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  1. 1) No, this is not true. I know you are not dumb, but you aren't using the critical thinking, I am sure you are capable of. You DO NOT need these ships to be destroyed A LOT. You just don't. Pirates didn't even want to sink ships. They wanted the cargo. Sinking your ship was punishment for not cooperating. But you are correct that the number of ships does need to be controlled in some manner. Best way? Taxes. You pay a tax on your ship. The more ships, the more the taxes, and this increases exponentially with each ship, regardless of company size. The size of your ship would also affect how much it causes the taxes to increase. The big companies will squeal and whine, but be honest with them that they are trying to strike a balance, and encourage medium and large companies, while discouraging ultra small and ultra large companies. They can also make this tax affect alliances, such that small companies can form an alliance and still be OK, but large companies cannot split into several companies and form an alliance. Now how would taxes be enforced? Well, a new form of SotD could be created, but these would be larger Galleons that are OP, and they constantly hunt you down for not paying taxes. Or, a more fun way would be for flyers to pop up. Bounties. If you accept the bounty as an Admin or Owner, your Company now has an Offensive and Defensive buff against the offending Company's assets. A significant buff that would encourage you to go on the offensive, and even form a temporary alliance to do so, if necessary. 2) Thank You. 3) Sorry, disagree with you. It isn't safety, it is good gameplay we are after. Grinding should not be the focus of the game, and forcing that is a sign of lazy Devs. 4) You simply want something different than most people, and that's OK. We will not all agree. Most people agree that they do not want to be permanently locked out of a majority of the game, and DO NOT want to be forced into Mega Companies just to be able to play the game. As it stand now, I am level 40, and do not have nearly any skills I need in order to enjoy the game. I AM NOT going to help fund a game that forces me into a small part of the game. And some of these things, you just aren't going to do often enough to warrant spending the points on them. You ARE going to be constantly attacked, and so we are forced to spec into combat and sacrifice trade skills, and carry weight, etc.. If they go in the direction you want to go, YOU will be safe at sea, because you will be the only one there. 5) This was an option. People like you simply don't think things through. You want ships to sink in high numbers, but then want the skill tree, and resource gathering to be so punitive, that ships simply won't be built enough for them to go down in high numbers. Think Man! Think! You can't have it both ways. Ships either need to sink less, or they need to be built more..CHOOSE ONE. 6) That is at least better than going to bed and finding your ship destroyed upon your return, because an AI protection can never actually protect. 7) Depends on where you do the building. Where we built, people were constantly PvPing, and we spend as much time repairing what was built, as actual building. Also, we moved to a non official, which also has the 3x harvest, but also a slight boost in skill points, and we have to travel significant distances on a large island, to find some of the resources we need. With no large carry weight Dinos to help, this is no easy chore. Rafts can't carry much. Sorry, but you are just plain wrong. Those building fast have large Companies. The majority want to play in a group between 6 to 12 people. They want to game with friends, not strangers. They do not want to be forced to trust, or follow people they do not like or trust. Force them, and they will find another game. Not like there aren't a ton of options in video games. 8 ) No...JUST NO. Why do you want them to be watered down? Sighting a SotD should make you crap your pants. The sight of one should make you immediately run the other way. Going after one should require teamwork, and large ships with a lot of guns. They NEED to be rare and very dangerous. If it gets to the point that anyone can take one down, they cease to be scary. 9) You will never get there with ships that are routinely sunk. This is common math, and why countries pursued pirates. Risk vs reward. Who is going to load up a ship with hard earned resources, if there is a better than average chance it will be sunk after leaving port? Common sense man. If you want a merchant system in place, you are going to have to accept that his game can not be all about pure PvP. It has to be PvEvP, with control mechanisms on the PvP aspect. 10) Thank You.
  2. Atlas does not have color mutations. Dont want anyone getting confused about that
  3. patch notes Please note these Patchnotes are not Real , This Patchnotes are Ideas It Will not be in the next patch but IF You Like IT Give me an UPVOTE Share The Thread and Dont be Toxic And English ist NOOOOT my native language V25 - Maybe Sometime? Community Patch V25.2 (Fixed a lot of Text Errors , Added some Pictures ) -New Feature 1.Crew Manager -Renamed the "Tame Group" Button to "Crew Manager" Crew Manager checks now the area around you for animals, crewmember and useable Object and bring it to a list where you can give orders, set behavior or mounting/dissmounting Cannons/Sails by simple clicks. No more frustating whistle´s and missclicks and wrong orders to Animals or Crew. 2.SkillBook Intoducing the new Skillbook. We add on every skill tree now unique powerfull Skill´s but know you have to choose between 3 skills(actives or passive Skills) gives you special Abilitys for this skill tree. Now you can choose strong bonus for your playstyle. In the end of every skilltree u can unlock 1 Ultimate Passive Skill give u a "Master" of this skill tree. Mastering of a Skilltree will removed the minigame from Tools or Weapon. Animals have now a small skill tree (Active Skills for the Right Attack Slot or passive Bonuses. Attack slots explained in "Combat Redesign") with his own unique skills where u can choose the Playstyle for your Animal. You can Unlock the Skills by Leveling your Pet up. If you Tamed a Higher Level Animals some skills are already Unlocked. Example Wolfs Active Skill Unlock ... [Howl] Give a Buff for 30 sec give a 5% more Dmg . Every Wolf in an area around join the Howl and Stacks the Buff to an max stack of 20% Cooldown 2 Min Bear [ Berserk ] Your Bear are in an Bloodlust for 10 Sec. The Single Target Bite gives now a chance of an Bleeding effect. Cooldown 2 min The Skills you Chose will block the Right Attack Slots you have to chose your Playstyle. -Moved a lot of "Dmg Buff or Heal Buffs from the Beastmaster Tree (i.e. Natural Touch) to the Animal Skill Trees as Unlockable Skills Add new Skilltree link<<<<<<<<<<<<<<<<<<<<< It´s not ready :,( 3.Simple "E" System We removed the Stupid blue weel of Disorientation and added a "Simple E" system Now every Cannon or Structure or useable Object have a simple Funktion and the "Inventory Option" If u go to the Ladder and press E you Climp up or Jump from the ladder. If u want mount a Cannon Press E and so on. Now if u want some changes on your Object like Renaming, Gear your Crew you have to Hold "E" and u see the "E" Icon fills up now its opening an Inventory with diverses options and stats from that Object Here the Simple "Hold E" Inventory for your Tames 4.Respawn Rework -We reworked the Bedspawn system for some balance and join/immersions Improvements. Now every spawn on a Bed gives you a cooldown from 60 sec , the cooldown starting after u click the spawn Button u will be locked to that spawn and u have to wait 60 Sec befor you spawn at this Bed. But the Character will already set in the Location but is invisible and can´t move . In the 60 Sec you wait all the Structures and Object will be loaded in the Spawnloactions. No more popping in of Structures/Objects on respawn and don´t breaks the immersion anymore ... yeay If u get killed in PVP or use the Fast Travel to quick adds more Time for the Cooldown. Aaaand Sorry one more balance change we made. Fast Travel works only on the Grid you are. 5.New Render Engine System -New Render Priority In this Order Terrain, Structures and Ships, Animals, Players. Hopefully fixing the Animal falling through Bug 6.Render Improvement -Far low Level of Detail of Structures like and Shipyard or Gate are Simple Cubes and Ships with low colors and its little bit blurry. If u get in medium Range u get more level Details and if u get closer the "normal" LOD is shown. No more empty space on the horizon and close instant spawn of strucures! You can see on Top of the Mountain far Ships sailing by but not much Details only a silhouette. We hope to keep up the Immersion without Hard performance lose and u can see that Player Structures are build on an Island or not. -HUD Optimisations 1.Removed the dump Information Window when aiming an any NPC/Structure in the middle of the Screen and moved to the left Bottom as an static window. This window give you now all Important Information if you Aiming on an Object but don´t block your vision anymore. -Removed the Mortar Ammo Icon from the Ammo overview from Ships. -Ammo Overview will now shown in the Information Window -Added Health bar from the ship in the Information Window when you on the Steering Wheel -Removed the Weapon Percentage Numbers from all Weapons and gives them Hard Numbers. i.e. Sword "Damage 30". Tools keep the Effetiveness Stats. -Added a Buff Button in the Inventory near the Character Stats that shown what Buff and the Information from that Buff/Debuff. Only the Buff icons will be shown on the Bottom right in the Normal View -Healthbars from Planks only shown if you have the Repair hammer equiped -Added The Buff you get from a small animal in the Information Window(Need a Skill Unlock in Beastmaster "I know all Animals" -Added The Food Animals love (for Taming) in the Information Window (need a Skill in Beastmaster) -Removed the "Last slot for Food on Tames" and added a Food slot near the Information Window (its only will shown up if you Skill in Taming) -Added The Typ of Ressource u can harvest from Objects you aiming on in the Information Window ( in the Past it was "H") Needs a Skill to unlock in Survival Tree ( Knowlege of Ressources) -Removed the Hitmarker. If you Hit a Target the healthbar shown above the Animal/Player/Ship and shows how much Health he have left for a small time (4 Sec) (Ships Healthbar is the ammount of Health every Plank and Shipdeck have.) -Removed the Steam Name and Player on a Server from Steam integration and Join Notifications because everyone don´t like get Tracked, and the server don´t get killed by some Tracking Bots. We added the Bounty System on can set Bounty on Player Pathfinder Names/Companys -The Pathfinder Name is now YOUR Name not 123 or ???. And Your Steam Friends are not more 123 ... no more 30 friends in Steam called 123 -Change the Meele Damage percent % in Inventory to an Hard Number ( Meele Damage : 50 . Now its easyer to see how much Damage an Animal or NPC can deal. -Redesined the Crosshair´s for Range Weapons Bow have now High orientaition lines with dot´s in mid Pistols have an small white Crosshair Thounderbuster have a Cirlce Carabines a small Dot -Stats and Blueprint Redesing -Added New Stats "Damage Reduction" Armor Gives you now an Damage Reduction shown in your Character Inventory.Every Point in Fortitude gives you also a small percent Damage Reduction (Hard Caped to 30% only boostable with shields and Shield Skills) -Changed the Stats Stamina to an "Percent Stats" Easyer to Understand what is much Stamina or what is Less Stamina. Example ... Tamed a Bear with 115% Stamina or Tamed a Bear with 1234 Stamina? -Added a new Stats "Splash" Splash shown on Ammunition or AOE Attacks from Animals skills an give you an Information feedback what the Cannonball deal Splash damage or not [I.E. Medium Cannonball 50% Splash, Larg Cannonball 0% Splash] -Stats Bonus you gain from Gear or Buffs shown as an Green Number (Health:140 +10) onside the Stats (RPG Like, simple and easy to understand) -We removed the Stupid 0.001 Stats or Cooldowns Numbers the lowest number is now 1. And opimized the Stats on Gear, Animals and NPC´s. No one want to spent a 0.001 statsboost. -Removed the Common Blueprints from Tools and moved to the Survival Skilltree (Advanced Tools" Higher Tools Blueprints needs a Skill to Craft and use. Blueprints have now more constant Bonuses (+Inteligenc boost) Common (100%-115%(+max 10% Int Bonus) Fine (115%-135%) Journeyman (135%-165) Masterwork(165-200%) Legendary(200%-300%) Myhtic (300%-400%) - New Structure -Organ ( because i love the movie scene in Pirates of the Caribbean where Davy Jones playing Music on the Ship) (placeable only on Brigs,Galleons or Foundation get the Same Buffs but longer Duration because i only want to play this Instrument ;)) ) -Medium Wood Wall (Size fits to the medium Gate) -Medium Stone Wall (size is it fits to the medium Gate) -Larg Stone Wall (size is its fits to the Large Gate) -Advanced Stone Wall ->New "Ultimative" Stone Wall with more Metal Decorations thats looks more like a deffence Wall now.It Needs Gold bar (New rare Alloy Gold Bar, the ressources you need are on Golden Age Ruins and the Ultimate Skill from the Consturcion Tree have to unlocked) (The Cost of the Walls are the same if you place the 1x1 wall´s but have more Health) -Stalls!!! -small Stalls (3x4 Foundation)(can hold 10 Tames ) Only Tier 1 -Medium Stalls (6x8 Foundation) can hold 25 Tames) Only Tier 1 and Tier 2 -Larg Stalls (8x12 Foundation) can hold 50 Tames) All Tiers You can Accsess the Stalls Inventory and there is a List with the Animals Stored in them. When you click on an animal it will be spawned in the Stalls , a Gate will open and the animals waiting there for his owner. If you want to store an animal you have to open the Gate, ride the animal in an now you can Store it in the Stalls) Watch out an Elephant will never fit in the small Stalls -Cannon Tower (Company Unlock) -Castle (Company Unlock) -Reservoir Storage ( in the past Ressource Box, Can only placed on Foundations) -Tavern Now you can Store your NPC´ Crews but you give them Some Grog and Steak to stay in your little Clubhouse but the Goldcost are less as fuck now Small Tavern can Hold up 15 NPCs (Foundation Size 3x4) Medium Tavern Hold 40 NPCs (5x5) Large Tavern hold 150 Npcs (6x8) -Breeding Nest (small Tier 1, Medium Tier 2 , Larg Tier 3 ) We love breeding and growing up your little fluffy war pets but we chose an other way for breeding. -Removed the Biom condition of heat and cold for breeding. Now you have to build up a Breeding nest. But That your Animal realy feels like in their natural Bioms u need to fill the nest with Fibers and Thatch from the Biome where you have tamed the Animal. We reduced the breeding time to 3hour Realtime . But your Pet have to sit 12 Hours in the Nest befor the Baby animal get born. (Now Breeding is more Manageable -Cargo Dock for Ships We love the Idea of Transporting Ships, but a big empty ship with one Ressource box feels sad. Cargo Docks fill up the lower Deck from the Ships and used the same function from the Ship ressource Box before it. (Ressource Box will now slight nerved) Now u must choose between a Battle Ship with gunports or a Transport Ship. Cargo Docks will reduce the Wight of the Ressources their carry Schooner Small Cargo Dock 15 Item Slots (max Stack per Slot 10.000) Brig Medium Cargo Slot 35 Item Slots ( Max Stack per Slot 25.000) Galleon Larg Cargo Slot 75 Item Slots (Max Stack per Slot 65.000) -Animal Dock For Ships The Animal Dock´s consum the Lower Deck and comes with a Ramp for Loading in and Loading Out your Animals because we don´t allow Animals on the Topdeck anymore they are glitching to much around. On the Ships now u can Store Animals to snap point on the Ships Schooner "Small Animal Dock" Can hold [3x Tier 1] Animals or [1x Tier 2] Brigantine "Medium Animal Dock" Can hold [6x Tier 1] Animals or [3x Tier 2] or [1x Tier 3] Galleon "Larg Animal Dock" Can hold [9x Tier 1] Animals [6x Tier 2], or [3x Tier 3 Animals] -Company Archievmend Unlock´s -We removed the Sea Claims and bring a new Claim System into the Game. -Now Every Company Start with 1 Company Flag (can placed from the Company Window) for claiming a part of the Island. We increase the Size of the Circle for give some more place to build. If ur Company grows up u gain one more Company Flag . to an Max count to 50 Flags. (every 5 Players joins the Company u archieved one more unlock.) 5 Players 1 Flag 10 Players 2 Flag to an hard cap of 50 Flags/500Player) But we chose the attacking claim system whats aktuall is in the Game but you have Maintain the Company Flags If u Attack an enemy Base place a Flag(5 min Cooldown for the Attack Flag) in the Company Flag Circle the Claiming attack starts and works like the actual claim system. More Flags u have so faster is the enemy claim. So Big Companys have more space to build but loose it faster and need an active Playerbase for maintain all the Flags. Small Companys can deffend their Territory longer and have an easyer way for Maintain their Baseflag. (If you Not Maintain a Flag...Your Claim circle turns grey and your Structures will get damage over Time... so unused/Inactive island will be cleard up and give some place for new players) We added more Unlocks to the Company achievement system for give small Boosts on smaller Tribes and make the managment of an Great Tribe easyer. Players: 5 = 1 Flag 10 = 1 Flag Buffs every Player in own Territory ( Increase Health Regen. Decreased Vitamin Cost. decreased the Overwight movement penetration ) 15 =1 Flag 20 =1 Flag Unlock Taxiation Bank 25 =1 Flag ( every 5 Player one more Flag i dont counting up anymore ) 40 = Crew Cost less gold p/h in own Territory 60 = Unlock Lighthouses ( Give Buff on Anchored Ships they dont recive "Sea Dmg over Time" anymore around the Lighthouse and removed in a certain Radius the Fog of War on the Map 80 = Give Accsess to 5x Big Premade Towers with 3 Cannons Snap points (needs a 5x5 Foundation) but will Cost a lot of Stone Metall Wood and Gold Bars 100 = Give Accsess to an Big Premade Castle Give with (Needs an 20x20 Foundation) So much cost but gives your big Company a good Base deffences Structure (We make a lot of Designs we loved in the Castle so u can pick up from 3 Different Types of a Castle with his own Design) Maybe we change some achievements or give other Buffs for balance. - Redesign Golden Age Ruins We Redesign Every Gold Ruins Island to make them Funny to play and need some planing for engage them. -You choose your challenge! We removed the unused Decorations Buildings from the Island and put them together to 3 Big Castles/Caves. The Dragon Hort In north of the Island The Fountain Caves in the West of the Islands and the Powerstone Hall on East On Every Middle of the Island 1 Outside Alpha Boss will apear and every Player can engage them. But watch out, if more Player attack that Boss... Health and Damage Reduction(Hard capped to 50%) will increase. Every Dungeon are guarded by 2 Cyclops on the entrance and in the inside awaits you one Boss you have to kill to get their loooots!!!. You can´t kite these Bosses, their are in a Bossroom like in a RPG Doungen. If you Kill the Cyclops the Gate will open but their are no Tames allowed in the Dungeon. The Dungeons should be an Player VS Boss experience. (Want an Tame VS Boss? Alphas or the outside Boss is the best way for you ) From the Dragon in the Dragon Hort you have the chance to get an "EGG" you have to breed it and give´s you the Dragon for 6 Hours In the Fountain Caves a Big Gorgon awaits you for getting the Buff of Youth (like its actual in the Game) And the Powerstone Hall a Big Rock Elementar/or Fire Elementar waiting to crush you. You get the Powerstone from them. -Dinos will attack taming Structures if their are trapped -Soldiers of the Damnd are now more Trashmoob style easy to kill but a lot of them ouround the Island and in the Doungen -We Removed all "normal" high level Animals from that island and only Keep mytic creatures on the islands) -The outside NPCs have an Maxlevel from 60 now(except the Guardian Cyclops and Alpha Boss). The Inside NPCs in the Doungen have a Maxlevel to 100 now , Bosses have Level 150 -Every Boss give also a chance to drop a Mytic Blueprint -Bosses have and respawn cooldown from 6 Hours -Bosses Have an fight time like the Kraken then he goes in an enrage mode. - Creatures Redesign -Birds now fly more in the air but they have to land after a period of time "to eat or recover stamina" -Removed the Knockback and Add a "small Stun" Only Cyclops and Bosses have a small Knockback -Rihno charge Knockback removed and add a Broken Bones Debuff -Resized all Animals to smaller Natural size -Tier 3 Animals crushes Trees and Bushes and small Stones (no more Tree or Stone blocking) -Alpha keep the Actual size and the small cloud? flame? dont know what that is effect is -replaced with an Ghostship like Mytical Glow -Only one Alpha per island (Only Predators ) and 6 Hours Cooldown . If you hunt them you can loot Blueprint´s and a high ammount of Meat and Hide If you Kill the Alpha a cruel cry whisper through the Island and u get an Buff for 1 Hour that all Predators now flee from you ... har har now is our time to strike back -Creatures have now an on stand rotation . With A and D on the Keyboard these prevents the unatural movement from animals. -Fixed the Lions charge sounds and the all time charging you. -Reduced the aggro range from Predators to an more natural way. Their are more "Neutral" in medium Range but if you come to close they start Attacking you -Animals you had attacked and they can´t reach you, will now flee away -Fixed the Hitboxes and Collisions Box from every Creature -NPC´s will now pushed a little bit away from you. No more Bodyblock from the NPC´s -Crewmember can equip the Repair Hammer to give the ability to repair your ship. -Crewmember equiped with Meele weapons going in a Guard Mode with an good looking idle animation (like the British Guards from the Queen ^^ ) If an enemy Player comes in the aggro range from the NPCs the will start fighting. if the Enemy Player Flee´s or Die the Guard goes back to his guarding position. - New Combat system Simplify the combat system For Meele and Tames Every Meele weapon comes with 2 Basic attacks, with the unlock of the weapon (Fast attack low Dmg on left Mouse and a little more harder attack on right mouse but little bit higher refrese time) (You can change later in the Skilltrees the Attacks on Right mouse with different attacks or Buffs or combo attacks) -Short Meele Weapon Redesign Overview Blackjack [None Leathal path in the Meele Skilltree] Low DMG High Torpedy Knuckels[None Leathal path in the Meele Skilltree ,its a better Blackjack] Low DMG High Torpedy chance to Break Bones for Slowing your Target Daggers Fast but Low Single Target DMG With some helpfull Buffs (Poision Let the Target fall asleep Dual Wield or Throwing) Swords Medium Single Target Dmg but slower than Daggers and with a chance for Bleeding effects, or you can chose parry with your sword for a high cost of Stamina but can´t encounter an attack or combine your sword with a Shield (Shield will reduce the Movemnt Speed but give Damage Reduction and some usefull new skills) Mace Slow Single Target but high Dmg or Low AOE Dmg No parry possible Shatter The Ground and stun and Enemy for a short Time -Shields give you now a higher Aggro against NPC´s and Bosses -Shield can now cover Up from cost of Stamina with Damage Reductions -Shields gives you a movement penality New Weapon Daggers Unlock the Daggers for Fast single Target attacks Later in the Skill Tree u can choose between the Skills Poision or Throwing the Daggers or Dual Wield Throwing the Daggers Cost one Dagger Poision your Dagger and get a chance to poision your Target like Cobras but cost the right click attack. You have to activate the buff and Cost 1 Poision Glass (Crafted in Mortar and needed : Poision from toxic Animals and a bottle) Dual Wield will remove the Right Click Attack -Removed the throwing knifes skill and moved to the Dagger Skilltree -We Removed meele auto aim. -Meeleattacks are now faster but with small refreshing times Big buffs or strong skills have an cooldown. The Right click attack can be changed in the Skilltree after you unlocked them like the Skillbook. Now u can chose your playstyle with the Weapon u carry. More Like AOE Attacks? chose an AOE attack Or more Single Target with an chance for a effect like Bleeding? chose one. Or an speacial ability? Parriere with the Sword on cost of Stamina? no Problem Unlock the Skill and Drag it to the slot. -Reduce the Zoom in with the Carabine by 30 Percent and added a small swing -You can hold your breath on right click with a Carabine for a steady aim in cost of air and stamina -New Carabine Ultimate Attachment. U can attach a Spyglass with high zoom on your Carabine with an crosshair but cost the Right Click hold Breath and the Reloading time is increased - Discovery Additions If u Discover a new Island and get the Discovery now all different Ressource Types u can get from this Island whil shown on the Top Right of the Atlas map if u hovering over the Island. -Quality of Life and Game Improvements -Added fall damage for animals and fixing the speed reset by dismount in middle of the air -Animal spawnrate reduce by 60% and add a respawn cooldown. Nothing is more annoying clear the beach from animals run back to get Stuff or Crew, come back and the animals are respawnd again. -Sub Biom Animal spawning. Animals spawns now in their own Sub Biomes on the Island I.e. Turtels and Seaguals are more on the Beach, Elephants or Bears are more in the middle of an Island (I.E. Croc´s are more Rare on the Beach but in the Middle island their can be more) -Sharks are now more in the Open Sea and not in front of your anchored Ship None Spawn Areas for animals. Mountains and Structures have an small No spawn Area for Animals. Bey bey Dumbo Elephant trapped on a Cliff :,,( -Adding a Leaver to every Boat to raise and lower Anchor´s -The Emergency Ladder have now a better trigger box and will shown up (in that Blue build a Structur Design) -Removed collision on dead Bodys but u cant pick up dead bodys anymore -Hitbox are fixed no more clipping in structures -Ressource Box can only placed on Ships an can only Stack items to 5000max and don´t reduce the weight.(see Cargo Dock on Ships) -Ghostships will now come out of the Water (like in Movies) and Spawns only at Night -Reduced the Amount of Ghostships on a Grid to 5 per Night in random variations (High low Medium Typs) The Medium and Large Ghostships now have Larg Cannons( Sorry for the Hit and Run Players.... we want that you fight agains the Ships ) -Removed Ghostship Loot Crew Gold cost Ghostship Crew are so Happy that you saved them and dont want gold for 24h... after a Day they realy want some gold for Buying a cool hook -Rework of "Rename the Company". Now the Leader had to pick up a "Letter of the Company" Item from your Company Flag and travel to a Freeport. Now you can give the letter to the [ Librarian of Goverment NPC] and you can choose a new Name. The Name change after 12 Hours. The Letter of the Company have a spoil time to prevent "Player Parking with an Letter in front of the NPC" ((or maybe only a 12h Waiting time? )) -On Ship Building Redesign. Hell yea we love the Freedome of a Free building Warship With fucking lots of Cannons. But we have to balance this. ;X -Increas the Weight of Structures -Gunports reduce the Wight of snapped Cannons all time now not only opend. -Increase the weight of Cannons yea this is the real way. (now Top Deck Cannons are heavy as shit) Now u must choose wisely... A Big Tanky Ship with a lots of Topdeck Cannons but slow as Shit or a "Normal Ship" that moves much faster. Add: If we get 100 Upvotes, i will make Pictures from the Ideas . Writing down all that notes consumed a lot of weekend time. if you agree with that Post and share it in the internet i will start making some Pictures. Because Pictures are more understandable Make an Upvote here If you want that the Dev Team notice that Post Love and Kisses a Player want a cool and Great Pirate Game with lots of Content
  4. patch notes Please note these Patchnotes are not Real , This Patchnotes are Ideas It Will not be in the next patch but IF You Like IT Give me an UPVOTE Share The Thread and Dont be Toxic And English ist NOOOOT my native language V25.2 - Maybe Sometime? Community Patch V25.2 (Fixed a lot of Text Errors , Added some Pictures ) -New Feature 1.Crew Manager -Renamed the "Tame Group" Button to "Crew Manager" Crew Manager checks now the area around you for animals, crewmember and useable Object and bring it to a list where you can give orders, set behavior or mounting/dissmounting Cannons/Sails by simple clicks. No more frustating whistle´s and missclicks and wrong orders to Animals or Crew. 2.SkillBook Intoducing the new Skillbook. We add on every skill tree now unique powerfull Skill´s but know you have to choose between 3 skills(actives or passive Skills) gives you special Abilitys for this skill tree. Now you can choose strong bonus for your playstyle. In the end of every skilltree u can unlock 1 Ultimate Passive Skill give u a "Master" of this skill tree. Mastering of a Skilltree will removed the minigame from Tools or Weapon. Animals have now a small skill tree (Active Skills for the Right Attack Slot or passive Bonuses. Attack slots explained in "Combat Redesign") with his own unique skills where u can choose the Playstyle for your Animal. You can Unlock the Skills by Leveling your Pet up. If you Tamed a Higher Level Animals some skills are already Unlocked. Example Wolfs Active Skill Unlock ... [Howl] Give a Buff for 30 sec give a 5% more Dmg . Every Wolf in an area around join the Howl and Stacks the Buff to an max stack of 20% Cooldown 2 Min Bear [ Berserk ] Your Bear are in an Bloodlust for 10 Sec. The Single Target Bite gives now a chance of an Bleeding effect. Cooldown 2 min The Skills you Chose will block the Right Attack Slots you have to chose your Playstyle. -Moved a lot of "Dmg Buff or Heal Buffs from the Beastmaster Tree (i.e. Natural Touch) to the Animal Skill Trees as Unlockable Skills Add new Skilltree link<<<<<<<<<<<<<<<<<<<<< It´s not ready :,( 3.Simple "E" System We removed the Stupid blue weel of Disorientation and added a "Simple E" system Now every Cannon or Structure or useable Object have a simple Funktion and the "Inventory Option" If u go to the Ladder and press E you Climp up or Jump from the ladder. If u want mount a Cannon Press E and so on. Now if u want some changes on your Object like Renaming, Gear your Crew you have to Hold "E" and u see the "E" Icon fills up now its opening an Inventory with diverses options and stats from that Object Here the Simple "Hold E" Inventory for your Tames 4.Respawn Rework -We reworked the Bedspawn system for some balance and join/immersions Improvements. Now every spawn on a Bed gives you a cooldown from 60 sec , the cooldown starting after u click the spawn Button u will be locked to that spawn and u have to wait 60 Sec befor you spawn at this Bed. But the Character will already set in the Location but is invisible and can´t move . In the 60 Sec you wait all the Structures and Object will be loaded in the Spawnloactions. No more popping in of Structures/Objects on respawn and don´t breaks the immersion anymore ... yeay If u get killed in PVP or use the Fast Travel to quick adds more Time for the Cooldown. Aaaand Sorry one more balance change we made. Fast Travel works only on the Grid you are. 5.New Render Engine System -New Render Priority In this Order Terrain, Structures and Ships, Animals, Players. Hopefully fixing the Animal falling through Bug 6.Render Improvement -Far low Level of Detail of Structures like and Shipyard or Gate are Simple Cubes and Ships with low colors and its little bit blurry. If u get in medium Range u get more level Details and if u get closer the "normal" LOD is shown. No more empty space on the horizon and close instant spawn of strucures! You can see on Top of the Mountain far Ships sailing by but not much Details only a silhouette. We hope to keep up the Immersion without Hard performance lose and u can see that Player Structures are build on an Island or not. -HUD Optimisations 1.Removed the dump Information Window when aiming an any NPC/Structure in the middle of the Screen and moved to the left Bottom as an static window. This window give you now all Important Information if you Aiming on an Object but don´t block your vision anymore. -Removed the Mortar Ammo Icon from the Ammo overview from Ships. -Ammo Overview will now shown in the Information Window -Added Health bar from the ship in the Information Window when you on the Steering Wheel -Removed the Weapon Percentage Numbers from all Weapons and gives them Hard Numbers. i.e. Sword "Damage 30". Tools keep the Effetiveness Stats. -Added a Buff Button in the Inventory near the Character Stats that shown what Buff and the Information from that Buff/Debuff. Only the Buff icons will be shown on the Bottom right in the Normal View -Healthbars from Planks only shown if you have the Repair hammer equiped -Added The Buff you get from a small animal in the Information Window(Need a Skill Unlock in Beastmaster "I know all Animals" -Added The Food Animals love (for Taming) in the Information Window (need a Skill in Beastmaster) -Removed the "Last slot for Food on Tames" and added a Food slot near the Information Window (its only will shown up if you Skill in Taming) -Added The Typ of Ressource u can harvest from Objects you aiming on in the Information Window ( in the Past it was "H") Needs a Skill to unlock in Survival Tree ( Knowlege of Ressources) -Removed the Hitmarker. If you Hit a Target the healthbar shown above the Animal/Player/Ship and shows how much Health he have left for a small time (4 Sec) (Ships Healthbar is the ammount of Health every Plank and Shipdeck have.) -Removed the Steam Name and Player on a Server from Steam integration and Join Notifications because everyone don´t like get Tracked, and the server don´t get killed by some Tracking Bots. We added the Bounty System on can set Bounty on Player Pathfinder Names/Companys -The Pathfinder Name is now YOUR Name not 123 or ???. And Your Steam Friends are not more 123 ... no more 30 friends in Steam called 123 -Change the Meele Damage percent % in Inventory to an Hard Number ( Meele Damage : 50 . Now its easyer to see how much Damage an Animal or NPC can deal. -Redesined the Crosshair´s for Range Weapons Bow have now High orientaition lines with dot´s in mid Pistols have an small white Crosshair Thounderbuster have a Cirlce Carabines a small Dot -Stats and Blueprint Redesing -Added New Stats "Damage Reduction" Armor Gives you now an Damage Reduction shown in your Character Inventory.Every Point in Fortitude gives you also a small percent Damage Reduction (Hard Caped to 30% only boostable with shields and Shield Skills) -Changed the Stats Stamina to an "Percent Stats" Easyer to Understand what is much Stamina or what is Less Stamina. Example ... Tamed a Bear with 115% Stamina or Tamed a Bear with 1234 Stamina? -Added a new Stats "Splash" Splash shown on Ammunition or AOE Attacks from Animals skills an give you an Information feedback what the Cannonball deal Splash damage or not [I.E. Medium Cannonball 50% Splash, Larg Cannonball 0% Splash] -Stats Bonus you gain from Gear or Buffs shown as an Green Number (Health:140 +10) onside the Stats (RPG Like, simple and easy to understand) -We removed the Stupid 0.001 Stats or Cooldowns Numbers the lowest number is now 1. And opimized the Stats on Gear, Animals and NPC´s. No one want to spent a 0.001 statsboost. -Removed the Common Blueprints from Tools and moved to the Survival Skilltree (Advanced Tools" Higher Tools Blueprints needs a Skill to Craft and use. Blueprints have now more constant Bonuses (+Inteligenc boost) Common (100%-115%(+max 10% Int Bonus) Fine (115%-135%) Journeyman (135%-165) Masterwork(165-200%) Legendary(200%-300%) Myhtic (300%-400%) - New Structure -Organ ( because i love the movie scene in Pirates of the Caribbean where Davy Jones playing Music on the Ship) (placeable only on Brigs,Galleons or Foundation get the Same Buffs but longer Duration because i only want to play this Instrument ;)) ) -Medium Wood Wall (Size fits to the medium Gate) -Medium Stone Wall (size is it fits to the medium Gate) -Larg Stone Wall (size is its fits to the Large Gate) -Advanced Stone Wall ->New "Ultimative" Stone Wall with more Metal Decorations thats looks more like a deffence Wall now.It Needs Gold bar (New rare Alloy Gold Bar, the ressources you need are on Golden Age Ruins and the Ultimate Skill from the Consturcion Tree have to unlocked) (The Cost of the Walls are the same if you place the 1x1 wall´s but have more Health) -Stalls!!! -small Stalls (3x4 Foundation)(can hold 10 Tames ) Only Tier 1 -Medium Stalls (6x8 Foundation) can hold 25 Tames) Only Tier 1 and Tier 2 -Larg Stalls (8x12 Foundation) can hold 50 Tames) All Tiers You can Accsess the Stalls Inventory and there is a List with the Animals Stored in them. When you click on an animal it will be spawned in the Stalls , a Gate will open and the animals waiting there for his owner. If you want to store an animal you have to open the Gate, ride the animal in an now you can Store it in the Stalls) Watch out an Elephant will never fit in the small Stalls -Cannon Tower (Company Unlock) -Castle (Company Unlock) -Reservoir Storage ( in the past Ressource Box, Can only placed on Foundations) -Tavern Now you can Store your NPC´ Crews but you give them Some Grog and Steak to stay in your little Clubhouse but the Goldcost are less as fuck now Small Tavern can Hold up 15 NPCs (Foundation Size 3x4) Medium Tavern Hold 40 NPCs (5x5) Large Tavern hold 150 Npcs (6x8) -Breeding Nest (small Tier 1, Medium Tier 2 , Larg Tier 3 ) We love breeding and growing up your little fluffy war pets but we chose an other way for breeding. -Removed the Biom condition of heat and cold for breeding. Now you have to build up a Breeding nest. But That your Animal realy feels like in their natural Bioms u need to fill the nest with Fibers and Thatch from the Biome where you have tamed the Animal. We reduced the breeding time to 3hour Realtime . But your Pet have to sit 12 Hours in the Nest befor the Baby animal get born. (Now Breeding is more Manageable -Cargo Dock for Ships We love the Idea of Transporting Ships, but a big empty ship with one Ressource box feels sad. Cargo Docks fill up the lower Deck from the Ships and used the same function from the Ship ressource Box before it. (Ressource Box will now slight nerved) Now u must choose between a Battle Ship with gunports or a Transport Ship. Cargo Docks will reduce the Wight of the Ressources their carry Schooner Small Cargo Dock 15 Item Slots (max Stack per Slot 10.000) Brig Medium Cargo Slot 35 Item Slots ( Max Stack per Slot 25.000) Galleon Larg Cargo Slot 75 Item Slots (Max Stack per Slot 65.000) -Animal Dock For Ships The Animal Dock´s consum the Lower Deck and comes with a Ramp for Loading in and Loading Out your Animals because we don´t allow Animals on the Topdeck anymore they are glitching to much around. On the Ships now u can Store Animals to snap point on the Ships Schooner "Small Animal Dock" Can hold [3x Tier 1] Animals or [1x Tier 2] Brigantine "Medium Animal Dock" Can hold [6x Tier 1] Animals or [3x Tier 2] or [1x Tier 3] Galleon "Larg Animal Dock" Can hold [9x Tier 1] Animals [6x Tier 2], or [3x Tier 3 Animals] -Company Archievmend Unlock´s -We removed the Sea Claims and bring a new Claim System into the Game. -Now Every Company Start with 1 Company Flag (can placed from the Company Window) for claiming a part of the Island. We increase the Size of the Circle for give some more place to build. If ur Company grows up u gain one more Company Flag . to an Max count to 50 Flags. (every 5 Players joins the Company u archieved one more unlock.) 5 Players 1 Flag 10 Players 2 Flag to an hard cap of 50 Flags/500Player) But we chose the attacking claim system whats aktuall is in the Game but you have Maintain the Company Flags If u Attack an enemy Base place a Flag(5 min Cooldown for the Attack Flag) in the Company Flag Circle the Claiming attack starts and works like the actual claim system. More Flags u have so faster is the enemy claim. So Big Companys have more space to build but loose it faster and need an active Playerbase for maintain all the Flags. Small Companys can deffend their Territory longer and have an easyer way for Maintain their Baseflag. (If you Not Maintain a Flag...Your Claim circle turns grey and your Structures will get damage over Time... so unused/Inactive island will be cleard up and give some place for new players) We added more Unlocks to the Company achievement system for give small Boosts on smaller Tribes and make the managment of an Great Tribe easyer. Players: 5 = 1 Flag 10 = 1 Flag Buffs every Player in own Territory ( Increase Health Regen. Decreased Vitamin Cost. decreased the Overwight movement penetration ) 15 =1 Flag 20 =1 Flag Unlock Taxiation Bank 25 =1 Flag ( every 5 Player one more Flag i dont counting up anymore ) 40 = Crew Cost less gold p/h in own Territory 60 = Unlock Lighthouses ( Give Buff on Anchored Ships they dont recive "Sea Dmg over Time" anymore around the Lighthouse and removed in a certain Radius the Fog of War on the Map 80 = Give Accsess to 5x Big Premade Towers with 3 Cannons Snap points (needs a 5x5 Foundation) but will Cost a lot of Stone Metall Wood and Gold Bars 100 = Give Accsess to an Big Premade Castle Give with (Needs an 20x20 Foundation) So much cost but gives your big Company a good Base deffences Structure (We make a lot of Designs we loved in the Castle so u can pick up from 3 Different Types of a Castle with his own Design) Maybe we change some achievements or give other Buffs for balance. - Redesign Golden Age Ruins We Redesign Every Gold Ruins Island to make them Funny to play and need some planing for engage them. -You choose your challenge! We removed the unused Decorations Buildings from the Island and put them together to 3 Big Castles/Caves. The Dragon Hort In north of the Island The Fountain Caves in the West of the Islands and the Powerstone Hall on East On Every Middle of the Island 1 Outside Alpha Boss will apear and every Player can engage them. But watch out, if more Player attack that Boss... Health and Damage Reduction(Hard capped to 50%) will increase. Every Dungeon are guarded by 2 Cyclops on the entrance and in the inside awaits you one Boss you have to kill to get their loooots!!!. You can´t kite these Bosses, their are in a Bossroom like in a RPG Doungen. If you Kill the Cyclops the Gate will open but their are no Tames allowed in the Dungeon. The Dungeons should be an Player VS Boss experience. (Want an Tame VS Boss? Alphas or the outside Boss is the best way for you ) From the Dragon in the Dragon Hort you have the chance to get an "EGG" you have to breed it and give´s you the Dragon for 6 Hours In the Fountain Caves a Big Gorgon awaits you for getting the Buff of Youth (like its actual in the Game) And the Powerstone Hall a Big Rock Elementar/or Fire Elementar waiting to crush you. You get the Powerstone from them. -Dinos will attack taming Structures if their are trapped -Soldiers of the Damnd are now more Trashmoob style easy to kill but a lot of them ouround the Island and in the Doungen -We Removed all "normal" high level Animals from that island and only Keep mytic creatures on the islands) -The outside NPCs have an Maxlevel from 60 now(except the Guardian Cyclops and Alpha Boss). The Inside NPCs in the Doungen have a Maxlevel to 100 now , Bosses have Level 150 -Every Boss give also a chance to drop a Mytic Blueprint -Bosses have and respawn cooldown from 6 Hours -Bosses Have an fight time like the Kraken then he goes in an enrage mode. - Creatures Redesign -Birds now fly more in the air but they have to land after a period of time "to eat or recover stamina" -Removed the Knockback and Add a "small Stun" Only Cyclops and Bosses have a small Knockback -Rihno charge Knockback removed and add a Broken Bones Debuff -Resized all Animals to smaller Natural size -Tier 3 Animals crushes Trees and Bushes and small Stones (no more Tree or Stone blocking) -Alpha keep the Actual size and the small cloud? flame? dont know what that is effect is -replaced with an Ghostship like Mytical Glow -Only one Alpha per island (Only Predators ) and 6 Hours Cooldown . If you hunt them you can loot Blueprint´s and a high ammount of Meat and Hide If you Kill the Alpha a cruel cry whisper through the Island and u get an Buff for 1 Hour that all Predators now flee from you ... har har now is our time to strike back -Creatures have now an on stand rotation . With A and D on the Keyboard these prevents the unatural movement from animals. -Fixed the Lions charge sounds and the all time charging you. -Reduced the aggro range from Predators to an more natural way. Their are more "Neutral" in medium Range but if you come to close they start Attacking you -Animals you had attacked and they can´t reach you, will now flee away -Fixed the Hitboxes and Collisions Box from every Creature -NPC´s will now pushed a little bit away from you. No more Bodyblock from the NPC´s -Crewmember can equip the Repair Hammer to give the ability to repair your ship. -Crewmember equiped with Meele weapons going in a Guard Mode with an good looking idle animation (like the British Guards from the Queen ^^ ) If an enemy Player comes in the aggro range from the NPCs the will start fighting. if the Enemy Player Flee´s or Die the Guard goes back to his guarding position. - New Combat system Simplify the combat system For Meele and Tames Every Meele weapon comes with 2 Basic attacks, with the unlock of the weapon (Fast attack low Dmg on left Mouse and a little more harder attack on right mouse but little bit higher refrese time) (You can change later in the Skilltrees the Attacks on Right mouse with different attacks or Buffs or combo attacks) -Short Meele Weapon Redesign Overview Blackjack [None Leathal path in the Meele Skilltree] Low DMG High Torpedy Knuckels[None Leathal path in the Meele Skilltree ,its a better Blackjack] Low DMG High Torpedy chance to Break Bones for Slowing your Target Daggers Fast but Low Single Target DMG With some helpfull Buffs (Poision Let the Target fall asleep Dual Wield or Throwing) Swords Medium Single Target Dmg but slower than Daggers and with a chance for Bleeding effects, or you can chose parry with your sword for a high cost of Stamina but can´t encounter an attack or combine your sword with a Shield (Shield will reduce the Movemnt Speed but give Damage Reduction and some usefull new skills) Mace Slow Single Target but high Dmg or Low AOE Dmg No parry possible Shatter The Ground and stun and Enemy for a short Time -Shields give you now a higher Aggro against NPC´s and Bosses -Shield can now cover Up from cost of Stamina with Damage Reductions -Shields gives you a movement penality New Weapon Daggers Unlock the Daggers for Fast single Target attacks Later in the Skill Tree u can choose between the Skills Poision or Throwing the Daggers or Dual Wield Throwing the Daggers Cost one Dagger Poision your Dagger and get a chance to poision your Target like Cobras but cost the right click attack. You have to activate the buff and Cost 1 Poision Glass (Crafted in Mortar and needed : Poision from toxic Animals and a bottle) Dual Wield will remove the Right Click Attack -Removed the throwing knifes skill and moved to the Dagger Skilltree -We Removed meele auto aim. -Meeleattacks are now faster but with small refreshing times Big buffs or strong skills have an cooldown. The Right click attack can be changed in the Skilltree after you unlocked them like the Skillbook. Now u can chose your playstyle with the Weapon u carry. More Like AOE Attacks? chose an AOE attack Or more Single Target with an chance for a effect like Bleeding? chose one. Or an speacial ability? Parriere with the Sword on cost of Stamina? no Problem Unlock the Skill and Drag it to the slot. -Reduce the Zoom in with the Carabine by 30 Percent and added a small swing -You can hold your breath on right click with a Carabine for a steady aim in cost of air and stamina -New Carabine Ultimate Attachment. U can attach a Spyglass with high zoom on your Carabine with an crosshair but cost the Right Click hold Breath and the Reloading time is increased - Discovery Additions If u Discover a new Island and get the Discovery now all different Ressource Types u can get from this Island whil shown on the Top Right of the Atlas map if u hovering over the Island. -Quality of Life and Game Improvements -Added fall damage for animals and fixing the speed reset by dismount in middle of the air -Animal spawnrate reduce by 60% and add a respawn cooldown. Nothing is more annoying clear the beach from animals run back to get Stuff or Crew, come back and the animals are respawnd again. -Sub Biom Animal spawning. Animals spawns now in their own Sub Biomes on the Island I.e. Turtels and Seaguals are more on the Beach, Elephants or Bears are more in the middle of an Island (I.E. Croc´s are more Rare on the Beach but in the Middle island their can be more) -Sharks are now more in the Open Sea and not in front of your anchored Ship None Spawn Areas for animals. Mountains and Structures have an small No spawn Area for Animals. Bey bey Dumbo Elephant trapped on a Cliff :,,( -Adding a Leaver to every Boat to raise and lower Anchor´s -The Emergency Ladder have now a better trigger box and will shown up (in that Blue build a Structur Design) -Removed collision on dead Bodys but u cant pick up dead bodys anymore -Hitbox are fixed no more clipping in structures -Ressource Box can only placed on Ships an can only Stack items to 5000max and don´t reduce the weight.(see Cargo Dock on Ships) -Ghostships will now come out of the Water (like in Movies) and Spawns only at Night -Reduced the Amount of Ghostships on a Grid to 5 per Night in random variations (High low Medium Typs) The Medium and Large Ghostships now have Larg Cannons( Sorry for the Hit and Run Players.... we want that you fight agains the Ships ) -Removed Ghostship Loot Crew Gold cost Ghostship Crew are so Happy that you saved them and dont want gold for 24h... after a Day they realy want some gold for Buying a cool hook -Rework of "Rename the Company". Now the Leader had to pick up a "Letter of the Company" Item from your Company Flag and travel to a Freeport. Now you can give the letter to the [ Librarian of Goverment NPC] and you can choose a new Name. The Name change after 12 Hours. The Letter of the Company have a spoil time to prevent "Player Parking with an Letter in front of the NPC" ((or maybe only a 12h Waiting time? )) -On Ship Building Redesign. Hell yea we love the Freedome of a Free building Warship With fucking lots of Cannons. But we have to balance this. ;X -Increas the Weight of Structures -Gunports reduce the Wight of snapped Cannons all time now not only opend. -Increase the weight of Cannons yea this is the real way. (now Top Deck Cannons are heavy as shit) Now u must choose wisely... A Big Tanky Ship with a lots of Topdeck Cannons but slow as Shit or a "Normal Ship" that moves much faster. Add: If we get 100 Upvotes, i will make Pictures from the Ideas . Writing down all that notes consumed a lot of weekend time. if you agree with that Post and share it in the internet i will start making some Pictures. Because Pictures are more understandable Make an Upvote here If you want that the Dev Team notice that Post Love and Kisses a Player want a cool and Great Pirate Game with lots of Content
  5. Devs, Just want to say that these forums much like the oceans in Atlas are full of salty people. Just remember that there are those of us that really enjoy the game and hope you guys continue the hard work you put in. Best wishes to you and I hope you have a prosperous future.
  6. some of their design decision lack any sort of logic, but im not surprised by that, they want to drive pve players either to pvp servers or off of official all together. one of the latest is the vitamin system not replenishing on death, even though they give you full hydration, full hunger, and full healht, they pretty much guarantee a time clock on your characters life for a starting character, its 20 or 30 levels minimum before youre in a position to cook whats needed to keep food balanced. and youve gone and shrunk the map? so now if you arent there in the first 2 hours you dont get to settle someplace??? took me 3 real days of sailing to finally find an island with a small spot for me. thanks for that. garbage decision after garbage decision has had me change my positive review to a negative one, as are all my team.
  7. We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. New lawless Land Claim Changes In the patch dropping early next week, we’ll be introducing a new claim system to the lawless regions of Atlas. Moving forward, Pathfinders will now be able to claim land in these areas using a claim tower that will claim everything within its radius after it reaches full health. This takes about 45 minutes and may be sped up with gold. These changes will take effect immediately with the release of the new update and will make your structures be vulnerable to being claimed by others. Armored Docks may be claimed in this manner, and that includes the ships docked there! Previously we mentioned that there may be a wipe with the new claim system if it becomes necessary. However, we are able to implement this without requiring it, so please note that there is NO WIPE at this time. Note to Private Server Owners: Private servers will be unaffected by this change - functionality to make this change to your server will come in the patch after. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What are long term visions for the balance of island defense. I personally like that it's currently incredibly difficult to steal islands (contesting needs a lot of work). But a large contributor to why it's currently so hard comes from my question in #1--how easy it is to spam islands. If we suddenly had to think very carefully about structure count throughout the island, how are companies going to keep themselves properly protected without leaning on structure count? We agree that islands are incredibly hard to assault right now when facing an entrenched, knowledgeable defender. There are a variety of reasons for this, from the layout of the islands such as massive pillars, to unintended strategies such as spamming structures all over the place to prevent others from building or bringing in tames easily. We are focused on long-term solutions rather than quick fixes. Ideally, we want players to be forced into making choices about how they spend their limited resources. This means they should have to pick which places they are going to spend their effort to defend. The answer should not be that they can defend everything. We’re moving towards a game where you need to have a strong navy if you want to defend your shoreline. Cannonball physics are currently pretty bad. They travel incredibly slowly, to the point that these massive warships can actively dodge them like we're in some sort of space simulator. Additionally, there is no forward momentum physics so things like chaser cannons don't work. Is the team looking at adjusting these things? Shooting any of the ship-mounted weapons forwards results in some unrealistic behaviors that we'd like to eliminate. We're looking at solutions for this. Are alliances going to get reduced again (they should, or should have some sort of settler mechanic)? Atlas is about interactions, both positive and negative, with other players and Companies. We would like those stories to be told and dictated by players rather than by a heavy-handed developer approach. This means giving players lots of opportunities to cooperate and fight over limited resources. A single megacorp is not good for the game and yet we have large goals for Companies in mind that will require massive efforts from many players to accomplish. Keep listening and we'll be talking about those plans soon enough. In the meantime, we do not plan to mess with the balance of Companies and Alliances without fully addressing the overall ecosystem. What are some more solo XP grinding opportunities the team is looking at so smaller companies don't get left in the dust with no way to catch up? This is a great question. We really want to support lone wolves and small companies as a vital part of the game world. Compared to a lot of the other games we have played or worked on, Atlas XP seems to be in a really weird place and is frankly pretty broken. Large, organized death squads farm ridiculous amounts of XP with little real effort and hit level cap within a few days of a wipe, while players who are new or are in small companies are playing what feels like a completely different game. This creates a lot of power disparity between different groups of players and contributes to making it very difficult for players not in companies to feel like they can compete. XP is like a holdover from RPGs that this game has inherited, and it’s tied into a lot of different systems in the game. We want new players to have their options slowly rolled out to them so they aren't overwhelmed, and at the same time we don't want to create a grindy experience for veterans. Ultimately, we'd rather this game be focused on player expertise rather than character level, and long term are looking at how we can move towards that. Some of the specific things we are considering are ways to spread leveling out over the entire season while not making it grindy, or giving tools to everyone to get to the level cap early and creating more ways to increase your cap through actions in the game that are interesting, and again not grindy. Let us know your thoughts. Will there be more options in ship PvP? Yes! One of the goals of the new ship system is to provide players with more meaningful choices when constructing ships. As we expand the system, players will need to decide which pieces will provide the most value for their strategy. We intend to provide a variety of equally viable options that expand the meta and support a variety of playstyles. 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
  8. Ok so I am a little confused on what is really going on with grapeshot. I figured it was where you all was new years ago yet its still going on. We are begging for things to be fixed lets begin with the obvious how about to fix the map for unofficial servers. These servers bring you in money a lot of people dont want to play the game how you designed it and having customized servers for better drop rates is very nice. There is a lot but how is it we beg for months for something to be fixed and you all send out an update TO MAKE OUR CHARACTERS FATTER. So all I can see is you dont care about your players at all what a failed excuse of a company
  9. FINAL NOTE Again, we would like to emphasize that Stryker said it all. We took our boats and left. Stryker messaged Tristan and Cejay, told them it wasn’t working out. We wanted to go out and get content but we were NA players in an EU company. I personally farmed at least 400 rhino horns for the company, so I felt taking my ship with me was reasonable. I had 150 dmg gunports on my ship, everything else was from vessels studies. I leveled it myself and farmed the horns myself, I also farmed the gunports that were on my boat. Neither Tristan nor Cejay were in comms when we left, they had already went to bed so he messaged them. End of story. Call it what you want. It is as simple as it just wasn’t what we’d hoped.
  10. We’ve got a pretty jam-packed post for you today! Because of your amazing participation, providing tons of questions for our team, we’ve decided to split responses into two posts. Since we received a large amount of inquiries regarding PvP balances, we’ll be discussing those questions separately in a later post. Because today, we have a few special topics we’ll be addressing first. Our first entry is a reply from the dev team regarding the inclusion of a new ship building system. Next, we have a new survey for you all to provide feedback on Ships and we can’t wait to hear your responses. Finally, we finish up with Q&A, excluding PVP questions previously mentioned. In an effort to provide more transparency between the team and the community, we continue to look for more ways to blend the goals of the two entities to make Atlas as great as we both know it can be. We appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. New lawless Land Claim Changes In the patch dropping early next week, we’ll be introducing a new claim system to the lawless regions of Atlas. Moving forward, Pathfinders will now be able to claim land in these areas using a claim tower that will claim everything within its radius after it reaches full health. This takes about 45 minutes and may be sped up with gold. These changes will take effect immediately with the release of the new update and will make your structures be vulnerable to being claimed by others. Armored Docks may be claimed in this manner, and that includes the ships docked there! Previously we mentioned that there may be a wipe with the new claim system if it becomes necessary. However, we are able to implement this without requiring it, so please note that there is NO WIPE at this time. Note to Private Server Owners: Private servers will be unaffected by this change - functionality to make this change to your server will come in the patch after. Without further ado, here’s our Q&A! Hang out at our Discord for a chance to get your questions answered in the next Q&A! Q&A What are long term visions for the balance of island defense. I personally like that it's currently incredibly difficult to steal islands (contesting needs a lot of work). But a large contributor to why it's currently so hard comes from my question in #1--how easy it is to spam islands. If we suddenly had to think very carefully about structure count throughout the island, how are companies going to keep themselves properly protected without leaning on structure count? We agree that islands are incredibly hard to assault right now when facing an entrenched, knowledgeable defender. There are a variety of reasons for this, from the layout of the islands such as massive pillars, to unintended strategies such as spamming structures all over the place to prevent others from building or bringing in tames easily. We are focused on long-term solutions rather than quick fixes. Ideally, we want players to be forced into making choices about how they spend their limited resources. This means they should have to pick which places they are going to spend their effort to defend. The answer should not be that they can defend everything. We’re moving towards a game where you need to have a strong navy if you want to defend your shoreline. Cannonball physics are currently pretty bad. They travel incredibly slowly, to the point that these massive warships can actively dodge them like we're in some sort of space simulator. Additionally, there is no forward momentum physics so things like chaser cannons don't work. Is the team looking at adjusting these things? Shooting any of the ship-mounted weapons forwards results in some unrealistic behaviors that we'd like to eliminate. We're looking at solutions for this. Are alliances going to get reduced again (they should, or should have some sort of settler mechanic)? Atlas is about interactions, both positive and negative, with other players and Companies. We would like those stories to be told and dictated by players rather than by a heavy-handed developer approach. This means giving players lots of opportunities to cooperate and fight over limited resources. A single megacorp is not good for the game and yet we have large goals for Companies in mind that will require massive efforts from many players to accomplish. Keep listening and we'll be talking about those plans soon enough. In the meantime, we do not plan to mess with the balance of Companies and Alliances without fully addressing the overall ecosystem. What are some more solo XP grinding opportunities the team is looking at so smaller companies don't get left in the dust with no way to catch up? This is a great question. We really want to support lone wolves and small companies as a vital part of the game world. Compared to a lot of the other games we have played or worked on, Atlas XP seems to be in a really weird place and is frankly pretty broken. Large, organized death squads farm ridiculous amounts of XP with little real effort and hit level cap within a few days of a wipe, while players who are new or are in small companies are playing what feels like a completely different game. This creates a lot of power disparity between different groups of players and contributes to making it very difficult for players not in companies to feel like they can compete. XP is like a holdover from RPGs that this game has inherited, and it’s tied into a lot of different systems in the game. We want new players to have their options slowly rolled out to them so they aren't overwhelmed, and at the same time we don't want to create a grindy experience for veterans. Ultimately, we'd rather this game be focused on player expertise rather than character level, and long term are looking at how we can move towards that. Some of the specific things we are considering are ways to spread leveling out over the entire season while not making it grindy, or giving tools to everyone to get to the level cap early and creating more ways to increase your cap through actions in the game that are interesting, and again not grindy. Let us know your thoughts. Will there be more options in ship PvP? Yes! One of the goals of the new ship system is to provide players with more meaningful choices when constructing ships. As we expand the system, players will need to decide which pieces will provide the most value for their strategy. We intend to provide a variety of equally viable options that expand the meta and support a variety of playstyles. 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
  11. Eugen

    Patch 558.0

    FINAL NOTE Again, we would like to emphasize that Stryker said it all. We took our boats and left. Stryker messaged Tristan and Cejay, told them it wasn’t working out. We wanted to go out and get content but we were NA players in an EU company. I personally farmed at least 400 rhino horns for the company, so I felt taking my ship with me was reasonable. I had 150 dmg gunports on my ship, everything else was from vessels studies. I leveled it myself and farmed the horns myself, I also farmed the gunports that were on my boat. Neither Tristan nor Cejay were in comms when we left, they had already went to bed so he messaged them. End of story. Call it what you want. It is as simple as it just wasn’t what we’d hoped.
  12. Hello Dev's! I'm Official PVE most the time and found a few bugs and things that could use a good look over. First off I wanted to thank you all for your hard work and dedication to fixing and making this game more enjoyable to players like my self. P.S love this game! Bugs I and others in our group and not in our group have found over time. 1. Animals moving all over the Brig and Gal's/Ships while sailing, they move so much i cant fully walk around the ship without bumping into invisible animals, and on the gal's they keep falling off 2. When Claiming an animal with anything other then a normal saddle the animal become untradeable and unusable, can't remove the saddle and can't use it. 3. Cant Whistle to cats. 4. At this time Saddles keep vanishing some still look like they have a saddle some are fine and some just Poof away. Things that could use improvement: 1. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. 2. When building Ships PVE Crew don't fix ceilings, wall's, sails, roofs on the ships. 3. After adding ceilings, wall's, sails, roofs on the ships. Crew don't fix them, we need them to fix those items too. 4. Wild untamed Animals wondering always get in front of me while i'm working they seam to want to get in the way a lot. If this is a thing please turn it off. 5. When its time to sail and you lift anchor on a nice day Fog/Rain is always triggered. Can this not happen. (Its Better but still a thing) 6. Cyclones/Twisters follow unanchored ships like its alive, would be better if they didn't and moved more unaware of us and we had enough time to move from them like in real life, you see it and we can plan ahead, like add them to the map so we can all see them ahead of time. 7. Ships of the damned gold loot is so low. Can we have more gold for killing them? Right now they are more of an annoyance to players and are not profitable so no one wants to hunt them unless they need npc's or sail patterns, or are trying to lvl a ship. 8. Can you make the shovel work to flatten terrain for build purposes? 9. Add more content like decorations for in and out side of builds, And Dock decorations like small lights and rope, rope ties. 10. Lanterns don't last very long, can you prolong the light? If we can add Oils in a slot in the lanterns and it keeps them on to the oil is gone would be great! or never run out? 11. More outfits, weapon decorations to add to the existing ones more then we currently have at our freeports now. 12. A large cage or small, medium, large cage to lock up animals/NPC's for sales. Like i add the claimed animal to it and add a price to the cage and a note so others know the stats of that animal. Then when someone wants it they can buy it and the cage opens animal claimed to new owner and it holds the gold till i come to collect it, and refill it with an animal of my choice kinda like the shops now only animals. 13. Please add so on the animals their is at tab on the spin wheel we can add allow Alliance to use on and off option. 14. Please add so on the beds we can also open the spin wheel so we can add allow Alliance to use on and off option. 15. May we have a Cargo box to snap to the ships to store animals in on Brigantine and Galleons. 16. Can we have the silos feed the Mesh tables and Feeding troughs. 17. Allow us to add Veggies from our inventory into the feeding Trough with the Arrow to cap all the Veggies already in the feeding Trough at 100, Makes sense right. 18. Allow us to choose the amount to remove from our Munitions Storage, Right now we have to pull out ALL our cannonballs and other ammo before we can change the amount making us over weight and then we have to put it all back in the Munitions Storage beside the amount we want to keep out for the ammo container. 19. Allow us to choose the amount of resources to remove from the Ship Resource Box/Captions chest. 20. PLEASE give me a way to Stop Pooping! Should only poop when i click on Force poop not all the damn time! I'm like Hey how are you doing to a person and Out of no place I poop then they poop.. in RL if i need to poop i push it out. try talking to people and i poop then they poop come on Im not an old fart that needs dippers here! lol What gives! 21. Can we have fertilizer stack? 22. Can you make the Silo so it collects the Veggies and other farmed Crops we grow? or add a building that farms the plots for us or an npc or something? 23. Cyclones should not follow ships around like they are alive but they should act more on the server side not self aware of players.
  13. Please someone tell me why the hell i crash everytime i want to change my home server PS I know "the devs are bad" please dont say that.
  14. After reading through the updated notes I want to first say to @Jatheish @Dollie , and everyone else working on this, thank you for listening and trying to fix the issues we are talking about. That being said some of these are better than others, and some are just a swing and a miss in my view. I'm going to break this down into multiple posts on multiple topics cause I see a lot of potential problems. ALSO this is longer, but I feel it's really important. CLAIMS-General The boat decay system will be enabled. This means that there will be a tagging system attached to boats which will cause them to self destruct after multiple weeks of inactivity on PvE, Golden Age Ruin, and Freeport servers. To tag a boat, the owner of that boat (single player or company) will just need to enter its stasis/render distance. This is great idea as a start, but misses the mark. I appreciate that some areas will clear out tons of ramshacled sloops, but it doesn't stop the greifing locally. PVP can demolish any boat that is parked in their bay , but PVE is left defensless and your team hasn't made a workable fix cause it's just sandbox to you guys and all we care about and need access to is building. One aspect of the design we intend to stick to is the fact we want players to always have an option to build, otherwise, the game cannot be truly experienced in its current state. FYI guys: I do love building, but it's not the only reason I started playing. I was really looking forward to the co-op and you keep taking more and more away from PVE This is what will still happen as players use boats to continue to grief each other. I will make boats, anchor these boats with beds for fast travel and blocking off your harbor or coast, then once every 10 days fast travel over and render them in. Give me your island and I'll unblock the harbor. Some islands are harder but the point is someone will do this. So good idea, but it doesn't fix the problem, it just creates a new way to have the same effect. Claim owners will be able to demolish structures (via the pinwheel) on their settlements temporarily as long as the structure has been placed within the last 12 hours. After the 12 hour period has passed, they will not be able to demolish the structures using the pinwheel, and must manually destroy it. Claim owners can do this outside of raid hours or warlike. This exists as an anti-griefing mechanism. On PvE servers, we may extend the time beyond 12 hours as players will not have the option to destroy via PVP. This just says to me that all you guys want is a system where you can say we gave you guys an out but you didn't use it. Should have logged in after someone pillar spamed your island . It's your problem if you didn't catch it cause we (Grapeshot) gave you a fix. So this by my reading will actually reward spamming as someone can place foundations or pillars down, and if I'm not on for a day or two due to RL something, I'm stuck with them and can't get rid of them at all....... and hope you don't miss any they hid in bushes etc. Everyone get used to surprise "To close to enemy structure" messages. There will be a notice sent to the Settlement Owner’s Company and also via a cross-server notification pop-up when new players/companies are building on their territory. Players will have the option to subscribe to this Company Log via email or Discord, similarly to other Company Log messages. THIS IS AWESOME!! GREAT IDEA AND IMPLEMENTATION. I really hope it works well but everything can't ride on me getting a message due to phone signal, etc. Again it is a cop out on an actual fix by saying you have given us a warning system. CLAIMS - PVE Summary of Grapeshot's oppening paragraph, "We hear you, we get that you're worried, we want to make sure it's all going to be okay. We're working on fixes for your concerns, till then, PVE will have the same system as PVP (whole island claim), but no raid hours, hard caps on claims, implimenting player shops, tax bank is there for people renting to help with cost. Wait....why and I still renting in the new system? This means that players will be able to claim islands, and anyone can build on those settlements If ANYONE can build on your settlement. 1) How do you stop them from blocking resources, walling off sections, etc (read back above in CLAIMS -general). 2) Why do I have to run ALL over the island to delete stuff cause someone had a bad day at work and wanted to be an ass and feel powerful for 10 minutes leaving me with hours of BS? Pass 3) Weren't we the player base asking for a system that allowed EVERYONE to claim a section of land? Idea being you would start at the freeport, work your way up to lawless, then go stake out a claim somewhere? We DID NOT want renting and we DID NOT want every island to be lawless. -ROUGH MATH FOLLOWS- 15x15 grid so 225 servers, but we loose almost 80 to power stones, lawless, and freeports. So that leaves 145 Servers now each with an additional island. For eash math we will say each of them now has 4 islands giving you 580 islands to claim and sure some companies will claim 2-3, but even if we took out 1/2 to these companies claiming multiple islands there's still 290 left so we're good right? NOPE, that alone is 435 small companies which is nearly the full amount of available. So then it becomes rent, lawless, or quit. No one wants to rent, so So then lawless becomes a big pillar spawn issue again cause at least we have our space (hopefully your comment on fixes for that down the road are true, but for now it's what we know will happen till then). So all the perks of owning the island and renting to others is potentially lost cause WE DO NOT WANT TO RENT!!! Maybe if we could have PVE alliances and have the alliances build trade network bases spread out on different islands or shared alliance taming bases...... oh wait... CLAIMS - PVP Give claim owners the option to enable allied companies to build cannons on their lands Give company owners the option to allow allies to use their cannon (governance setting) Enable an activation timer on cannon structures placed by non-allied companies during wartime and raidable hours to prevent instant FoBs. Similarly to battery-powered heavy turret activation timer on ARK. Delay on joining a new company or alliance after leaving one (24 hours) Company owners and admins can now set other companies as neutral. This is done via the in-game pinwheel, similarly to alliances when targeting another company’s structure or player. Companies which are marked as neutral will have a different colour display HUD, as a way for players to indicate they are non-hostile, however, they will not have other benefits which the alliance system would provide. In summary, there will now be three states in which other companies can appear: ally/neutral/enemy. Looks like you listened and achieved pretty well a lot the major concerns in PVP. Well done there. The big issue left is alliance limitations, but what I don't understand here is you say that you quote understand that there are some concerns regarding how that (that being alliances) could potentially be exploited in a PvE environment, and we’ll be working on designs and systems to ensure that isn’t the case from a technical point of view, as well as through GM involvement. How are you not worried about people working around alliance caps in PVP? If any place I can see greater exploiting of alliances and groups would be in large scale attacks of other players in PVP. The alliance limits are flawed, and people are already figuring out multiple ways to work around it. Discord anyone? SUGGESTION You created a whole new system to replace something that was already in place and could still be tweaked. A large portion of the players have said (Not claiming these as my ideas.) 1) Get rid of sea claims. They are horrible and a blight. Good idea but they don't work. I can overlap so much land, and then from there can prevent others from claiming land cause your claim is over a portion.... to many bad tricks. 2) Limit claims per person or per company. As a reference, our company of around 15 has since launch worked from an offshore claim to a corner of an island which is still more space than we need. If this claim change happens and we were to claim the same island, you just gave us around five times the land and took away claims from 6 other good companies that share the space with us. 3) Resource upkeep building should just be a claim upkeep and not worry about your buildings falling appart all the time. There should be a repair building added in for if/you're attacked and you can have crew staffed to it to help repair your base during the seige. There can even be new ship of the damned that will land and offload undead to attack your base. If your base in under attack by players the undead attack the first players they see so it could help repell the attack. 4) Drop the time down on claims. There should be a healthy turn over to an extent. in PVE or PVP this is a colonial, survival, mmo. I know a lot of PVE players don't want to think about loosing everything but that's why solo play is harder. If you are the only one resetting claims by running around a whole island have fun, not what I want to do. If you do, congrats, it's a lot of commitment to have a large base/island. 5) Going back to alliances and how companies tie into them with claim flags etc, set up some factions for the game that we choose to join, and unlike other MMORPG games where you are Alliance or Horde forever, you can switch groups in this cause pirates!!! maybe 3 pirate factions and a colonial military. You can even add quests to infiltrate and steal later in production. 6) Last and probably most important..... Fast travel is bad. Being able to set up beds in claims or islands all over the grid is not good. If an alliance wants to raid a base 5 squares away, someone might see the fleet passing. They can possibly fast travel to other islands in the same square, but at best they know the direction this fleet of ships was going unless they follow. Imagine people in glider suits trying to do recon and pass messages on to other allies. BUT WHERE THIS IS DIFFERENT is I can't teleport 5 squares ahead of that fleet and ambush them. I can build speed ships to try to pass them, skirt around them, etc. But if they sneak through and get to one of our lesser defended islands, 50+ people shouldn't magically appear from 13 squares away. This again allows CLAIM TURNOVER. There are more things but really these are the big ones I've heard a lot of times, that my company and I talk about, and we worry that none of these things will end up in the game and that it won't live up the the praise we've been trying to give it. We're still here and will be post wipe and will try Atlas 2.0, but the biggest thing our group and those around us talk about is how quickly things swing from one extreme to another. Maybe this month is taming. We're going to try raising levels available to tame, well now the higher level animals are killing more players. Maybe that's not a good idea or maybe we can lower the spawn rate. Whole point being we are here to help test the game..... give us direction (kinda like your post asking about tames and what we'd like to see), let us test what you want that day, week, month, and submit feedback. We can help if you let us. Lost Boys edit: changed title to fit better after the post went long
  15. First off, I don’t claim any of these ideas as mine though some are. It really doesn’t matter who’s idea it was, but there have been a lot of good ideas that have been brought up. secondly if you want to say things are fine the way they are, that’s cool. I am not here to argue. We can just wait for the last of the playerbase to leave, so I won’t be arguing with anyone. so many good ideas have come here, let’s begin: professions are a necessity for this game. The skill system is cool and all but a lot better for games like ark. This couples with the end of companies(which will be explained later) will be a very good change toward trade and an economy. Keeping in line with wow or ffxiv the professions would be gathering and crafting. But for pirates there could be combat specializations. Factions. Oooo I said a bad word. The word might be a little taboo to some but factions would mean a possibility for cities towns or even governments. Companies almost ensure that atlas will always remain subpar as a game. This change could mean the complete removal of companies or it can mean that companies are merely just a faction now. Take for instance pirates vs. a country. If you want to be in a company and be a pirate, cool. If you don’t you can join the country/government and become part of a community(explained later). taking a page from wow, if you do choose to be part of the country/government there would be a main city(indestructible) ala stormwind/orgrimmar. This would be where people could thrive in an open market(not an auction house). More inproved playershops for specialized professions could be within the city. as far building goes, anywhere outside of the city could still be raid able(unfortunately) but... building would be allow in the main city territory that would be part of the city(indestructible). This would allow for multiple play styles. Pirates could also enter the city to buy and trade(sorry, no pvp in the main city lol). sure you might say well some people will just stay in the city. No, that is very far from the truth. They would still have to venture far out to gather all of the materials needed. Allowing for a realistic pirate world. The adventurers/merchants/traders/defenders(Royal Navy) would have to constantly venture out. The pirates would be able to be pirates and attack all of the varying types of players venturing out and receiving their booty. in order to keep pirates from just camping the main city/cities(could be more than one) every main city would have npc controlled defenses as well as player controlled defenses to create a defensive parameter around the city. Once a pirate has sunk a ship they have a cool down timer before they can enter the city. We are talking a small one like 5 or 10 minutes. a system like this could also better integrate the merger of pvp and pve. Pve people can still get the thrill of fear but still have a home to come to. Pvp people would have a lot more targets on the open seas. here might be the best part. Everything(including end game gear/mats) will be available for sale through the player shops(improved) This would make it to where hardcore and casuals could enjoy the game. Since it is a free market you can be sure that the end game gear will be veryyyyyy expensive so you better be out there making that money. the rarest of resources would be the furthest away from the main city making it worth the trip to venture far out. looking for group(LFG) very simply needs to be added. This one is pretty huge. Nobody should have to wait for someone to pass by. That is stupid. Besides professions would also be jobs/careers. You want to be part of the Royal Navy and protect the merchant and trading ships? Time to sign up. You want to be a trader? Join the traders guild. You want to go at it alone and be self employed? Become a merchant. What I just explained here is a way for big groups, small groups and even solos to thrive. if you want and love pvp and want to be the bad guy? Be a pirate. If you love pvp but want to be the good guy? Join the navy. If you want the fear of pvp but not be doing the pvp? Become part of the community/society. if you like the old ways? Hey there are plenty of islands to build on. Be careful though, you will be free game for the pirates if they find you. Endless possibilities. feel free to add anything I missed.
  16. Do you mean a solo player can't have an island? A solo player really shouldn't have a full island. But you can/should claim a section of beach to build a base on. As far as a new player... the servers were just wiped, we are all new players starting out fresh. If you are saying you can't find a section of beach to claim... you're just not looking because the islands are not full. However, Atlas can be hard from a knowledge point of view if you're just starting out. True! Knowledge is power here. What is possible... running solo, since the wipe, I've built a gally, brig, 2 bases, 2 markets, a few bears, and have +100k gold. Point being it not about what's possible. Xbox? Don't know anything about Xbox. Atlas is running great for a change on PC. No long load times, no crashing, no losing bears crossing grid, little to no lag. I've never seen Atlas run so good. Wow! Did I really just say that? Maybe the new replacement devs are better than the old ones. Now if they stop with the cats in hats and make content people really want.... P.s. Yes, the old boat are 5 times more data heavy but the new ships suck 5 times harder. I don't want one. Just my opinion. P.s. And the ship pay wall just moved the cost from one place to another. You need the ship to make the money... need the money to make the ship. Or, do lots of un-fun grinding. It's like the chicken and the egg with neither coming first. Free may not be right. I don't want to see 100s of parked boats again. Maybe 1k Sch. 5k Brig, 20k Gally.
  17. It's quite the same for me. I like the idea of survival game play with a harsh environment(snakes, tigers, lions - golden age etc.). I also like to stay alife in this game keeping the vitamins up. But for hardcore PvP this mechanics do not matter of course. The first maybe 1000 hours of this game is pure exploring of new stuff... many did not kill the kraken or Yeti Boss in their first 1000 hours. Thats insane and shows the variety of the game. Of course this feeling stops when you build your third harbor and base, your 10th mystic ship and so on. The SotD farming is quite interesting for a long time as well(ifthey had better loot table andrebalance the BPs)... or your first whale kills with a special build ship for this task. But after those exploring 1000 hours you may face the bugs, search the exploits and stress every feature of the game to it's limits. And that's the point where I always stopped on PvP Servers... when it makes you sick in real life to keep it going 24/7... in the night, when you are at work... What brings me back now is only the hope that new Devs may start fixing the game, fixing the new features like market, farmhouses, trading, modular ships... I just want to see if they further ignore community feedback or if they will make the game better. If they will change the Islands with reduced mountain heights or a natural harbor bay for every islands... or just make new "maps" with the same old islands. If they can improve the lawless claim system, add some lawless offline protection. I really don't want to get back to this game for the toxic griefers that where all around. I mean you even have ingame VoiP and chat but there is no roll play... no way somebody accepts your surrender or just want to play a fair fight. Red = Dead is something that is very bad for the Player amount. Kids that troll around because they can't stand a loss. The game should bring you out on the sea... but it's most time Land combat about griefing and trolling others.
  18. Source: https://gameanalytics.com/blog/16-reasons-players-leaving-game.html I suggest u read up on this and tell me on how many of these points u see do these devs fail, and don't just blame it on EA or the fact that this is still EA and they might be doing as the article suggests, they are doing it completely wrong. Keep in mind they should have plenty of experience of how they fucked up Ark in EA the last 4 years or so and then they even have the guts to throw such a shitshow of code at us with their own stubborn design choices and inability to use their eyes and brains at the same time to comprehend what this community was asking for when it was necessary. They might be fixing some stuff players have been asking for but in half ass way and far too late while still pumping out new features while core mechanics are still broken as fuck. Read it before u reply, yes it is a medium long read but it sure sums up how not to do it, and if u reflect how Atlas is being developed after u read it u will start to understand how bad it really is. Nathan Lovato Nathan is a game design expert at GameAnalytics. Currently founder and game design instructor at GDquest. Players leave games. According to Marc Robinson’s 2013 GDC talk, “On average, less than 40% of players return to a free-to-play game after just one session.” On average, less than 40% of players return to a free-to-play game after just one session! Click To Tweet And as you know, our first duty as professional game designers is to create compelling experiences. We make games for the players to enjoy and play! If they leave our games too fast and too often, we have failed. Thinking of the reasons why players are leaving your game is a great opportunity to put yourself in their shoes. Not only that, your financial success largely depends on the size and fidelity of your audience. In particular if you are monetizing your game with in-app purchases. The data science team here at GameAnalytics recently unveiled the results of their latest study. The report shows that a strong player retention is correlated with your game’s financial success. In particular keeping your very first players entertained. This means that it is critical to retain users if you want to make a living off of your work. There are but a few reasons why players are leaving your game. The 2 most important ones are frustration and boredom: the archenemies of flow. If you don’t know what flow is already, it is a mental state characterized by the feeling of energized focus and a complete absorption in a given activity. That is a state of deep enjoyment, if not passion. That is the state we want our players to fall into with our games! Regardless of the genre we going for. This is, once again, our first duty as game designers – approached from the angle of positive psychology. A good player retention boils down to a design that calls for flow; a fluid and deeply rewarding experience. And please do not mistake that for a casual and grinding-based game! Your game’s progression could feature many chosen bumps and still look fluid to the eyes of the right audience (as in the Die and retry genre). In this article, I didn’t want to simply list cliché design mistakes that we are all aware of. Instead, it is a checklist. The notes below are a collection of potential reasons why your players might leave the game, ordered from the most to the least important one. Make sure to double check them all to keep players in the zone! Why are players leaving your game? Or rather, why are they either frustrated or bored to the point they quit? Here are a few reasons. 1. Your game intro sucks In pretty much every domain of their lives, people want to get started. They don’t want to wait before they can get a taste of what your title has to offer. From the very moment they start your application, you should give your users a reason to stay. At all times! Your title screen, your loading and your first level will make up for the players’ first impression of your game. This impression will stick with them, even if they don’t uninstall your game right away. You can check our previous article for a more detailed rundown of the topic: How to create immersive intros. Your title screen, your loading and your first level will make up for the players’ first impression Click To Tweet 2. Your game’s sessions are too long We now have busy lives. Or maybe we don’t. But our modern society makes us feel like we haven’t got time anymore! Chances are your players are overwhelmed with notifications and other polished apps trying to grab their attention. If you are creating a game for grown-ups, they likely have a day job and a family taking most of that time. They cannot afford to play for hours in a row. It shouldn’t take a whole hour to go through a meaningful chunk of your game. Nor to reach the next checkpoint. This doesn’t mean that you have to follow the trend mobile games established, where 2-5 minutes long sessions is the norm. If you target experienced gamers, you can still get away with half an hour long sessions. And well, if you aim for the mobile market, you will have to make it possible for the users to play for as little as 3 minutes if you aim for a large audience. The right session length of a desktop game depends on the type of project you are working on. But even MMORPGs like World of Warcraft or Final Fantasy XIV made it possible for busy players to clear a normal dungeon in 15 to 30 minutes. MMOs tend to account more and more for the needs of a whole range of target users rather than a specific profile. 16 Reasons why players leave: Your game’s sessions are too long Click To Tweet 3. You are not targeting the right audience for your project It wouldn’t be efficient to target 60 years old players with a Beat Them All. Although this point is game design 101, it is always a good reminder. As designers, we build a framework of experiences for others. Because we can’t please everybody, we have to pick a target audience. That is to say a group of people whom we know will be interested in our creations. We have to study that audience. We have to go seek some of those individuals, get them to try out our product and give us feedback early on during development. Picking the wrong audience also means dilapidating your marketing budget. Trying to appeal to the wrong users is utterly dangerous! It wastes both your time and your money. 16 Reasons why players leave: You are not targeting the right audience Click To Tweet 4. You are targeting a saturated fringe of the market Alright, let us imagine that we nailed our audience: women of age 40 and above, mostly unexperienced players, who have some free time. With that hypothesis, we are creating the next fresh match-3 games. It is an original title, highly polished, it receives great feedback from the press and we are starting to build up a small fan base already. Chances are it won’t work. Why? Because there are already plenty of good puzzle physics and match-3 games available out there. In particular, big companies like King have a large and faithful audience already. People won’t easily switch to other similar games, regardless of their quality. We work in the entertainment industry. Although our games are our creations, they are still products sold on a market. Whenever we bring a new product out there, we have to make sure that it solves a need. There is no real need for new match-3s today. And even if your production matches the quality of your competitors’ games, a company like King has something you will hardly outweigh. It has had a lasting positive relationship with its users. 5. You didn’t run enough tests Nowadays, buggy games and software tend to be the norm, sadly. It is even surprising to see AAA titles released in a highly polished state, bug free! Yet bugs are a plague. Any quirk hurts the viability of your product, the smoothness of the experience it offers. Bugs frustrate the players (even if some are pretty funny!), thus can push them to uninstall your game. We must have end users try out our games very early on. Almost from the very first prototypes! As independent developers in particular, we cannot track down every single bug in our games alone. Even if we take the role of a tester, we still have an exhaustive understanding of how our creation works that hinders our ability properly track down all of its defects. 6. Your tutorial slows down the player Dark Souls 2’s tutorial is quick and accessible to all players, yet it is optional. A tutorial shouldn’t force the experienced player through a long, boring, patronizing first game session. As the tutorial is often the first taste the player will have of your gameplay, it is critical to pay great attention to it. Here, I just want to stress out the fact that your tutorial should take in accounts the whole audience you are targeting. If you are making a JRPG or an FPS, a fair part of your end users won’t need a tutorial at all. Don’t force them through it! Dark Souls 2 offers us an example of a great tutorial, contained in a both well-designed and optional area (you can run through straight through the main path to reach the game’s hub city). If you want to learn a few more insights about what can break your tutorial experience, Ernest Adams compiled 8 Ways To Make a Bad Tutorial. 7. Your game is too hard to pick up. As independent developers or in small teams, we tend to do our own testing. We also balance our gameplay accordingly. However, the game’s difficulty should be calibrated against our target users’ skills, not our own. Iterative beta testing and the use of game analytics are key to staying objective with our game’s balance. If the game offers an unfair and punishing first experience, the player will likely leave. Unexperienced users in particular. This is also true if your controls are unresponsive or imprecise. Poor controls make your game hard to pick up and unpleasant to play. Uninstalls in the later stages of the game Our first goal is to prevent players from leaving in the early game. Otherwise, they won’t play. But we also want them to keep playing until the later stages! On average, only a fraction of your players will ever see your game’s ending. They will quit the game before they reach that point. So here are some reasons why players may leave your game in the later stages. 8. Sudden rises in difficulty Unwanted difficulty spikes will ruin the user’s experience. Don’t get me wrong: I am not saying that your game shouldn’t be hard. However, it should be fair at all times. The Souls series is a solid example of an unforgiving game with a beautiful difficult curve. It even lets the player choose his own difficulty, without knowing! Super Meat Boy and The Binding of Isaac are both very hard, and were successful. 9. Grosbilling or a backfiring grind Being invincible for a few seconds in a Mario game feels great. Because it doesn’t last. Do not forget that your game’s challenge has to match the player’s skills in order for him to stay in a state of flow. Flow is what will keep the player on your game ultimately. And it’s a tough balancing act! In Skyrim, I remember reaching a point where dragons became a formality. My skinny thief could slay them with a single slice of a knife. This broke the immersion and the epic dimension of the universe for me. Guess what? That is also when I stopped playing. 10. The game relies too much on grinding, lacks intrinsic rewards Grinding is a powerful tool. Used well, it boosts your player’s feel of skill progression. It offers concrete, quantifiable series of material rewards for the player. But grinding isn’t enough to make a great game. Blizzard, the masters of grinding, still spend ages polishing the core mechanics, the visuals, and the background of their games. Diablo 3 is not only a hack and slash: it is a beautiful, dynamic action game. World of Warcraft features dozens of unique regions and dungeons to explore in groups! Although grinding is central to those 2 games, it is only present to reinforce their respective main qualities, their core gameplay. 11. The game requires a big time investment to become enjoyable This used to be an issue with MMOs: The 4th Prophecy and other Dark Age of Camelot required the user to invest a lot of time before they could really enjoy the depth the gameplay had to offer. Once again, not all players nowadays can invest that time in a game. And as I showed above, most modern MMOs are adapting to this new user profile. Final Fantasy XIII is an example of a single player game that features a 30 hours long tutorial. The game systems are shown one by one to the player during that period of time, along a linear path. Only thereafter, the game offers a huge open level. That is the main critique it received. Your game should always offer some entertaining content early on. The specifics of social and Free to Play games The points outlined above should ring true for a wide range of games. Not all games are social, so that is why their specifics are coming last in this list. Retention in Free to Play games have been and are being analyzed over and over. Most reasons of poor retention in Social Games are straightforward and easy to find on the Internet. Below, I have tried to pick a few not-so-intuitive reasons. 12. A toxic community In “Social Games”, we can read the word “social”. Most of the time, those games are not really social: they bear that name only because they integrate interactions between the game and social networks. But multiplayer games generally offer a way for players to communicate with one another. Be it through a general chat, in game emotes and interactions, or private messaging. Well, you should carefully track how your community builds up and evolves if players can chat in your game. An aggressive community towards rookie players will scare most of your new users away! Real social games need to have good community management. 13. Resources are too scarce Zombie catchers makes it easy for the player to find more game accelerating resources by simply playing more. That is one of the plagues of Free to Play titles. What people call Pay to Win, or as I like to call it, Free to Pay. If we give non-paying players too few resources to make good progress, they will soon feel frustrated. Be it in the early or later parts of the game. Monetization strategies that revolve around forcing the users to pay don’t work. Throwing prominent ads at them to buy some more resources will result in the players leaving the game. As Seth Godin explains it very well in Permission Marketing, the users have plenty of alternatives to choose from. You are building a relationship with them. The design of your game shapes that relation. 14. Your game sessions feel empty Following on the last point, social games players want to engage in a variety of activities in your game. Each gameplay session should feel lively and rewarding, regardless of its length. Using our previous example once again, Zombie Catchers stays fresh by alternating fun hunting based gameplay and some simple shop management. You can play for a few minutes and enjoy multiple gameplay phases. 15. Your game punishes inactive players The 21st slide from Kongregate’s talk summary at the Casual Connect Asia in 2013 says it all. On one end, making it dangerous for the player not to come back to your game often will force him to get into a playing habit. However, people need to take breaks. At any moment, your users may have to stop playing because of an important upcoming event. An exam maybe, or a birth…They also need to go on holidays sometimes. When they come back to your game, if they have lost their progress, their resources and their headquarters, they will likely quit. Instead you can reward an old user for coming back after a long absence! Fortifying their appreciation of the game. 16. Updates are not coming fast enough Let us end with an easy one: social and multiplayer games need to be kept alive. If you want to retain users on the long run, you need to keep them busy or give them a reason to come back. Regular and substantial game updates, every 1 to 3 months, are key to staying in the mind of your users. If your updates are slow, chances are your users will not only uninstall the game, but they might also forget to check it again later. Summary To sum up today’s article, players leave your games for 2 key reasons: Boredom Frustration, or anxiety Those are your greatest enemies as a game designer. The antagonists of flow.
  19. Hello and indeed everyone knows it we all want to harvest something from the Oricalium to play the End Content. In order to not necessarily build on the islands, we have placed a raft on such an island. After some disagreements with the island owners, they installed our raft with walls and lions on it to destroy the structures. The question is, is this how the content should look in this game for those who don't have a Lava Pit island? If so, then I don't see a future in this game. I do not assume that the company gets annoyed because that here anyway no itches, let alone that someone let here. So as a tip to all others The company Reaper on M 10 does not want you to spawn there, build or park because that is all their property. So it was said in game. Have fun you still
  20. Hello and indeed everyone knows it we all want to harvest something from the Oricalium to play the End Content. In order to not necessarily build on the islands, we have placed a raft on such an island. After some disagreements with the island owners, they installed our raft with walls and lions on it to destroy the structures. The question is, is this how the content should look in this game for those who don't have a Lava Pit island? If so, then I don't see a future in this game. I do not assume that the company gets annoyed because that here anyway no itches, let alone that someone let here. So as a tip to all others The company Reaper on M 10 does not want you to spawn there, build or park because that is all their property. So it was said in game. Have fun you still
  21. It is simply not playable with claim towers in effect for other players than jobless 24/7 Corona kids who are not receiving enough love from their parents. Prior to claim towers the game was quite fun, the armored docks allowed to live on the ships. Yes, these armored docks could be destroyed. But for single troll kids too much effort. These want everything very quick, quick, quick ! And started their cry-baby system on the devs till they received the claim towers for maximum everything-in-30-minutes trolling. After alpha release it was quite challenging to claim an area. If you wanted to fight someone you had to anti-claim. Lots of efforts, took hours and days. Nothing for pew pew Call-of-Duty milliennial cry babys. So playing not in a huge mega company is completely pointless at the moment. Also the modular ships are trash. i am creative, i want to try concepts and build how i want. I am afraid, ATLAS will not find back onto the path of a shining fun game.
  22. There are a lot of decisions that have been made that make me want to facepalm. If you were leading Grapeshot, what changes would you make to this game to point it in a proper direction? Here is my list: Firstly fix the bugs as the number one objective. You need to have a functioning infrastructure to build a game upon. Do all the testing on the PTR and wipe the PTR regularly instead of the main servers everyone plays on. Personally I would forget the land hoarding, land conquest aspect of the game and create a good pirate adventure game as the primary focus. Create a game that allows for healthy gaming practices. Negative things shouldn't happen to someone if they're not online. That being said there should be a mechanic to dissuade people from being offline for long periods of time tying up land, or logging off to avoid getting attacked. Slow down the aging process. You age far too fast. I have that experience already in RL. Stop catering to the mega companies. New players need a fair gaming experience if you want to grow this game. I think they should create factions in the game that a player could align with depending on their playing style: the Royal Navy (PCs), Pirate Outlaws (PCs), Wild Pirates (NPCs), Merchant Guilds (PCs) - if they want to perpetuate the land-claiming objective, and the Cursed/ Damned (NPCs?). As a player you can gain reputation with these PC groups which can gain you certain benefits either via skills, access to larger builds, quests, or ship cosmetics. Certain cells are "lawful/ crown governed" and thus easier to settle on (less dangers and less wild animals) but you have to pay tax, potentially on ships and shipyards. This could explain why you have to pay gold to build a ship/ shipyard. You could have a mechanic whereby if a player is attacked on lawful areas, the game could spawn some NPC naval ships that would attack the grieving player. This could be beneficial for starting players. If you join a faction and attack another faction, there could be a bounty put on your head. On PVP servers you could even spend gold to put a bounty on another players/ company's head. Any player can check the bounties and try to hunt down that player/ company. If they sink that player they get the bounty amount. A whole career can be made as a pirate "bounty hunter" or a Naval officer chasing down scoundrels. I think this would be a fun game mechanic. These are early ideas and after writing them, some ideas remind me of some elements of Sea of Thieves. However SoT is a functioning game with a decent amount of polish so it's not a bad idea to look to them for working examples.
  23. Atlas started existence as an Ark dlc. It's pretty much always been one too. And now with the mash up of Pyrate and fantasy and steampunk it's rudder is finally broken. When skull and bones comes out in november Atlas will be pretty much dead, after all if you want a survival building game you still have ark and a few others. And if you want a Pyrate battle game you'll have skull and bones. where will that leave Atlas, a game that's lost all direction?
  24. So, hear me out. This idea will revolutionize this game and breath new life into it(and likely a big fat healthy playerbase). I'm no game dev but seeing as a large percentage of other games have implemented something similar, it really shouldn't be to hard to do for our wonderful dev team. I know, I can hear some you whiny players now "we don't want to be like other games, wah! Atlas is fine the way it is, wah! You should just go play fortnight, wah!" Well suck it up crybabies! If you want a successful game and a heathy playerbase, Atlas is going to need this fresh new concept. "Fresh" and "new" to Atlas ofcourse. Many if not all of the most succesfull games on all platforms impliment this radical idea in some way and 100% owe their place on the gaming podium to it. I know it may just be my opinion, but there is data to support that this will vasty improve all aspects of the game experience for both PvE and PvP. That's the best part! It's for everyone! I'm actually quite surprised the dev team haven't even thought of it yet, thier going to feel so dumb when they realize how this simple idea could have made this game so successful if they had just thought of it and implemented it earlier on. Ready to have your mind blown and change the world of Atlas forever!!??...Fix it. Like, make the fucking game work. Stop focusing effort into shinny bits and bobbles. Fix what is there before adding more broken shit to ignore. I know, I know. The devs have their excuses, "Early access!" "no game is bug free." "I like the heat up poptarts in my underwear.". But the truth of the matter is crashes, piss poor mechanics, lazy workarounds, and gross oversite eventually kill the game for players. Adding more broken content to a game that is dying off mostly because much of it is broken is like buying a lifetime pass to Disney World for a kid with terminal cancer. TL:DR blah blah, the devs are fuckwits and poptarts are better at body temp.
  25. There should be an option in the company group settings to allow members of that group to change the company access/activation levels of doors. crafting stations, chests etc. to a level equal or lower than their own IF the activation level of said object is lower or equal to theirs. It would be even better if it was possible to set a range in the company group settings within which they can change it e.g. a member that has access rank 5 and the changing range 5-3 would be able to change the access level of all objects with an activation level lower or equal to said members activation rank to access level 5, 4 and 3 but not lower. At the moment the problem is that members can not change the default access/activation level (as set in the group settings) of any object not even of their own stuff e.g. if they want to make something accessible for lower ranks they always need to call an admin to do it and the same thing applies if they want to raise the access/activation level of their stuff e.g. after they got a promotion to keep lower ranks from accessing their stuff they again have to call an admin to do it. The only available solution at the moment is either for the admin(s) to run around all day changing the access and activation levels to the members request or to make everyone an admin but in that case it is pointless to set any access or activation levels because they do not apply to admins (which is generally good and useful but does not help in this case).
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