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  1. I've just returned to Atlas ( 3 days ago ) to find a whole new map and system. Now I did play when claim towers first got released and it has not improved. On pve you can not get on any islands outside of Rookie cove. Lots of mega companys inhabitating multiple islands and make it difficult or impossible to settle on. You are losing a lot of players as I'm already bored sailing around looking for land to settle on. No I'm not asking for permission to play the game from another player. You either add more land ( will hamper performance, or you seriously limit what companys have. I'm sure you introduced warehouses and the automated buildings to promote trade but still allow mega companies to own and control multiple islands for the resources they don't have at home base. Then they just get it shipped internally with minimal risk. Get rid of the automation or make it possible for every player to achieve regardless of if they solo or a mega. Warehouses should be 1 per company. You want your legendary ship, go farm the other 4 types of wood,metal etc etc or trade for it. But no, these idiots deva yet again pamper the Mega's monopolising everything. You shouldn't have to ask for permission to play a game from another player because he thinks he owns the island. We have all bought this game and if I have to start asking other players for permission, the I want my money back because this is not what I purchased
  2. ХхэхHi developer. How long can we wait for a fix for the game on Xbox consoles? It's unbearable, we want to play! The game completely crashes with the minimum development of the islands. Interaction with the taming house is impossible, immediately crash.
  3. What I am saying there's not way to fairly divide loot in an LFG environment in this game. I would like some examples of how the game caters to larger groups. Most of the changes make the game easy to the point it's too easy. Also for handed to them generally what people are talking about is you put little effort into getting it. I was watching a guy get his boat ready for kraken and he was in a small company he was working hard to get materials for his masterwork blueprints so he could do the kraken. I didn't want to explain to him that kraken has been nerfed so many times even after we were killing it in 10 minutes with 3 brigs and a galley using primitive items. Then they nerfed it like 5-6 times. The nerf to ballistas made it harder but the fight is still a joke. I want you to read what the OP is saying. I read it as I want the reward but don't want to put in the work. I've been saying that it's possible for a while. The problem is people want to have an easy mode put in for them instead of earning things. It's ruining the game for people that want an actual challenge. A lot of the people that were mythic raiders in WoW stopped playing this because the end game difficulty is a joke with about 5 people that know what is going on. I think you said it best where it's possible to do but people don't want to use the systems in place. ~Lotus
  4. ALL INFORMATION BELOW IS SPEAKING OF NPCS FROM A LEVEL 1.6 PIRATE CAMP AND A LOW QUALITY JOURNEYMAN MAP. TL;DR, The Lowest Level Stuff. Level 1.6 Pirate Camp As of 26/10/2020, npc pirates mounted on weapons are immune to all hand-weapon damage I can find. Pirate structures can't be damaged by anything inexpensive, and can't be damaged by anything in your hand (with the possible exception of grenades, which I haven't had the time to try). You can't even use picks or axes to break down walls. Frankly, this is bad enough in my opinion. You can be killed in seconds by basically any pirate, even when wearing good gear, if you're not confident with the combat in Ark sorry Atlas. However, the devs seemed to think that this was not bad enough, because it keeps going. Pirate camps are equidistant from each other on most islands, meaning that it's nearly impossible to settle anywhere that you will ever be safe if you go a hundred metres off to the left. Oh, and did I mention that level 1.x pirate bases can spawn pirates (just in my experience) up to level 78? (that's not the highest level I've seen btw, just the highest one I remember for certain) This all means that a troupe of people having just left a freeport, with no real possibility of having equipment blueprints or equipment past common level will land on a new island, be under constant threat, and be basically incapable of dealing with even the lowest level threat without essentially cheating. I did find one way that works. It's to go up in a mountain, with a rifle, a lot of ammunition, and, at ultra long range, start shooting the pirates. 5 shots per pirate is about reasonable, and they all run around when you shoot one, so you're going to be here for a long time. I assume that's the griefing you (devs) were worried about though. Oddly, that's the path we've been forced to go down. (I will address tames later) Journeyman Quality Soldiers of the Damned Likewise, as of 26/10/2020, Soldiers of the Damned do take damage from ranged weaponry, which is a far cry better than them being immune as they were some time ago. However, as of now, from a journeyman quality treasure map, they take so little damage and do so much damage that a man in plate armour is killed in a few hits, while we can shoot them dozens of times without any results whatsoever. In melee, because there are so many of them, that are not in any way tagged to the number of people in the area of the treasure map (at least so far as I can tell), and they are not significantly slower (if at all) than you are, a small group of people get overwhelmed, and die. Oh and if they don't swing at you for x amount of time they decide you must be griefing and they despawn, just in time to respawn when you try to get your equipment back from your body. Tames Okay. We got here. Yes!!!!! We can at any level defeat pirate camps, and soldiers of the damned. All we have to do, is use tames *happy noises*. And you know, I think that's totally fine. What isn't fine, is the fact that tames are not the only things in the game. In fact, there are many other forms of weaponry that have been implemented into the game, and, supposedly, these other forms are useful. One very important piece of game design that you (devs) seem to never have been taught is that nothing should be added into a game for the players to use that doesn't explicitly have a use. Essentially what I'm saying is this: I get you want people to use tames. Great! They will. Let us use the rest of the stuff you put into the game too. As of right now, it's incredibly difficult to use what you are given at the beginning of the game, to beat what you need to beat to get to the next stage of the game. And to the people who would say "well you said it yourself, it's possible, game design done"... I... just... go away. Possible is not the same as fun. If you give me a gun, I should be able to shoot things with it. If you don't want me to be able to, fine. Delete all the guns. They're clearly not meant to be part of the game. Why You (Devs) Did This I have read up on this as much as I can, so please correct me if I'm wrong about any of these things. In terms of Tames, I'm not going to say that this game is a copy paste of a game where tames were inherently more important, but... I'm also not going to lie. Pirate Bases were being effectively cheesed, and so were Soldiers of the Damned, and the way that both of these were being done was by staying at far away range with either a person or a ship (or sending in one person to kite) and then using time, or ships, to destroy all hints of resistance with no difficulty at all. Frankly, I understand why you thought that a fix needed to happen, and I agree. However, allow me to give a potential set of fixes. What Should Be done (give or take) I'm not trying to write your game for you. Please take these suggestions as genuine suggestions from someone who wants to love your game, but can't, and not as some stuck up prick trying to tell you what to do. Feel free to change numbers, dismiss ideas, etc., but please understand that these are suggestions that I have passed by many people, and that we all think would make the game better. 1. Here's the kicker. Outside of npc aggro or "chase" range or capabilities, you can't damage npcs. At all. I'm gonna try to clarify. NPCs in Atlas have a range where, if you shoot one of them, they will come after you, and at some point, after running far enough, they will return to base. It's possible I've misread this, and it's only based on time, in which case add it. Add a maximum radius around the npcs. Make it the same size as the range of the longest ranged npc, possibly excluding mounted weapons. So: If the longest ranged npc is an Archer of the Damned, then you can't hurt the Soldiers of the damned, unless the Archer can hit you. No matter what. They might not aggro until you get the first shot in, but once you do, they can hit you, if you can hit them. This is simplified even further because, done right, you can't just have 1 person kiting with no consequences to anyone else. If you can hurt the soldier, the soldier can at least try to come over to you and hit you. Make this obvious by having the reticle simply not register them as an enemy until you're in range. What does this fix? If worried about people hitting things from a ship, totally fair. Can the npc chase/shoot far enough to get onto a ship? If not, then people on a ship can't hurt npcs. Worried about people hiding in a mountain to shoot the pirate camp? Totally fair. Can the npc shoot high enough to hit the mountain? If not... see where I'm going? Perhaps artillery range has to be equalised, meaning that artillery can damage the base as long as the base can damage it (at least conceivably), and the range should probably stay the same even if all ranged units are picked off, but this should be a relatively simple fix that makes griefing and cheesing impossible, as well as making it very possible to play however you want. 2. Everything needs to be damaged by everything (Without violating the first rule). An enemy with armour can have resistance to arrows and bullets, but it should never be more than 50%. Frankly, 50% is, in this game, barely reasonable for a bow, and completely unreasonable for a gun. 3. Low level Pirate Bases have Low Level Pirates. Make a reasonable progression. If you want one boss pirate, then maybe make that one pirate level... I don't know, 10 levels above average? Every other pirate should be an equivalent level to the average level of random animals wandering around (10 or so), and then scaled for level of the pirate base. This would mean a level 1.6 pirate base would have most pirates of level 16 (Base level 10 * 1.6), a few above, and a few below. And not above as in level 78, above as in level 18, below as in level 14. The highest level pirate bases may need a buff after this, and that's okay. Maybe instead of it being a flat 10 * Level + ((level/10)*10). This would mean that a level 1.0 base would have level 10 pirates, a level 2 would have level 40 pirates, level 3 would have 60 etc. etc. I really don't care all that much how the scaling is done, I just care that it is done, and that the low level bases actually have consistently low levelled pirates. 4. Mounted Pirates have damage reduction from ranged weapons. Maybe 50%, maybe even more. Frankly, npcs on mounted weapons are the only reason I can ever see a damage reduction above 50%, so go wild. 80% damage reduction if you think there's any reason for it. I feel that fix #1 would fix most griefing with mounted weapons anyways though. 5. Npc Structures (namely pirate camps) should have high, high damage resistance, and maybe even immunity, to weapons like the bow, sword, and guns. They should have damage resistance (only resistance) to tools, and explosives. 6. Normalize Soldier of the Damned Spawn Numbers and Levels. Again, some kind of arithmetic with the levelling of SotD would be great. However, the biggest issue that is the easiest to fix is the number that spawn. Right now, as far as I can tell, it's a fixed number, or at least it's quite high. So, make it 1+ party number on common maps, 2+ on journeyman, etc. etc, along with the basic levelling that is being done. Make this number tagged to the same damage radius as in #1, meaning that if 1 player character is inside the radius of a common map, we get 2 soldiers. If another player gets into this radius, which they have to do in order to hurt the soldier, another soldier spawns, and does not despawn until all players exit the radius. And, because of how Soldiers of the Damned work right now, when all players exit the radius, all soldiers retreat into the ground. Obviously, there would need to be a counter to avoid having 1 player in the radius, 2 soldiers, 1 killed, another player joins, and two pop up, as that would be unfair (at least unless there was some kind of timer), and the number should perhaps not reset right away, but I'm sure that can be figured out by people smarter than me. 7. Soldiers of the Damned should not be able to respawn, or regain health if there is active combat going on. Just... this is violently frustrating when you've whittled down the numbers through skill and then suddenly, poof, everyone has full health and the four you killed are right back up shooting you in the back. Afterword I may edit this if I remember other things that should be added, or to clarify things that are unclear. However, this is a genuine plea from a casual player who wants to introduce people to your game, and wants to play your game, but simply doesn't feel comfortable doing so because of how badly balanced it is. I understand that these changes would be a major change to the balance. However, lets face it. The high level players looking for a challenge are not going to journeyman treasure maps, or level 1.6 pirate bases. They're going to the Hydra, the Kraken. They're going to level 10 pirate bases (assuming those exist and I haven't blanked). The higher level balance of this game might be amazing. It really might! The issue is I don't know, because I've never been able to muster the caring, or capability, to get to those higher levels. Frankly, I'd love feedback. If you, Devs, feel that some of these requests are unreasonable, please tell me why. Maybe I can offer another option. If you, other players, feel that you have something to add, please do. All I'm asking for is a some changes that would allow people just getting into the game, to get into the game. Without these changes, taking down one pirate camp, on the lowest level island we could find, with our basic equipment, would take (at rough calculation) over 6 minutes. And not 6 minutes of adventure, or fun fights, 6 minutes of potshotting from a mountain side, and waiting 10 seconds in between for the pirates to calm down so we can shoot them again (that's ignoring the mounted pirates). And without these changes, a party of three people, at level 25-30, are literally incapable of taking down a journeyman treasure map without use of the only mechanic that you've allowed to work on it (tames). This does not make for a welcoming environment for new players! It's viscerally frustrating. What makes it worse is that Atlas has so much potential. It's the Pirate game I've always wanted, and never got. But right now, it's still not here. I have gotten three people (and counting) into playing this game. And so far, we've stuck with it, because we like playing together. So if we need to randomly tame 10 boars in order to get our first treasure map, even though none of us wants to have boars, or wants to go into the taming tree, we do so, and make it fun because we're friends. We like playing the game, because we like playing games together. I guess what I'm saying is, I'd love to be able to play your game, not because I like who I'm playing it with, but because I like playing the game.
  5. No, that wasn't the point of this recent change, otherwise they wouldn't have given the landlords the ability to destroy things. The point of the change was to try to make sure people had A place to build...not anywhere and anytime they want. You don't think the person having to come up with gold to pay for the island should get to decide what spot(s) they want to build on? Or who they want building nearby them? You think if they don't let anyone build anything wherever they want, they're an asshole? You think this system was designed to not allow landlords to decide how things work on their island? What a bunch of weird opinions that is. I don't own an island, but I live on a small one. It was days before the island owner could even think about where he wanted to build because as a low level, no skill player, he had to come up with a whole bunch of gold first to claim it and keep it. There are only @ 3 decent building spots on the island. If people had sailed up and started grabbing them, I would have wiped all that out immediately. It's pretty freaking rude. Speaking of rude, if I owned an island, and someone named "Sexy Grandpa" or "P3nius Pirate" (both actual names I've seen in the game) landed there and started building, I'd throw their asses out of there so fast it would make your head spin. That goes double for the company that griefed a bunch of us previously in lawless. I'm not interested in spending my free time with people like that. I don't know how people can read that new design, see where they've given landlords the power to destroy stuff, and then claim the design is so anyone can build whatever they want, wherever they want, any time they want to.
  6. If you are looking for muts, just keep breeding. Each breed has a chance to mutate a stat. When looking to combine stats, you have a 50% for the stat you want to carry over to the baby. Ie if you want hp 500 on the baby, the dad has the 500 and mom has 450, you have a 50% chance for the 500 to carry over. Do this for all the stats you want combined and eventually youll have everything combined. If everything is the same stat then youd only be looking for muts, unless you introduce a better stat, ie 550hp. In which case rinse repeat until 550 is into your line
  7. All hands on deck players that love the game and want this to work. Again try to Voice your opinion on what you think will help the game.. in my mind and what I have seen to make a game successful. You need to make money and keep bringing players back to want to keep playing the game. Even the free to play games have away to keep making money! Does Atlas have this? No it doesn't! Ark has maps and skins and holiday skins that you can get if you get achievements or kill a boss. Atlas doesn't have this. Why is there Chinese skin sails but no Chinese Galley to put it on. Where are the Ships of the Sea? Why are the cost of Making a ship so high that we are now land loves and not at sea. You need to make money have skins that players can buy to help support the game. They will pay for it! especially if they love the game, want to see it succeed and want to show there stuff off. Maybe have a starter chest that players can get or some times fine that have real treasure in it. Like skins for your sails or skins for players. Not sea grapes!
  8. Ahoy Pathfinders! We hope you've been enjoying your sails on the Tradewinds and the other new changes we've brought into the game. In this post, we were able to take some time with the Dev team and have a few questions answered regarding the future plans of Atlas and what the rest of the year may hold. Again, we are in Early Access and the changes mentioned in the responses are subject to change. Although this may all just be speculation, we wanted to provide some transparency into the upcoming aspirations of the team. Once again, we'd like to thank you for your support and patience. On the Horizon: Dev Insights Regarding the Tradewinds patch, what were your goals and expectations for the strategic impact of the Tradewinds and new map layout? The Tradewinds in the latest update to go hand in hand with the recent map changes to help create more interesting strategic choices for players and companies. The new map layout is intended to provide spaces that are desirable to all different player types. New players are given better opportunities outside of the Freeport areas which allows for a more even spread of action. Islands with valuable resources are spread across the map to make sure no one area is perfectly suited to all needs. Islands with more valuable resources are in the North of the map, driving higher level players to that general area. The Tradewinds provide for faster sailing times across large areas of the map. Players interested in exploration, trade, or raiding will be able to find ways to use the Tradewinds to their advantage. This will also push player conflict towards these shipping lanes and the islands near them, adding more opportunities for pitched battles over valuable resources. What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. 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
  9. I appreciate that they've added new quests and such, and while I'm not happy about how you get the sub, At least its not super easy to get either. As far as their new revamp on what PvE will be, I'm on the ptr and I can already tell there will NOT be enough land to claim. I feel like they are forcing people to have to build on an island owned by someone else, not understanding that a lot of us will NOT do that. We don't want to Lord over anyone, nor do we want to be Lorded over, either. We just want to do our own thing, and trust me: We will all find a way to do just that. I, personally, won't be forced into anything. Or I simply won't play this game. The trade thing: How disappointing. They've killed trade on PvE. But I guarentee you if we all work together, we can find a way to circumvent this, and do it our way. We just gotta make a stand. It won't be exactly how we want it, but it doesn't have to be what they have planned either. Land: I'll build in a lawless region or live off of my ship LONG before I live under someone else's rule. Period. Exploration: Wouldn't it be fun if some companies took blueprints and such they don't need, and just left it in a little unlocked storage box hidden on islands for others to find? At least then when exploring an island for discoveries, it would add an extra element. Point is, We CAN turn PvE into something WE want, but we would all have to work together to do it. We'd have to literally and figuratively 'make a stand', and show the Devs what we want. And even if they don't notice, at least we're finding a way to do it on OUR terms. ya know? They want 'neighborhoods'.... well then... lol
  10. So this has to be one of the most depressing communities i have ever been part of, literally most of people who comment on posts here are just whining and complaining, every Positive post about the game gets bashed, every New comer gets neglected and told to not buy the game, every update patch notes gets a meh and more whining like seriously what the hell is wrong with these people? the game had a rough launch we get it but if you don't like it then no one is forcing you to stick to it and if you don't play it no need to sh!t on it and move on go play something else, why would you waste your time here if you just gonna be a negative c*nt who does nothing but put new players off? and my god let's just not talk about r/PlayAtlas everyone there is a d!ickhead they literally do nothing but whine and sh!t on everyone who says anything good about the game like they do nothing else with their time. ARK launched in worse state compared to ATLAS back then and it manged to pull though and now it's one of the most played Steam game of all time, but we are not giving ATLAS any chance other than complaining, i know the devs have been slacking due to Genesis DLC but there is no reason to put off new comers nor whine about it, The most complain i heard was "it's ARK 2.0" like is that even an insult? what is wrong with ARK? i love ARK i have over 2k hours and i have and still enjoy every moment of it, yes i have ran into bugs but it's not common at all and every patch has a lot of bug fixes in it, most people who complain have potato PC. Every Developer Re-uses their Assets in their future games i mean literally every game does this it's nothing new, Path of Exile devs had an entire Hour dev talk about how Devs should save time by re-using Assets in order to focus on making the game better than just re-create everything which will take years and years! why create a new asset when you have already made one which took you years and ready to go with some tweaks? ATLAS has a better foundation than ARK had in Early Access. if you want your voice heard DISCUSS not complain, if you want bugs fixed report them, send a ticket but keep in mind it's an EARLY ACCESS game and you know what that means it means it's in its testing phase it's not complete and it needs a lot of work i agree but not when there is a lot of negativity that may destroy the wills of the devs, Jesus even the community mangers gets bashed to oblivion. in the end i just hope to see less negativity and more positivity in this community, less whining more helping new players instead of telling them to go away, i have seen people ask for help on certain topics and never got any response for weeks heck even months but when there is a whining post everyone jumps in. i really want this game to evolve as ARK did, i want them to work on the Road Map, add more content fix the bugs, optimize the game yet i don't whine i just discuss them instead but at this rate i don't think it would come out of Early Access with that much Negativity surrounding the game and it's community. So please i don't want ATLAS to die as Dark and Light did, let us discuss and have fun i'm tired of seeing negativity in on every, comment, post, video, if you don't like it go play something else and let us enjoy it, hope you all have a nice day/night. PS: this is mostly targeted towards the community and not the game or the devs, i know the game has not seen any major updates for a while now and most people think the devs have abandoned the game but that's whole different topic and i will not touch on that here.
  11. Whut. Alliance or crew caps are not going to do anything. Bringing claimed grids closer to freeports? Great way to unbalance PVP even more. Not sure why you want to reduce sailing in a sailing game. The increase cost for islands is not something that’s going to happen because then all small companies are going to be bitching again. It only hurts them. Why would you want to have gems gotten by treasures? As if they’re rare. Increase base health to 160? What the fuck do you want to happen? It’s unbalanced right now. So you want to go from 120 to level 80 but give 30 levels to HP for free? What the hell. Ship planks not destroyable by damage? What is that even suppose to mean. So it can only be damaged by ramming reefs? And finally, the carbines are bugged as hell, not sure why you want to decrease the accuracy of them even more. All these changes could only lead to two things: Completely PVP unbalance and a greater gap between large and small companies. Good job.
  12. TPG is a group that goes up to small tribes and says join or die. If you resist they use their numbers to smash everything you have. They go up to people they allied with and say give us your flags or we wipe you. Ham and Pig (The group from the video) is an RP group. I was on the same grid as them when we went to PvP. They are literally fighting oppression in that video. When they talk to the guy like why are you with TPG you can hear it in his voice that he doesn't want to be there but he is afraid to resist them because he doesn't want to lose everything his tribe owns and start over. What he was doing though was considered offlining which is frowned on but is not against the rules. The new patch makes it so you can't do that to protect the bigger tribes from nakeds and the smaller tribes from offline raids. It has not been taken the best by some players it's going to be tested. So if I have the story straight you stated that Grapeshot for a FACT supports griefing. I asked for proof you provided no proof just gossip. I asked where the proof was. You tried to dodge the fact that it wasn't proof. You then admitted you had no clue what you were talking about. My face was like this -_- You are now talking about Lotus like you know about us. With that same matter of fact idea. A huge chunk of the land we got (about 50-75%) came from mergers. Which I already stated. They merged because I cultivate an environment that people want to be in. So somebody joins with us and I should go kick their house down and give away the claims they brought in to make you happy? That is basically what you are telling me to do. We wanted to stay on the top 10 so we did something to maintain that spot. This is again something you were talking about but you don't know anything about. If a land claim is worth 1 point a sea claim is worth 1/2 point. Go look at us on the map. Again my face is like this -_- I believe they want this game to have land owners and tenants. The actions of the developers have shown that is what they want. If you get land it needs to be difficult. My first claim was 14 hours of sailing on a raft. This was before they made sailing so much easier with the always having wind. As for the whole why we went to PvP. We did all current PvE content. Killing the kraken 3-4 times is enough for most people but I wanted to make sure that everybody that was at the world first got credit for a kraken kill. Of the 170-180 people only 3-4 got credit. So I spent 2 weeks setting up runs. Over 1k players got their kraken kill with me. I didn't do it alone it was a team effort and it's fun to meet people. To get to share the super exciting experience with them. After there was no content left though some groups decided to go see how much land they could get. This is when some groups went from 80-200 claims to over 1k. Rather than play claim games because as a tribe we had all the land we needed we went to PvP to play around there. 1/4 of my tribe is ex-pvpers that got tired of the constant state of alert you had to be in and wanted to just experience things like the powerstones. Other players went to other games. So a huge influx happened from what me and my brother have coined the abyss. Think of the game as a mountain and we climbed that mountain and looked to the horizon. Instead of a view of exciting things we saw miles and miles of nothing. I kinda want to show you the map of Lotus and explain how every area came into the tribe. I think it will be even more fun to just make things up cause I have no doubt you have no clue what you are talking about or just trolling. What was actually said is the devs went to the 40 companies that comprise of the 4 servers. We were each given a triforce. If we come together as 3 leaders we can unlock admin for 1 hour. We are able to generate anything we want but not give it to people. We are also allowed to put a ban token on a players account. If a player gets 3 ban tokens their account is banned from atlas. Every account we ban gives us a soul token. If we collect 1,000 soul tokens our tribe will be granted immortality and be unkillable, never have to go to the fountain of youth, fly, and most importantly be able to generate and throw a bola with E so in a way the immortals can hit you with the E-bola! -_- I am 95% sure they pitched this idea to the angel investor as a lords and peasants game and are trying to keep it that way. You are preaching anarchy and trying rally people with you it's just funny. Who is this "we" you are talking about? It's mainly just you -_- Who are you telling to try to think on their own? I literally just pointed out that you followed the whole Dollie torchmob and they were wrong and you tried to point at it then you were like I have no idea what hell I am talking about. In blacksails you have the leader and the higher up crew as the players and the NPC's would be the guys doing things like sails. I have a member that likes to shoot the cannons he tends to miss alot but if he is having fun go for it. As for the NPC are they crew or are they actually slaves and you are renting them? Just wanted to point that out. This is again going to show you don't know what you are talking about. Davey Jones's locker is a place sailors would go when they would drown. Davey Jones was basically a sea devil. Redbeard could refer to a few different people. The most common for piracy would be a pirate that had a fairly large fleet. Would capture people then sell them as slaves. I have a serious question for you at this point. Do you just say things but have no actual facts behind what you say? ~Lotus
  13. See here lies the problem, This is my personal opinion as a solo player. Do you want to have your own land - yes Do you want to have a whole island - no Do you want to rent from someone - no Do you want someone to police you - no Do you want to be part of a mega company - no Do you want to have an upkeep - not really but if it means owning land and no one can build on my couple claims then it’s fine. How much land do you need - Enough for storage areas, taming pens and 4 shipyards. Why - because I want what’s fair for one to be fair for all. Explain - just because you play the game as a solo player you should be treated no different than someone who plays with 20 of their friends. What about mega companies - If a person joins a company then what they own becomes part of that company, if that person leaves a company then what they own leaves as well. So you think this would solve the claim issues - yes Explain- by limiting claims per account then that stops flag spamming, that stops pillar spamming and that stops foundations spamming because you can only build within your claim or on someone else’s claim that is set to public building
  14. Okay hold on. When Dollie says they want to cut time spent on tames and creatures by 80%, I think you may be misunderstanding her or taking her comments out of context. She means development time spent on tames and creatures. You may not like this because you enjoy tames and creatures, but I've been here since day one, and I'm here to tell you one of the most consistent and valid criticisms of Atlas, posted repeatedly by many different posters during that time has been some version of "Ark is about tames. We don't want more crittters. This is supposed to be a pirate game. Give us ships and other pirate stuff, we could care less about more tames. If people wanna do tames they can go play Ark." As someone who can take or leave tames, I'm of the opinion that the overemphasis on creatures and tames to the detriment of time spent developing the on the water part of Atlas's content is a significant contributing factor to Atlas's poor performance to date. You may like tames, you may love breeding them, but this game is not supposed to be tame focused and wasn't promoted that way. So going back to Dollie's comments, her point is that they have listened to a majority of the players expressing that they don't want the game to be tame focused. If you like taming and breeding, nothing is stopping you from continuing to pursue it. She meant they want to shift development time and focus away from tames because they realize that for Atlas that has been a mistake. Most players are not here complaining there aren't enough tames and they want more, they are here complaining there's not enough sailing based content like ships, and they want more of that. Saying "They don't care what we enjoy they know better" is substituting your own personal preferences for what the majority have expressed and unfairly paints the devs as going against overall player wishes. Focusing less on tames might not make you happy, but it IS being responsive to what a majority have said they would prefer.
  15. Maybe it's just me, but I feel like you've completely forgotten that you even have players who play solo...? Unless I've misread something, removing the gold rewards from everything but trade routes doesn't make any sense. Some of this also goes for new players and small companies, but the immediate problems I see are: 1. you need gold to build anything larger than a sloop, but you can only get gold through trade routes...that basically means you can't get any ship larger than a sloop until you find an island you want to build on, which can't be a freeport. As a solo player, I kind of just want to build a single nice base and be done with it, so I sail around a lot until I find a spot I like, but sailing is kind of boring without stopping to fight ships of the damned. Now you're telling me I can't fight until I find a home, not just ships of the damned but ANYthing, might as well not bother with treasure maps because where am I even going to keep the loot in a tiny ship that can't hold much and needs to be fast to escape all the things I can't fight...basically there is no game until I find a home...? Is that essentially what you're saying here? Because that's pretty unpleasant whether you're playing solo or not. 2. you can't crew a ship without gold, but you can't get gold outside of the trade routes, and for that you need at least two markets. Can you build two markets in SP and trade with yourself? Is there actually any point to trading with yourself? If the trade happened across grids, it would actually be a good way to shift resources from different biomes without weighing down your ships, but as it seems to be restricted to a single grid, it seems kind of pointless. But the bottom line is if you can't trade with yourself, playing solo means you can't crew your ships. And if you can't crew your ships, you're basically locked out of most of the game. 3. you need gold to do basically everything mid-game or higher, but you can't do that without a base...what happens to nomadic players who want to live off their ships, players who can't establish a base for one reason or another, or players who just want to explore? You're basically tying us down to a single grid to pay our crew or upgrade our ships, or else forcing us to build markets wherever we go. I get that you're trying to make your new mechanic look attractive, but quite frankly, I hate building. I like taming and sailing and fighting. Up until now, I could play the parts of the game I enjoy while largely bypassing the bits that I don't, but now it sounds like I'm going to have a recurring slog to look forward to or a pointless waiting game to collect pay to keep my crew happy. So basically I'm either bored or AFK--and again, that's assuming I can trade with myself. 4. I've been sailing schooners and above for a while, so I may be misremembering this, but solo or multi--I have at least one friend who has motion sickness bad enough that she can't play the game until she gets a ship large enough (and crewed enough) to sail in zoomed-out third person mode, when the ship becomes "stable" instead of the camera rocking constantly. (Until then I literally just build her a chair on deck and tell her to sit her character down and close her eyes when we travel, lol.) With this system, it might become pretty uncomfortable if not outright impossible for some people to advance, but admittedly I don't remember how sloops handle while uncrewed. Can we please get some more clarification on what your plan is for solo? Or at least one way (that doesn't involve sea battles, as we're barred from that in the proposed system) for nomadic players to still farm gold? Even if it's just flotsam recovery, which I don't see listed--you'd be forcing us to sail still, encouraging exploration, without completely putting out of reach basically everything that makes the game fun.
  16. From the 6/2 Dev Blog: What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. That's not how land-based PvP happens. Ever. Island attacks rarely if ever involve actual ship vs.ship battles. The standard procedure is to land as many players and tames as possible, build a FoB and kill/blow up everything. Typically, the landing ships retreat afterwards if there's any real chance of a naval counter-attack. Any organized attack will make landfall LONG before there can be any meaningful naval response. In fact, quickly destroying ships at anchor with tames is a favorite tactic. Add to that the fact the gold cost of ships, and no smart defender will ever un-anchor a green-anchored ship in an armored shipyard during an attack unless the defending side is guaranteed to win. The stated vision of PvP in this blog is pure fantasy. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. Attackers will always have the initial advantage in any island attack for no other reason than because they're prepared and have a plan, while the defenders have to scramble. And I'm curious, what "powerful defenses" are available for defenders when tame-towed guns will always out-range NPC defenses? ...Or manned defenses for that matter, since a tame-mounted cannon can be angled on a rock or hill to fire higher and further than a mortar placed at the same level? Bottom line: the only advantage possible for a defender is to 'be-more' or 'be-better'. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. Mortar Ships. I'm not even sure how to respond to that. I think that we can safely assume they'll out-range NPC-manned harbor towers, so yeah. Honestly, it's not any one "vision" for the game; it's a cumulative thing, ever-repeating evidence that Grapeshot fundamentally doesn't understand its own game.
  17. The issue is - even when they do run a sale, which is cool this is what happens, If a person joins the game, that does not have any pre-existing connections in the game, the experience is un-rewarding, If they are new, its tough to negotiate your way into the larger companies, not even necessarily mega;s, just dozen man companies so they don't even go into it for that mindset, They play for a weekend, maybe a week or so, might have otherwise loved the game, but leave. What i have found, is that when you band together as a few people, even just a few, the game is much more enjoyable, you want to stick around, there is banter, there is legitimate "fun" to be had, but as a new individual coming in, if you don't know anyone, feels very alienating. Now for those with a passion for the genre, they may stick around, and in time meet people, but for others, not so into the golden age of piracy as some of us are here, they just leave, get bored. Some people are very timid, i recall, one or two seasons ago, long story, but i ended up on a sloop with a bunch of new people from freeport, they literally had ramshackle, but after server wipe, they were like "were not coming back dont want to level up again" We have to make things appealing out of the gates, so that people want to stick around, without having to worry about the timesink of politics, or meeting people.
  18. Video games and (social) darwinism----------------------------------To start off with this essay I want to recall the definition of social darwinism:A theory that inherent dynamic forces allow only the fittest persons or organizations to prosper in a competitive environment or situationWhile this is true for reality and competetive games in the genres of rts, moba, fps and others, where the only point of the whole game is to compete and perhaps best the enemies, this shouldn't be the case for many other genres, in this case speaking of (massive multiplayer) open world games.The biggest problem with unrestriced darwinism in such titles is the discrepancy of player types. You will find the hyper casual gamer, playing an average of 10 to 20 hours a month but you will also find very dedicated, or flippantly said hardcore, gamers with the same amount of playtime in just a few days and of course, everything inbetween. The biggest problem that arises by this is the makes gradient between those players. The person investing more time will naturally progress faster and in fact will be way more powerfull and have more knowledge about the game overall compared to a player with a much lower playtime. This for itself is no problem at all but it becomes a problem in the moment where any player at any state of the game can unrestrictedly engage every other player at their current state. But why is this a problem? In fact such an environment creates a prey-predator relationship between competing players with a rapid expansion in the gap between those players/groups. When you can (and will) lose almost everything you accomplished in the previous hours of gameplay the level of frustration in those players on the losing side will rise very fast to a point where they just won't continue playing the game due to the lack of positive reinforcement. Lack of prey, as observed in reality, leads to death of predators who cannot maintain to nourish themselves. Transferred to a videogame it's the boredom of the 'predator player' that will starve their interest to play to death due to the lack of (interesting) enemies. In other words, the joy of winning will become meaningless if the fight was decided all along. Of course this could lead to a balance at some point, but as this point is reached the overall playerbase might have decreased to a point where people won't find other people in a reasonable time and therefor get bored and finally quit the game aswell.Current gameplay and player interaction in 'ATLAS' (v8.56)----------------------------------------------------------The world of atlas is vast. Still it's at an estimated minimum of 80% water, some zones you cannot build in, or if you can, your buildings will persih in a short amount of time (96h of real life time at maximum). There are areas where you can claim a patch of land and build up a base that won't perish, yet there is no restriction for a single player in this claiming system. A single company (the name for a player formed faction) could be able to dominate the whole map with close to 0 chance for another group or soloplayer to ever place a foot in the playworld and become a 'worthy oponent'. Of course those claims can be contested, but only on a pvp server. On a pve server as a new player starting on a server that is running for even a short amount of time it will be impossible to claim land and build a base other than waiting for a whole company to become deserted (and still you would need to wait a pretty long time before their claims will perish by simply not logging in). In fact a relatively small amount of players will live like kings, while the others will play in a constant 'fear' of losing everything they played for over days in just some minutes due to the simple lack of some space they could retreat to. Conclusion----------In the current design of the main elements of the game, a server with an aimed population of ~20-30k players is completely utopian since the environment can't maintain those playercounts. Real social darwinism is for a world where people can face real loss and therefor are more cautios with their personal decisions. In a world where a 'life' is worthless, because you just respawn. You face no real moral downside of acting like a complete moron. Ultimately you don't have to live with your decision. This is good. This is what games are for, but still a game designer can create a system which almost feels fair. Life isn't fair, but our games, which most of us spend our freetime on, for amusement and recreation, could and should be.But this trick is to be done by the developers and designers. Discuss! and of course feel free to debunk my ideas on possbile changes for core game mechanics https://www.playatlas.com/index.php?/forums/topic/21804-two-wrongs-aint-make-a-right-various-suggestion-on-obviously-broken-mechanics/
  19. "I had hoped for some sense from the devs but I see they don't get it. Sorry but I neither want to be an overlord nor do I want have an overlord. I want my 3-5 flags for my 3 man company where I can live and game in peace with the choice to interact or not interact with other players being firmly in my hands and in my hands alone." For people like you there are always lawless regios. But if you don´t want to live under someone, you don´t want to be an overlord AND you don´t want to live in Lawless then there is no help for you sorry. You got 3 options how to play now but u still want something specific for your special snowflake 3 man squad.
  20. Chukiki you don't need to comment anything that you even don't want to exist but for others is the way to go. Stop asking to remove the PVE server! Playing as 123 on PvP but not telling me if NA or EU.... i am still searching you for fight. Report the Player is a good way and it can work. But better on PVE is to talk to your neighbor. In most cases you can get agreement as PVE Players are the "friendly" Players that don't want to fight. They just want to have fun playing this game. So make yourself an overview if your warehouse is blocking something? Maybe You have some gathering buildings around connected or the others planned this? If you were lucky that somebody decayed and you claimed it before the others did... well that is not great for an agreement^^
  21. My idea for how PVE could work with claim flags. Before going in to this, yes i know we dont really know how things are going to work on the new system, however I would speculate that pillar spam is never going to go away under the new system. Even with upkeep costing its gonna still happen. Depending on how long it takes a pillar to decay. If its too long then, it will be bad. Too short then that means the entire system will just be a resource sink and likely we will spend most of the game time filling up resource boxes to keep the build, barely be able to explore as we keep having to go back to upkeep base. Even if there is a balance found spam will happen and likely cause major issue. The following is just some ideas ive come up with based on what ive seen people talking about on the forums and on discord. However i have to agree the wipe is needed, even if i hate the idea. I have nearly 800 hrs and im gutted its happening. The PVE game is broken. So first idea on claim flags. To me the entire system was flawed from day one, the fact within 48hrs of the game launch, there were solo players who had entire islands flagged on the coast lines. Pillar spammed and unusable. That is a massive oversight. Ideally, (to me) the flags should be a pool system. As example: Solo player = 1 flag maybe 2 Groups of 2-3 = max of 4-5 flags Groups of 5 - 10 players = max of 10 flags. However at 500 players, ive no idea what would be a fair number ETC. So and and so forth, the numbers are just pulled out of thin air and are meant for a representation only to help explain the idea. Maybe it shouldnt be 1 flag per person but a company level up system? However the claim size could, for the flags could, have a larger radius as the company expands or actually decrease, so the first couple of flags are large radius but every addition to the company over a certain limit has a smaller radius. So it would still be possible for large companies to have huge areas of land but not encompass entire areas. Yes it would fail a little when you are close to others but again nothing is perfect. It leaves the mega companies with a choice, do you want to take one huge area/island or do you want lots of smaller bases around the map. It makes company building a little more dynamic in that sense. By putting an actual hard limit on the number of claim flags you can use it could stop excessive use. Sure it would have some flaws such as the use of alts to increase the amount of flags ETC, but no system will ever be perfect. I just think this would help keep enough space for everyone including solo and small companies. Alliance wise yeah they should be smaller, but they need to work better. Sharing space is one thing, but being able to share structures etc may be better. So the picture is see is connected bases. Lets imagine a company builds a town, they have hit the expansion limit of flags. Their allies haven't, so let suppose there was a specialist block that you could attach to your base that allowed alliance only to snap to it and continue the build or add in their own. Sure it would be a trust thing and maybe only certain blocks within a distance, doors cant be locked against the alliances. This would allow PVE to have some shared epic builds such as full towns and cities. If it was kept that only 1 or 2 alliances could use this then it may reduce abuse. Cant have masses of multiple companies from once source taking too much space. If the block is removed then the connecting structures are demolished and goes back to original set up. this way it cant be abused drastically and all sides would be aware this could happen. Just dont put important structures close to the boundaries. Alternatively this could be restricted once a company hits a certain member limit, there by opening up options for companies, do i want to go mega or do i stay smaller? Would need some work on how big the chained/shared builds could be but personally i think this could work well for PVE, (if not in PVP). It could simply be just a road or street link and nothing more, but you then start to have districts of intersecting player builds and shops, trading ETC ETC. Most PVE seems to be gravitating towards this. Just some ideas ive been knocking around with but to me seems better than whats currently being suggested for after wipe. I dont know really if they could work, i know people will find flaws with this or outright hate it. I just hope that someone may see it and start thinking outside the box. I may be trying to engage people who dont want to listen such as the Devs ETC. I would just ask, even if you think this is stupid lets try to be constructive and not descend into chaos, i want this game to work. However if it doesn't then c'est la vie additional thoughts: just thinking again i supposed there could be a cooling off period for the additional flags, say the land could be locked but not built on for say a week after someone joins. grace period to see if you like being in the new company ETC. To me it would be a more diverse system you would get the rise and fall of companies, bit more realistic. You can still get mega companies, mergers, and small but quite successful small companies. All without the need for pillar spam. Lawless can stay lawless. People can live outside these if needed or want to and deal with the crap. maybe reduce the number of lawless or restrict the build materials. Or allow only medium docks or something. Or instead have lawless islands rather than entire sectors. Posted 32 minutes ago If they do a claim again and there is the option to open your claim spot for others to build on then there should not be a option to withdraw that option. It is not fair for the person that build something. Would be better to not have that option at al. But a option to sell that claim. Bigger company got have more claims but also to much. If they feel they over claimed, than a option to sell that claim to someone should be possible. A claim system is hard to balance just right, but totally lawless is not the way. Our they have a new system where pillar/foundation spam is not worth the grief. But that would already be used in ark if it existed. Posted 16 minutes ago Thats very true, also the reverse if one person puts a claim down with a single flag then there should be an option for them to pass the claim on or give up the space and get a flag back. For example, big company grows next to you, you want to move, offer them your claim. if they dont have enough flags of their own then, you can declaim and get your single flag back and move on. Better yet have the option to place a new flag but it removes the old one when you do. So you can try and find a better place without giving up the old if you cant.
  22. New content is always welcome, but at first you should focus on fixing existing bugs Game is really broken and instead of that you add more and more new stuff, for example you added new towers for defence/attack/speed and i already saw even 5 and more at one seafort. You should really stop adding new stuff, you can announce them so people will know where do you want to go in the future, but don't add them yet, just focus on fixing existing problems and then slowly move on otherwise at some point you will have that many bugs/problems that it will be almost impossible to fix. You want add another modular ships but how they gonna compete with blueprint qualitty non modular ships ? At this moment nobody is using new modular ships, because they have no chance against mythical ships or any other that are better quality than common. If you already added them you should also allow us to have an blueprint quality on them otherwise it's just wasting gold and time spend on it. How do you want Atlas to become known for large, collaborative fleet battles? Atlas fleet battles are already broken, there is no tactics since you have 250 ping when you have 80 people on the grid. You can have maxim 150 players on the grid and that will only increase lags so you should work on your server first to improve lower ping and less lags. Adding even more ships will not improve any tactics, it will stay the same. People will stay away from each other and use their range for shooting, there is no other option or tactic to provide because it is impossible to make it happen with such a high ping/lags. Like i said above, it is nice to know future content and where the game is going on but please, first focus on fixing problems then go add more stuff and not the other way around.
  23. Oh come on lol. exactly, the faster runner will always win. Who cares. It’s a game. Everyone starts at the starting line. If you run faster than me then ok it’s fine, you won fair and square. am I going to be pissed if you start the race 100 yards ahead of me? Yep, I sure will be. Actually if I saw those people 100 yards ahead before the race started I probably wouldn’t bother racing(buying the game). no, I don’t want the wipe because I am entitled to it. I want it because I actually want the game to succeed as is the opposite as it seems with pc. I can already see you guys really don’t care about the game at all. You can try to defend that but in the main scheme anyone that has the “I want to keep my stuff” mentality are the truly selfish ones. Who cares about anyone else as long as they get to keep their stuff. you think console players want a hand or a leg up from you people? No, quite the opposite actually. They want to experience the game they way it was meant to be played. To be honest if I did bother buying the game without a wipe and someone tried to give me ships or high level BP’s I would probably just spout out a bunch of horrible things to them and sink the ship. the easiest way to get bored of a game is to have all those things handed to you early on. You guys already killed your own experience. Don’t kill ours as well even though I am sure you will. Smh
  24. ATLAS

    On the Horizon - Dev Blog

    Ahoy Pathfinders! We hope you've been enjoying your sails on the Tradewinds and the other new changes we've brought into the game. In this post, we were able to take some time with the Dev team and have a few questions answered regarding the future plans of Atlas and what the rest of the year may hold. Again, we are in Early Access and the changes mentioned in the responses are subject to change. Although this may all just be speculation, we wanted to provide some transparency into the upcoming aspirations of the team. Once again, we'd like to thank you for your support and patience. On the Horizon: Dev Insights Regarding the Tradewinds patch, what were your goals and expectations for the strategic impact of the Tradewinds and new map layout? The Tradewinds in the latest update to go hand in hand with the recent map changes to help create more interesting strategic choices for players and companies. The new map layout is intended to provide spaces that are desirable to all different player types. New players are given better opportunities outside of the Freeport areas which allows for a more even spread of action. Islands with valuable resources are spread across the map to make sure no one area is perfectly suited to all needs. Islands with more valuable resources are in the North of the map, driving higher level players to that general area. The Tradewinds provide for faster sailing times across large areas of the map. Players interested in exploration, trade, or raiding will be able to find ways to use the Tradewinds to their advantage. This will also push player conflict towards these shipping lanes and the islands near them, adding more opportunities for pitched battles over valuable resources. What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed? We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat. We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build. The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall. Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses. In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic. We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back. Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation. What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming. Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters. There is a system in design to allow for the capture and control of strategic resource points placed in the world. These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies. Some of these structures will require monumental levels of materials and time. This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over. In the upcoming patches there will also be many new ship options. Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel. In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties. There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility. When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered. In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship. The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades. You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added. We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies. 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. Solution is simple. Make a server without fast travel , or at least with severely limited, as in within a zone. If 99 percent of the population moves there and the population grows...you have a winner. I'm pretty sure there is a HUGE demand out there for FFA full loot mmo . People are starving for it, with fast travel the world is not massive...every zone is one bed away. People want to discover and travel, the want a huge world to play in . They want an economy,trade etc. They want to play with their friends they don't want to have to be in a giant blob in order to have a little patch of an island because some zero can teleport anywhere and they don't want to be able to t3leport all over the place. Why have a giant map at all.? Just make a bunch of battle grounds. They don't want to be anywhere near the mega clans and Thier annoying bossy nerd guys yelling orders and 100 screaming Virgin discords Without fast travel I guarantee there are some 30 man clans out there that would be rocking some of these so called " megas" shit. What fast travel does is remove the tactics and thinking from the game. It replaces it with zerg.
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