the area of influence and plot" "At Blue Safe zone the fee is paid every 3 days IRL and the food stock is falling over time, if the fee is not paid or the stock of food ends up the company loses its base and plot." "In the Red Zone PVP the rate is paid every 3 days IRL and the food stock is falling over time if the fee is not paid or the stock of food ends up the company loses its base and the plot." "For the companys that are in the Black PVP Zone, the rate is regulated according to the interest of who dominates the territory. (who won Territory War)" System of laws in the area of influence of that company "The company leader can define some laws for the area of influence of his company, some examples: free trade between any player, prohibited to kill players (Red PVP Zone), prohibited to rob (Red PVP Zone), application of taxes for members and etc." Companys in the Red and Black zones can mark a siege for the base domination and area of influence of other companys (I will explain the Siege system further forward) Companys in the Black zone can participate in Territory War, and so dictate the rules and obtain the profit of the fee payment of that territory. (I'll explain the War Territory system further along) Full size images https://i.imgur.com/ujx9jEU.png https://i.imgur.com/kfvRHgp.png https://i.imgur.com/DfUyTTg.png Changes in the server system and creation of zones The changes would be to extinguish the two types of server we have today in the Atlas for a single type that bears both PVE and PVP, creating zones in the global map that would have its own characteristics and mechanics of operation both economic, conquest and combat. It is also a way to facilitate and simplify the balancing of Skill Tree, thus: Blue Safe Zone Simpler resources and less quantity among all areas Low amount of treasures and World Boss (Ghost Ships and others) between all the zones Higher amount of Freeports compared to Red PVP Zone No fighting between players anywhere in the Blue Safe Zone It is not possible to destroy/steal boats and houses of other players, loot belongings anywhere within the Blue Safe Zone Without Siege war for the domination of the base of another company (I will explain more ahead) Without Territory war (I'll explain later) Islands with the highest number of plots for Company Flags among all zones Players can respawn on their boat beds at any time "The safes zones exist perfectly for those solo players or small groups to develop in the game without suffering retaliation from larger groups or troublemakers. The large amount of plots for Company Flags added to Siege's inability makes it easier for these players to build their own destiny. The sense of security prevails anywhere in this zone " Red PVP Zone More advanced resoucers and more than Blue Safe Zones More quantity and quality of treasures and quantity of World Boss (Ghost Ships and others) compared to Blue Safe Zones Some islands in some territories that do not have plots of claim, but that have many resources for collection. Less amount of Freeports compared to Blue Safe Zone Combat between players allowed (except in the islands where Freeport has) Allowed to destroy / steal boats and houses of other players and loot belongings (except in the islands where Freeport has) Siege War for the domination of the base and conquest of the area of influence of another company (I will explain more ahead) Without Territory War (I'll explain more ahead) Islands with the least plots for Company Flags compared to Blue Safe Zones Players can respawn in beds of their boats with a cooldown time (increasing exponentially according to the amount of deaths then) "Red PVP Zones are for the larger, organized groups that know of the possibility of losing everything in a Siege but want to have a facility to get large amounts of resources, are also for those more adventurous players who are in search of better treasures and who knows how to steal some boat around! For those who are not members of a company that has a base on some island in that area, the sense of security in not having everything stolen or killed by a pirate only exists in Freeports " Black PVP Zone The best resources are here and in greater quantity than all other zones The most valuable treasures and the most fearsome monsters (Dragon, Hydra, Kraken?) Must be in these areas. Great monsters can randomly attack the base of a company, in case the company can not defeat the monster, it will destroy it. Two territories focused only on the collection of resources, the islands that have the greatest amount of resources of the whole game. There is no Freeport in this area Combat between players and allowed theft without any punishment. (A criminal system for the game?) Siege War for the domination of the base of another company (I will explain more ahead) Territory War for the domination of an entire territory (I'll explain later) Islands with the least amount of plots available between all zones Players can respawn on the bed of their boat with a longer cooldown time than the Red PVP Zones "Players can not respawn in the bed of their boat when that territory in which they died is in Territory War, only in the base of their company or in the nearer Freeport" "The Black PVP Zones are for the most hardcore and organized companies in the game, it's not a place for amateurs, the probability that you lose everything here is high, great risks big rewards is the dilemma of those who step on these lands and navigate these waters ." Siege War Siege was the only way I found that a group or company could conquer or destroy an established base and the area of influence of another group, fighting fairly and competitively for both sides. Can only occur in Red and Black Zone When a company first conquers a plot with its flag, it will choose 3 times in IRL that it can suffer an attack, the siege can happen on any day, but only at the times at which it chooses. For a company to attack another base through siege, the company leader should go to a Freeport in the Red PVP Zone and choose a day (the attack can not occur on the same day it is being organized) in which he wants attack and one of the times established by the leader of the other company that will defend At that time the invisible walls of the base being attacked will dismantle only to the members of the company and allies that marked the attack. A company wins a siege when it manages to destroy the wall or gate, invade the base and destroy the flag of the other company. A company can pay for gold to block sieges attacks for 3, 5 or 7 days, the leader must go to a Freeport in a Red PVP Zone and pay for the NPC. A company loses the siege when it can not destroy the flag in the time of 1h and 30 minutes. When the company leader marks the siege, he can request the help of up to 2 companys in the attack, consequently the company that is defending can also request up to 2 companys to help. Only members of the company participating in this siege can damage the walls, gates and the flag. Players from other companies that are not participating in the siege are still barred by the invisible wall of the base that is under attack. "Any player who dies a second time during the siege, can not enter that territory or respawn in a bed that is in the base or boat present in that territory. (This is to prevent the players from dying, they are going back to the war and the siege does not end)" After dying twice players can only respawn in Freeports. Full size images https://i.imgur.com/8GcuhuW.png https://i.imgur.com/YYxqKmO.png Territory War This is a system that I have not yet fully thought of, but I will leave here some ideas of what can be Black PVP Zone only It's a war on the high seas, much like a battle royale. "The war occurs in a region demarcated in the map of the territory, the company that manages to destroy the ship of all the others is the winner" "As soon as the event begins this demarcated area is closed with translucent walls and no one can enter or even leave to try to avoid fighting." There is no limit on how many ships a company can take to war, in this battle it is where they can show all the strength they have. Companys are not obliged to participate The event takes place during 1 hour and 30 minutes, if there are still ships of all the participating companies, it will be up to you to have more ships and crew (players) Occurs on a fixed day and time of the week Only those companies that have a base in that territory can participate in this war Players who die can not return to that territory until the event is over The winning company will have full influence in the laws of the territory and will obtain all 40% of the profit of the whole system of rate that owns in that territory paid by the companys. Conclusions Well, if you have read so far thank you very much, leave a comment with more suggestions, critics, we will talk about this subject and encourage the developers to change this system that is. I was already forgetting, developers put the option to edit the topic regardless of how long it takes @Jatheish NOVOS SISTEMAS PARA ATLAS.docx
  20. Ahoy Pathfinders! We want to start off by expressing our gratitude to the community throughout the launch of the Trade System. As we sail along the development journey, some seas may be rougher than others, but we are still making progress and we would like to extend our thanks to the community for their patience in joining us on this ride. Although we had to consequently disable Trades last week while we worked on a solution, we will be enabling them again with tonight’s patch. Patch 515.17 is scheduled for tonight, 11/18 at 7:00 PM PST. Harvest Rates will also be returning to normal. EDIT 11/18 as of 11:30 PM PT: We are working on the Trade Functionality and ping spike issues related to Markets. Trades are not working at this time. We hope to have a fix by the end of the week with Trades enabled again soon. If anything changes, we will let you guys know. Thank you! EDIT 11/18 9:00 PT: Note to Private Servers: Private Server Admins may need to run the following command to clear Market Logs and get the Trade Routes running again: cheat CleanMarketLogs 0 Further Developing the Trade System The ATLAS Trade System is an ambitious undertaking that we want to make into one of the core pillars of ATLAS gameplay. Even with the initial iteration of Trade Functionality introduced, it is still very early in the development phase. We are continuing to develop the system in a step-by-step process. Early Access gives us the unique opportunity to roll out the system in phases to see how it performs live, allowing us to also make changes and improvements based on community feedback. It is to be expected that while the Trade System is still in its early development phases, we may have to regularly enable/disable Trading as required to fix any bugs that may occur - although we will do our best to minimize this possibility. For players wondering if this means we will have to perform a wipe, the last wipe was necessary for us to clear any withstanding issues from a previous implementation of the Sea Forts. The Trade System was implemented in a way so that we can disable/enable Trade Functionality server side without requiring a client update or a wipe. With that being said, depending on the issue and how it affects gameplay, sometimes it can be necessary. Trade Shipments will remain virtual for the time being until the system is more stable, and testing on the tangible NPC Shipments continues. Survivability As a survival sandbox, the gameplay surrounding the risk of losing your stuff is part of the appeal. However, there is a balance to it and we recognize the need to introduce some elements to help with survivability. One of the first things we’ll be introducing are Armored Docks, as seen in the preview image, to protect your hard earned ships! With tonight’s update, players will be able to build the first one - the Large Armored Dock, which can be found in the Seamanship Tree under the Expert Shipwright skill. For 1200 Alloy, 1800 Fiber, 6000 Stone, 2000 Thatch, and 2500 Wood and a daily upkeep cost, players will be able to build a Large Armored Dock to park and protect their ship in this 300,000 hp Armored Structure. At this time, the Large Armored Dock can protect all ships. However, this large version is intended to store Brigs and Galleons, with smaller version(s) to come out later. The long term goal is that larger ships will need a lot more support than smaller ships. Please know that this is still the Alpha version of the Armored Dock. Future Patches will see bug fixes, balance changes, and more polish to the Armored Docks. We are not quite there yet, but with further balance and changes, we hope to see this as one of the first of many changes that will also help solo Pirates and Small Companies. Community Feedback We would like to thank the Community again for their continued feedback and support throughout the ATLAS development journey. The reintroduction of Explosive Barrels was meant to bring back an old mechanic and create a space and balance for it. We have spent a lot of time observing the gameplay surrounding it and we have been paying attention to your feedback. While we are still going to be introducing changes with Barrel gameplay in mind, we do hear you! In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay. Released Patch Notes V515.7 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders 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
  21. I was stating that 1 per company BY ITSELF will not solve the problem. So... Actually we're pretty much in agreement. The exclusion radius needs to be lowered again (or eliminated) and the functions should probably combined, atleast farmhouse with WH (possibly the market also) with the resource collection radius expanded. This COULD reduce the desire for companies to block out other WHs... Although in PvP WH blocking/destruction will still occur under the current system to reduce FOBs appearing on a companies island.
  22. Ahoy Pathfinders! We want to start off by expressing our gratitude to the community throughout the launch of the Trade System. As we sail along the development journey, some seas may be rougher than others, but we are still making progress and we would like to extend our thanks to the community for their patience in joining us on this ride. Although we had to consequently disable Trades last week while we worked on a solution, we will be enabling them again with tonight’s patch. Patch 515.17 is scheduled for tonight, 11/18 at 7:00 PM PST. Harvest Rates will also be returning to normal. EDIT 11/18 as of 11:30 PM PT: We are working on the Trade Functionality and ping spike issues related to Markets. Trades are not working at this time. We hope to have a fix by the end of the week with Trades enabled again soon. If anything changes, we will let you guys know. Thank you! EDIT 11/18 9:00 PT: Note to Private Servers: Private Server Admins may need to run the following command to clear Market Logs and get the Trade Routes running again: cheat CleanMarketLogs 0 Further Developing the Trade System The ATLAS Trade System is an ambitious undertaking that we want to make into one of the core pillars of ATLAS gameplay. Even with the initial iteration of Trade Functionality introduced, it is still very early in the development phase. We are continuing to develop the system in a step-by-step process. Early Access gives us the unique opportunity to roll out the system in phases to see how it performs live, allowing us to also make changes and improvements based on community feedback. It is to be expected that while the Trade System is still in its early development phases, we may have to regularly enable/disable Trading as required to fix any bugs that may occur - although we will do our best to minimize this possibility. For players wondering if this means we will have to perform a wipe, the last wipe was necessary for us to clear any withstanding issues from a previous implementation of the Sea Forts. The Trade System was implemented in a way so that we can disable/enable Trade Functionality server side without requiring a client update or a wipe. With that being said, depending on the issue and how it affects gameplay, sometimes it can be necessary. Trade Shipments will remain virtual for the time being until the system is more stable, and testing on the tangible NPC Shipments continues. Survivability As a survival sandbox, the gameplay surrounding the risk of losing your stuff is part of the appeal. However, there is a balance to it and we recognize the need to introduce some elements to help with survivability. One of the first things we’ll be introducing are Armored Docks, as seen in the preview image, to protect your hard earned ships! With tonight’s update, players will be able to build the first one - the Large Armored Dock, which can be found in the Seamanship Tree under the Expert Shipwright skill. For 1200 Alloy, 1800 Fiber, 6000 Stone, 2000 Thatch, and 2500 Wood and a daily upkeep cost, players will be able to build a Large Armored Dock to park and protect their ship in this 300,000 hp Armored Structure. At this time, the Large Armored Dock can protect all ships. However, this large version is intended to store Brigs and Galleons, with smaller version(s) to come out later. The long term goal is that larger ships will need a lot more support than smaller ships. Please know that this is still the Alpha version of the Armored Dock. Future Patches will see bug fixes, balance changes, and more polish to the Armored Docks. We are not quite there yet, but with further balance and changes, we hope to see this as one of the first of many changes that will also help solo Pirates and Small Companies. Community Feedback We would like to thank the Community again for their continued feedback and support throughout the ATLAS development journey. The reintroduction of Explosive Barrels was meant to bring back an old mechanic and create a space and balance for it. We have spent a lot of time observing the gameplay surrounding it and we have been paying attention to your feedback. While we are still going to be introducing changes with Barrel gameplay in mind, we do hear you! In 515.17, Explosive Barrels can no longer be fired from Cannons or Large Cannons. We have also added an 80 Gold cost for crafting Explosive Barrels. Thank you to the Community for your part in helping us to shape and define ATLAS gameplay. Released Patch Notes V515.7 New Structure: Armored Dock The Armored Dock is a structure built in shallow water to dock a ship inside of. It must be destroyed before the ship can be damaged. This Alpha version of the Armored Dock is still in progress and not fully functional! Be warned! Smaller Armored Docks are coming in future patches along with bug fixes, balance changes, and polish. Added Large Armored Dock to the Seamanship Tree under the Expert Shipwright skill Has 300,000 health and is an Armored Structure, giving it increased resistance to explosive damage Costs 500 Gold upkeep per day (This will be reduced to 150 gold in the next patch) Explosive Barrels Explosive Barrels can no longer be fired from Cannons or Large Cannons (may still be fired from Catapults) Added 80 Gold cost for crafting Explosive Barrels Sea Forts Duplicated some flag interactions onto the Sea Fort Tax Bank Fixed some stuck interactions with the Sea Fort Tax Bank Structures Increased resistance to explosive damage by 40% for Large Stone Walls, Large Stone Gateways, and Large Stone Gates Weight of placed Catapults increased from 120 to 150 Trade Log Fixed issues where Trade Log incorrectly reflects what was sent and received Fixed an issue where sender and receiver were swapped in Trade Log Added resources received from Trade Events to Trade Log Fixed some scrolling issues with Trade Log Trade Shipments Fixed an issue where resources were received twice from one trade Fixed multiple issues where incorrect amounts of resources were received Fixed multiple issues with Shipments getting stuck, eventually causing performance issues Fixed the amount of Income (Gold) generated by Trade routes. It should now correctly reflect the route's length Updated some virtual shipment server settings Market Markets must now be within 22m of a Warehouse to connect Fixed an issue where Markets and Warehouses could not connect Fixed some issues where editing Trade Offers would create mismatched information between the server and the client and break those offers Added new Trade Route statuses to replace PENDING: SENT: Trade Route requests you have made that are pending RECEIVED: Trade Route requests other Markets have made to you Cleaned up some Market interface interactions Misc Removed XP reward from all Golden Age Army of the Damned Soldiers Added 10 second cooldown to gliding after crossing server borders 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
  23. 11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to 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 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
  24. 11-13 UPDATE: We will be temporarily disabling Trade while we continue to investigate a solution for the Server Issues related to Markets and Trading. If you continue to see performance or server related issues, please report them to us in the Server Outage form here: https://docs.google.com/forms/d/e/1FAIpQLSdhAG84VvDhPBurAY8p4JLUhQfAmhjg42UR6o5zQTuzlqD6NQ/viewform We apologize for the inconvenience and thank you for your patience. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ahoy Pathfinders! Trade Functionality is finally here, and with it a Wipe for a fresh new start! To kick things off with a surprise, we will be having 3x Harvest Rates for one week, starting today! Now that it’s almost all together, let’s review how the Trade System functions. The Trade system is intended as a means to get resources flowing across the map, facilitating competition over resources and the access to trade. Every grid has 1-4 Sea Forts that act as control points which give players access to Trade Routes that let players connect what they are producing with what others are, establishing Trades in an automated fashion: All trading is automated - the Market will look at your configurations, and check the Warehouses of connected Markets to see if Trade conditions are fulfilled. If the conditions are met, a Trade Ship will be automatically created and set to embark on its destination. Players do not necessarily need to control a Sea Fort to be able to be able trade. However blockading Trade routes is possible if a Company controls all the Sea Forts on a server that route must go through. Companies that control Sea Forts may also tax Trade Ships that pass through its server, although Trade Ships will always choose to use the Sea Fort with the lower tax rate. Remember that at this stage, all Trades will be virtual, so any Trade that is started will reach its destination Market. Testing is still ongoing on the NPC Trade Ships that will eventually carry the goods. Now’s the perfect time to take advantage of these guaranteed Trades to get the gold rolling in and the economy moving! Although players won’t be able to attack your Shipments for now, you will still want to pay attention to the Random Events that may occur! You never know what you will end up getting… or losing. However, the chance of higher spoils may make the Trade more than worth while! All Random events are virtual and are resolved upon completion of the Trade. Shaping Gameplay and Progression With the Trade Functionality and the ability to gain income from it now in place, the dynamics of the gameplay will start to shift, as will progression and the balancing surrounding it. The economy of the game will be centered around the Trade System. Although the other ways to obtain gold remain, utilizing the Trade System will be the primary way to earn income, whether you are actively Trading, controlling Sea Forts, raiding Sea Forts, or later - attacking ships. There was a lot of noise surrounding the increase in gold cost to build higher tier ships and its pay-off. The introduction of the Trade System is meant to shake things up with the current state of play. We are not balancing our changes surrounding what was previously established and these new conditions in play should endeavor players to new strategies. As we mentioned, we are starting with very conservative numbers with this first pass of the Trade System and will be making adjustments as needed. Future mechanics or changes to ATLAS may continue to change up the gameplay and progression in the game as well. We are striving to find a balance for good and varying gameplay at all levels. We know that we are not there yet and it is important to stress that we are still in the middle of defining and refining the core gameplay and mechanics, so sometimes the waters are going to be pretty rough. What's left for 2020? Although Trade Functionality has made it, we still need to fully implement the rest of the system. As we previously mentioned, the NPC Trade Ships that players will be able to interact with are still undergoing development and testing. Next week will likely be a smaller maintenance update consisting of some fixes and any balancing adjustments if we see fit. The new Ships for Gold system is also on the way, and the first release of it will see the Ramming Galley hitting the shores… or more likely hitting your ships. Other specialized ships are also in the works. These new Ships will utilize a modular building system and exist alongside the current Ship system. Lastly, the other big goal we have for the remainder of the year is an overhaul of the Claiming system. We aren’t quite happy with the Island Claiming system and how it’s currently functioning. We will be reworking the Claim system based off of laying down individual claim flags in an area again. However, we are looking to take it into a different direction. We are still in the early stages of the design and fleshing out our ideas. As we get closer to making this change, we will bring it to further discussion. In summary, players can expect the completed Trade System, an introduction to the New Ship System, and a rework on the Claiming System. Again, all three of these items will continue to be tweaked and balanced. We are continuously shaping the game! This is also only what’s immediately on the table, and there is still more to come in 2021! Please stay tuned. Released Patch Notes v514.3 Trade Connected trade routes will now automatically trade between each other Every few minutes a Market will look for a potential trade Prioritizes Trade Routes in order Prioritizes Trade Offers in order When both Markets in a Trade Route have compatible Offers, a Trade is initiated Example: - Market A and B have a Trade Route - Market A offers 1 Lightwood for every 2.0 Thatch - Market B offers 1 Root for everying 0.4 Wood - If Market A tries to find a trade, they can find one for 1 Lightwood for every 2.25 Thatch - If both Warehouses have enough resources, the shipment is created. Trade Offers remain active after use, and can be part of more trades as long as there are enough resources in the Warehouse. Currently all shipments are virtual and do not generate Trading Ships that can be attacked. (This is in testing and iteration and expected in a later patch) Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This gives Markets increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratanoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Sea Forts added to D8 Sea Fort Taxes can now be set via 10% stepped increments in a Set Tax Wheel Submenu Sea Fort structures no longer respawn when an enemy is nearby Ships Increased Gold cost for crafting ships Schooner: 50 Gold → 5,000 Gold Brigantine: 250 Gold → 25,000 Gold Galleon: 500 Gold → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports Bug Fix: Stack size for Fuel items in Warehouse and Farmhouse inventory is no longer affected by the Fuel Slot stack size Known Issues If you create a trade offer and then edit its resources, the Market UI doesn't update and may be out of sync with what's actually there Resources awarded by Trade Events may not be delivered or logged correctly Trade Log may incorrectly state which resource types are sent and received Trade Route income should be multiplied by the Trade Route's distance Editing the Tax Rate on Sea Forts requires you to manually exit the interaction wheel No feedback is given when a Market doesn't have a valid Warehouse to connect to 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 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
  25. Ahoy Pathfinders! We have set up the Sea Forts for route control, the Markets for Trade configurations, and now Trade functionality is on the way with the next patch! As a reminder, it is currently scheduled for Tuesday 11/10 at 7:00 PM PT and includes a Wipe. The first iteration of Trade functionality will introduce virtual shipments only, meaning no tangible NPC Trade Ship will be created and all Trades that are started will reach its destination Market after a certain time. Players can still blockade Trades via control of Sea Forts, in which case a Trade will not start if there are no routes it can take to reach its final destination. The automatically generated Trade Ships that players will be able to impede and attack are still undergoing testing will be implemented later. We are also introducing Random Events to Trading, and these will appear in the Trade log when they occur. It’s wild out in the Seas, and you never know what can happen. Perhaps your ship sailed into a group of NPC pirates who took some of your stock. Or maybe you got lucky and ran into a treasure chest, gaining you extra gold! Maybe the amateur cook on board accidentally set your ship on fire so you lost some of your cargo - but inadvertently gained coal! Random events can be negative, neutral, or good, so be sure to keep an eye on your Trading Log or you’ll be caught by surprise! Multiple Random Events may trigger, and all Random Events are virtual and do not get resolved until the end of the shipment. The weights of several resources have been adjusted in relation to the Trade System as well. Economy The Trade system will be the main way for players to generate gold. We will be starting with very conservative numbers with the gold generation rate from Trades, and will adjust the numbers accordingly. With Trade Functionality now in play, we have increased the cost of building Ships. Players will need to Trade consistently and/or control Sea Forts to build income for Ships. Acquiring top-tier Ships is going to take some work and we are expecting to see a lot of Sloops at the beginning. The first Schooner, and subsequent Ships should feel like a big deal and a job well done! Whales, Ships of the Damned, Shipwrecks, Flotsam, and Treasure Maps are other avenues for gold as well. Re: Upcoming Wipe As noted, the next Patch will include a Wipe with the introduction of Trade Functionality. The Wipe will also resolve some previous issues such as interference from the old Sea Fort structures and problems with claiming Sea Forts on Lawless. We also received some questions about whether the Wipe would change the map or multipliers for the new “season.” We would like to start off by clarifying that with our recent change to our direction in development, we are shying away from defining official “seasons” while we are still in Early Access. In the Summer, we announced that we were renewing and essentially resetting the ATLAS development journey. Since then, we have come to realize that we cannot expect to have “seasons” while we are still shaping out the core gameplay mechanics. At this stage, we will be rolling out changes continuously and wiping whenever it becomes necessary. Meanwhile, we will consider how we may want to run seasons when it makes sense. The upcoming Wipe will not introduce any map or resource distribution changes, at least not right away. We are still looking at how we want to change and balance the distribution of resources. We like the idea of having Hot Spots/contested locations and want to bring more of that into the gameplay. Once the NPC Trade Ships are in, it will also create opportunities to attack the Trade Ships that are carrying rarer goods. The changes to resource distribution will be happening later in this cycle. This means that the value of certain locations can and will change until we strike the right balance, and it will mix up whatever the current circumstances at the time may be. Base multipliers/rates will also remain the same. There are no planned changes at this time, although we will likely look into readjusting them later down the line. Private Servers A wipe is not necessary for Private Servers, but it is recommended as there may be outstanding issues that a wipe would resolve if you had already added the original Sea Fort structures to your map. Be wary that adding Sea Forts now may cause unintended changes as well. Sea Forts are also not necessary to enable Trading on your server. Trading is set up so that if there are no Sea Forts in the server, it is considered an open route and there is no tax when passing through. If the origin or destination market is on a server with no Sea Forts, the trip will be virtual. In other words, Trading is allowed for everyone if there are no Sea Forts on a server. Unless you desire to add the gameplay surrounding Sea Forts, it is not a requirement for the Trade System. Tentative Changelog *** Please note that this is only a preview of the next patch and may be incomplete. Final Patch Notes for the Live build may differ and will be reposted once it goes live. Crafting Reduced the output of crafting Gunpowder from 2 to 1 Reduced the output of crafting Blasting Powder from 2 to 1 Market Updated the Structure Settings on the Market to be Reinforced Stone This results in increased damage resistance Bug Fix: Added back the ability to connect Markets to Warehouses via interaction wheel (they should still auto connect if placed near each other) Resources Adjusted weight of many resources Reduced the weight of Gold Coins by 50% Reduced the weight of Gems by 75% Reduced the weight of Wood by 40% Reduced the weight of Sap by 60% Reduced the weight of Crystals by 60% Reduced the weight of Metal by 33% Increased the weight of Oil by 2x Increased the weight of Fiber by 8x Increased the weight of Flint by 2.4x Increased the weight of Keratinoid by 5x Increased the weight of Gunpowder by 1.5x Increased the weight of Organic Paste by 2x Increased the weight of Fire Gel by 2.5x Increased the weight of Blasting Powder by 2.5x Sea Forts Reduced the radius inside Sea Forts for claiming from 2.5 to 1.5 meters Increased Max Tax rate for Sea Forts from 30% to 50% Ships Increased Gold cost for crafting ships Schooner: 50 → 5,000 Gold Brigantine: 250 → 25,000 Gold Galleon: 500 → 50,000 Gold Warehouse Reduced Placement Prevention Radius of Warehouse from 800m to 600m This increases amount of warehouses that can fit in an area by about 75% We're looking at how to best allow multiple companies to have warehouses nearby in the future Reduced Transport Radius of Warehouse from 500m to 450m Misc Increased the max stack size of Cannon Balls from 50 to 100 Bug Fix: Explosive Barrels can no longer deal damage in Freeports 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 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
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