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  1. What makes you think they've removed claimable lawless? The post says all claim types. They SHOULD have removed claimable lawless several seasons ago. A tower can flip an armored dock while you're offline. Only noobs would waste time with that mechanic. It's good for troll / funzies, but not serious play, and ultimately results in wasted land space. If they wanted to solve the problem of small company viability, they should have adopted Eve Online's wormhole system. They SHOULD have never put barrel bombs back in cannons. They SHOULD have never charged gold for ships. They SHOULD have never killed parking ships on freeports (the game felt so alive when you'd pull in and find hundreds of boats). They SHOULD have never killed the incentive to trade, travel, and fight for regional resources for blueprints. They SHOULD have never released / replaced the ship building system, but instead provided new base constructs to work on. They SHOULD have taken player reports seriously when exploiters started breaking the game in season 9 ish. They SHOULD have left the world map as a large traversal system instead of weird regional play. The list goes on and on.
  2. **Note -- Originally posted to Reddit June 1, 2019 Fellow Texians and Men of Honor in all Parts of the World, I come to you now in earnest to account the loss of our island in F10 to the rogue agents of Wendigo and Jazz Cabbage. I would dare say that it was a fair fight to the last man, but from our own ill-preparedness that was hardly the case. Our island harbor was protected mostly by the ships at anchor, their crews set to ready action should any hostile approach our entrance. But due to the earlier raids by the accursed bandits of the Wendigo and Jazz nations, our harbor lay exposed and empty except for the wrecks of our small Texian fleet...which we were in the due course of salvaging when the scoundrels appeared on our horizon once again! A ship of unknown allegiance first approached our harbor and the call went out to action! I climbed the High Guard platform and manned a mortar...one of my captains joined me there and manned a second. We identified the ship in harbor as she opened fire on our remaining yards and structure...as suspected it was our friends to the West come again to harass our small settlement and test our Texas good nature. In appropriate response we tried our best to bite at their heels with what teeth we had left ~ Don't Tread on Me! Our pucklers began to shout out sightings of men-at-arms on foot and mounted bears entering our valley. We turned our mortars then to the inner grounds of our crafting hall and surrounding buildings as my captains called out positions and sightings of the invaders. We caught sighting of a second brig off our eastern coast...at anchor in the unprotected waters where we have often invited visitors. It dawned on me at that moment that it was the exact spot we had invited a Jazz Cabbage galleon to come ashore to harvest cotton just days ago and welcomed them with our nicest Texas hospitality....myself guiding them to anchor using multiple flares and bidding them safe travels on their peaceful departure afterward. It is now believed in my heart that their pale excuse of needing our cotton was but a ruse to scout our defenses and make ready for these underhanded and treasonous actions against us. So be it...all pleasantries be damned at this point! The High Guard turned our mortars on the offending brig at anchor to the east and we opened fire! She bore the brunt of our assault and made a hasty retreat....leaving ashore her men and cannon bears to fend for themselves! It was one of several small victories we enjoyed during the night. But that was just the beginning. We rained mortar fire down on the island below and exhausted our stores of ammo in rapid order. One of our captains mounted horse and rushed from our crafting hall up the sloped cliffs to High Guard and brought us new stores and supplies. An enemy cannon bear followed him and we attempted to rid our cliffs of the animal to no avail. Protected by own platform, the enemy began to attack our mortar structure from below and was helpful enough to instruct us and advise us on our lack of experience and poor tactics. We Texians enjoyed a laugh or two as this helpful individual seemed willing to help and yet so willing to grief us at the same time. How noble these brutes must think they are, I wonder? The battle lasted for some time. We would attempt to man puckles and swivels as our hired crews would fall, only to be cut down ourselves by either cannon or marksmen or grenadiers. It was a good fight and quite the spectacle, to be sure! Our High Guard mortars kept up the barrage during the battle until the enemy was able to assault it directly on foot and rid us of our mortar captains -- then they set about to destroy the mortars themselves which they accomplished unopposed. Their cannon bears made short work of the crafting hall walls and our beasts of burden were slain in their pens. Wall defenders died at their posts or had their stations blown out from under their feet from cannon fire. Our stores were plundered, our crafting resources pilfered and many of my fellow Texans were slain in their beds at slumber with no chance or offer of surrender or retribution. From our hidden spots among the cliffs and ridges overlooking our small settlement, my captains and I bore witness to the destruction and the barbarous nature of these poor bastards who would have you hold their actions in high esteem as "fair play" or "it's just PVP". No my dear friends, utter destruction for the sole satisfaction of kicking a dog while it is unable to bite you back, is not fair play....not by Texas standards at least. Then the leader of the assault called out his wish to now talk. Suddenly it would seem that once there was nothing left to destroy or pillage this man would wish us to join his allegiance and swear fealty to himself and his band of miscreants. To be absolutely clear and honest, my captains and I had discussed this possibility already prior to the events of the day at hand -- prior to the raid on our harbor by the Jazz Cabbage brig, Grimm Reaper. We had already noted that the Wendigo nation seemed to be good sports and had only given us their cursory attention in due course as they made patrol of our waters in search for their intended quarry, the YT men of China. I swear to you now on the Holy Ground of the Great State of Texas that had the Wendigo and Jazz Cabbage invasion come to our shores with peaceful intention to recruit the Republic of Texas as an ally and sought our favor as a friendly harbor in the F10 war....they would have been met with respect and interest. But as God is my witness when their demands came in the form of an ultimatum to either join them or pay them taxes after such a pointless raid of utter brutality and accompanied meaningless show of force....my one and only response was, "Have you ever been to Texas, sir?" It was our national hero, Colonel William Barret Travis, who upon hearing the demands of el Generalisimo de Santa Anna, that the garrison of men of the Alamo mission surrender their arms and submit to the Mexican army, answered with a single cannon fired over their heads! If I had but one shot and one cannon at my disposal, my answer would have been likewise. My Texian captains and I stood our ground with nothing but the rocks and sticks in our hands and we refused their satisfaction. Our hearts and minds were set. They would have to take it by force for we would not give them a single inch. It was then that the Wendigoans and Jazz Cabbage men set about to take our claimed island from us. They established their claim and set their perimeter. I took note of the time and my captains and I discussed our options. To some, the battle was over and the time was late...our ships were at the bottom of the sea and our base was but a shell and empty walls. Understandably, some elected to retire for the night and hope for the best. A few of us remained. I inquired to the men who now wished to take our home from us if it was truly their intent to play hide and seek for the next three hours as our island would count down and cycle back to peace time. They assured us that they had nothing better to do. My captains and I discussed how sad a state of affairs it must be to be in such an organization that would have nothing better to do than spend an entire night taking pennies from the poor and call it fun. Why would anyone want to join up with such a group in the first place, I wonder? To be honest, some of their members expressed their displeasure in the situation. We could overhear their discussions....and one of the ships departed entirely when a single YT ship made its presence known in the grid. The Chinaman's poor attempt at insult to the Wendigo nation made even our Texas captains smirk. We bantered in private, "and they think we are with these guys? Do they not see that nobody is coming to help us???" But the line had been drawn in the Texas sand. We set our minds to harass the invaders and try to keep one of our number within the line at all times...thinking that if we can delay the declaiming of our island for the next 3 hours that the fight would be ours and their efforts totally wasted. It was a battle of wills at this point.....we were determined to defend our small claim as best we could or at least make it the most irritable action for them to endure as possible. We gave it our best. At one point, we had sent a captain to our reserve base and returned in a small sloop loaded with supplies. We donned armor and weapons, firearms, bows and arrows, grenades...and we steeled ourselves to rush the walls of our own crafting hall. We split up and came into sight...one of my captains stripped his armor to appear naked as before, attempted to lure them out as seemed to work easily and had been often repeated. When they came upon him, myself and one other lept from our cover and rushed them...muskets and blunderbuss fired, swords drawn. It was a short fight but chaos none the less. I ran through the melee having spent my powder and ran to the crafting hall. I literally ran into a number of their men who let me pass not knowing it was a Texan wearing armor and not one of their own. I was able to approach their claim flag and discern the timer -- it still showed 59 minutes and the Texas flag was still above half-mast. We were doing the best we could and it was going to take them all night to be sure. My captains were killed in the fight but I escaped detection for some time. While hiding inside the boundary line, the claim timers were frozen, contested. They would have to find me. I could see the back of the crafting hall and I remembered that I laid some ceiling tiles next to foundations when I put in the plumbing for our seed crops....if I could make my way to one of those tiles, perhaps I could hide under it and go unnoticed for some time. It seemed like a plan so I jumped at the chance. I ran to the back of our structure and demolished one of our cisterns...directly behind it was an open space under our wooden floors and I crawled inside. It didn't take as long as I had hoped for them to find me. In fact, I wondered if they had a lookout posted above the valley in the cliffs and he had seen my actions because it wasn't long before one of their men addressed me at the end of a musket and bid me come out. He fired to persuade me. I had just used my final respec and focused all my energy in health. So his musket did me far less damage than he had hoped and I'm sure the full plate armor helped as well. I crawled out to face him and he fired again....I grinned under my visor and drew my sword! We tangled...I embraced him in close hand-to-hand combat and danced around him leaping and jumping. Then I remembered the grenades I had on my belt....I began dropping them at our feet as I laughed maniacally in my bloodlust. This one man was about to pay for all the wrongs given us by these miscreants! To my great satisfaction, I blew both of us to smithereens....and laughed and celebrated for quite some time! Another small victory. The game of cat-and-mouse continued...for hours, literally. At another moment in the effort, I found myself swimming in our harbor among the wreckage of our ships. A pair of elephants had gotten themselves tangled in the debris and I knelt below one of them perched on the hull of our harbor tender sloop. I was inside the circle and contesting their claim, again. Quite happy with myself I knew they would have to go to a great length to find me. I thought I was discovered when one of their men swam around me and literally demolished the plank I was perched on....I fell into the water behind him and immediately swam away under our docks. He did not follow. Did he even see me? I curled back under the docks where we had left many open spaces between columns, pillars and stacked foundations....I could hold my breath for quite some time and could catch air when the waves and tides surged. Not long after I was discovered once more and put to the sword. One of my captains managed a huge feet of luck when he was able to rush the crafting hall and lock himself in the space between the inner and outer main gates. To the joyful glee of myself and my fellow Texians we laughed and joked about how they would have to really put in some effort to get him out...stone gates on one side and a medium wood gate on the inside of the crafting hall....surrounded by stone walls. It was a tomb fit for a king, or in this case, the most brilliant turn of luck of the night. We laughed as our invaders gathered what grenades and hand weapons they had and began to chip away at the gates. My captain taunted them yelling "Tik Tok, Tik Tok!!!" from inside his coffin. Another small victory, yet short lived. they eventually blasted him out but every minute and every second counted to our favor. We were not winning, but neither were they! They eventually setup cages and gibbets and instead of killing us outright they switched tactics to try to take us prisoner. They would chase us with grappling hooks and assault us with clubs. We countered by rushing the rhinos and elephants and slapping them as we ran into the courtyard to be taken captive. If done right, the animals would kill us and knock our foes in all directions as well. Their beastmaster made work of taming every animal he could. They eventually had a small herd of goats guarding the claim flag and we would run in and jump into the middle of the aggressive animals and attempt to get them to chase us out of the claim area. One of my captains rustled up a small herd of elephants and lead them into the fray to much entertainment and confusion. They eventually caught me and placed me in their guillotine...they removed my head and took their prize...it was a grizzly scene but a small victory for them to be sure...and a hard won trophy. I hope they never forget this night and think about it every time they look upon my face. I hope it haunts them. But the night was not over. Another of my captains retired...the next day brought real work to be done and 2am was his last call. That left it to only two of us remaining. We took turns in our efforts...one would lay in wait while the other would do his best to distract the enemy whose numbers were also greatly reduced from the start of the evening. When they were distracted, the other of us would run in and try to hide inside the claim. The enemy had been hunting down our beds and safe havens and were removing them as methodically as they could. They even enlisted the work of a small sloop to destroy our watch towers around the entire island since each had a safe bed inside. We also had platforms and observation points on the cliffs facing the open sea and those as well had to be destroyed or climbed and the beds thereon removed. It was tedious work I'm sure...and meant to make them earn every second of their conquest. I was caught again and placed in a cage...guarded by one of their men who was quite apologetic for the circumstances. We chatted and I expressed my utter displeasure for their antics and methods of harassment and promised that this was not a sure way to earn one's respect or allegiance. In fact this was how one makes enemies, not friends. I eventually died of thirst and went about the work of thwarting their efforts once more. With less than thirty minutes remaining in our combat window my fellow Texan was captured, leaving me alone. I spawned at our last bed...our farthest south platform, facing open ocean on the side of a cliff. I knelt in a corner and privately discussed our situation with my fellow captain. He was taken with full health and well fed and rested...it would be some time before he would die in their cage. The timer was under 20 minutes. Would the claim fail if the island came out of combat before our flag was lowered? We didn't know but that was our hope. While we were discussing our options, the enemy climbed onto my platform and stood just outside my doors. I heard them discuss that they had no way of destroying the walls or doors as their grenades and blasting powder was spent. They suspected this was the last bed and they would just wait for me here. They had no idea I was just inside and heard every word. It was then that I laughed to myself as my plan solidified in my mind. When the timer clicked 15 minutes, I demolished the platform on which we all stood. The entire structure fell out from under our feet and we all plummeted to the cliffside below. The plan did not quite go as I imagined because we did not fall in the water and nobody died when we hit the cliff -- it was not so far a fall after all. And lastly, the weight of the materials now in my possession made it impossible for me to run away. Damn the luck! My enemy made short work of me with clubs and knocked me out just as I was able to drop my inventory on the ground. They shackled me and lifted me to their shoulders and began parading me back to their base and the waiting cages. Happily they estimated that the fight was done and they had won. But it was a ruse....I played the part of being knocked out until I regained my strength....at once the man carrying me dropped me and I landed on my feet! I leapt from the cliff and found the water below and made for swimming the deep and followed the cliffside below the surface. I was very familiar with the waters of our small island and as long as no sharks, mantas or crocodiles caught my scent I would be able to make the harbor. As I held my breath I circled past the harbor and came out on the northern cliff slope....just a few yards from their claim flag...I just needed to run that short distance to suspend their claim once more...maybe for the last time. But the effort was in vain. At that moment, the island was still in combat phase for another several minutes, but they struck down our Texas flag and our claim was lost! The battle was over. .... It would take gold for me to contest their claim now and all our gold had been stolen from us during the night. What we had left was on the claim flag as I had not thought to remove it when the invaders appeared on our shores. The claim was lost and there was nothing I could do about it. The victors called out asking what my intentions were to which I responded "I need to find a way to remove these hand cuffs" which they replied they had expected me to be food for the sharks by then. My captive captain began to ask them to remove him from the cage he was in....which they were reluctant to do so seeming intent to add insult to injury. His pleas for mercy fell on deaf ears...as they took him to their guillotine. In response he pointed out their poor sportsmanship and I myself found a crocodile to help remove my shackles. Unable to return to our once home island, we retired for the night...swearing that our vengeance would be patient and measured, as is our way. This was Thursday night and all the way up til 3am on Friday morning. It is now the weekend and we Texians are busy making preparations to claim a new settlement and work towards new ships and bases of operation and we will incorporate many of the new ideas we have learned in the past few days to bolster our defenses against such invasions in the future. And rest assured....one day the time will come....that we will present ourselves before the factions of Wendigo and Jazz Cabbage and ask a single question: Remember us? ~Republic of Texas
  3. Welcome At the current state of atlas i would like to grab the attention of the devs to please fix the game or make some changes that will allow the game to grow and become good again. 1st Thing ships At the current state of the game its only one good boat to use in pvp and its such a shame when there is so much more ships avalible. the ramming gally is the only the meta atm in atlas ship pvp to use anything eles is compleat pointless there the fastes strongest and most used. the game we need the other ships to at least compeat and be to the same speed to at least make them relivent. SIMPLY speeding up all boats to small ammount can really make a diffrence. 2nd MORTORS This is simple motrots are for ship defence and should not be the nuke to stop all ground pvp at the rate they kill tames is juts silly its fine they do the damage to ships but 40& of the game love to land raid and fight on the ground but when you get one shot by a mortor it kinda defeats all inspire to raid. 3RD 3X3 SERVER THIS IS NOT WHAT WE NEED OR WANT SIMPLE I would like more input from people that play on pvp servers
  4. I will remember the modifications that are the key to the success of the s13 -lower mortar damage -limit of structures per island (avoid spawn to put lag) -balance even more the pvp ships -lower number of points per company claim island (so that large companies cannot claim all the islands) -Implement bonuses or mechanics to favor small companies
  5. Since the crew vanishing bug I've been knocking around on a cog collecting discoveries and maps, easy enough to do without any crew to loose, with only one sail. but it has meant going through a lot of zones and my bear has fallen off the boat a half dozen times now, it's not so bad in calm weather, but entering a zone with a storm and cyclones or SoD's nearby makes picking them up hassle that I'm sure is not meant to be a feature in this game. The last time I was traveling slowly along a transition line looking for it I was wishing the bear could be as secure on deck as the water barrel on the back of my boat, and realised it could be as there already is a way to store creatures in objects, 'tame house', Pegasus module. So how about a cage, more fitting than a small thatch stable that can hold dozens of huge creatures, 3 sizes would be suitable small 'shoulder pet', medium 'horse or bear', large 'elephant, and make it only hold 1. I'm not sure if I'm being too realistic for a computer game, and wanting to worry about the logistics of scale when transporting animals, or doing it in a not immersive breaking way, either tame bugging off the boat or cramming a half dozen giraffes into a shed too small for a horse. Any thoughts or revisions to this idea welcome.
  6. I really love this game and i am still after all this time (2k hours), ready for a new start for a new system for pvp servers and i really hope you are working on it for the next update because adding animal and skin will not help at this state of the development of the game (i think). Structure, Ship, Member and Tame limitation: Every server with a good number of citizen (or with big company) always have the same problem, it's laggy. Not only when there is battle and a lot of people who come with ship, tame and weapon. But everyday and everytime. And it's getting crash or 255 ping when more than 40 people are in these kind of grid. Your game will never or will take a long time before having server who can handle all these thing in a big quantity (lot of ship, tame and structure) So that's why people should at select their best tame and ship and not building and breeding again and again without a good limitation. I saw so many big tribe with 100-300 tame in the same place who will never be used and 100-500 npc just for the defense (without counting npc on ship). And like all company, there is always more ship than member (maybe not all but most of them). Every time there is big port with so many ship and some of them never take the sea or only once... With a bigger limitation on tame, when people are breeding everything, they will only keep there best tame and make different place on different grid for making strong tame. Without all the dirty tame, we will win fps and latency. With a bigger limitation on ship, it's force company to limit there number of ship, it's will force company to take time to check what ship isn't used and like before we will win fps and latency on this grid. And now with structure, spam will not be the best thing and building would take time for making a strong defense and think for the best solution. Quality and not quantity. Of course for this option, resistance on building need to be change because they can actually be destroy too easily. Like big wall are so easy to destroy with ship or canon bear, they should be more much more resistant and force people to attack the gates. And the spam pillar system need to be rework but i will speak about that later in this post. Colony system: Colony server was supposed to be for medium and small company and i saw so many big company with 50+ active member ally with 4-5 other big tribe and so you get battle of hundred of people. Small company and medium who live near can't do nothing against such thing. When big company are passing trolling and insulting, they have just two choose, say nothing because they can't do nothing or get wipe by a large number of people. And when u have a small company with 6 members and u get raid by 40+. If they are not stupid they can wipe the small company in a day with any kind of defense from this small company. (even if they have made a big defense) Now about flag system, spam foundation and pillar is actually necessary for any island defense. So depend of the size of the island. I use like 1000 - 2000 pillar for a medium island 40-60 points if i don't do that, people are coming, placing building where i don't want them, like underwater and i can't destroy them if i didn't found them during the first 24 hours (or need to wait 10 day if they don't reset the timer). Angry people are placing canon where they can for destroying everything they can (if u don't have a pillar defense) and can be everywhere just by placing bed and stuff on the island so need to search hours for finding their hiding spot until they do another one. So we are forced to spam structure for defense because building are weak and enemy can harass u all the time without difficulty and in the meantime because these spam of structure (tame and ship too), all the server are lagging all the time and most of server who are not in these case are freeport, lawless (because only few people can leave here because everybody who want to offline raid can go there) and powerstone because there is no structure and tame (or not a lot) Like the previous wipe i hope you are already thinking/preparing a new system because this one is not bad (with token, island claim and combat phase) but so much thing need to be rethinking and change for improve the quality of the gameplay. Making two server Empire and Colony couldn't work even if the idea was good. Large company don't like big battle because of all these laggy/fps problem and why would they go to a server to prove they are the stronger if there is no small or medium company to intimidate. I think you should force the colony server to his main idea who was destinate for medium and small company. So limit member to 20 and ally to 3 other company and that's enough. Big tribe will always try to make 3 company of 20 people but they will be limit about the ally limitation, they will be force to split their ship, tame and structure in different island because most of the time they have a lot of island and they make only one mega big island with a lot of structure, ship and tame in the same place. And it's will limit the number of ally for small and medium tribe, to choose carefully their ally without making alliance with 5 differente grid. And that is a big problem actually, because you can't attack anyone before checking if they don't have 10 tribe ally to them who can come the next day with 50 people. Actually the game is more a faction game than pirate game. More diplomacy than action because of everybody have alliance with a lot of other company. Another idea would be to add another token and delete the combat phase. So u can put the new token for attack an entire company during 10 hours for example. And the price would be very low, like 3000 gold And at least this company who is attack can prepare themself by been warning 12 hours before. The token will not be apply on only one island but all of this company so they can't save everything in another peacetime island. In the other hand, only your company and ally can attack this island and not all the world. On the second best unofficial server they have token only for making combat and it's so much better, you know when you will be attack, you can prepare yourself a bit and know who is your enemy. (but they have x4 rates so it's easier to pay the token than official). That's terrible better because you don't need to watch your defense 9 hours per day in case of random people trying to destroy your ship, killing npc or tame. Grinding and time: One of the problem for most people are the grinding part of the game. Need hours for travelling on the sea, hours of farming and hours for defending their island. Like you did before, you should make a perma x2 on ressource and probably doesn't make x2 every week end or at least not on PVP server. It's doesn't give any sense, if people are only playing on week end, they can't hold their island so they can't play on PVP server. Pvp server are for people who play most likely everyday, like any other survival game where people play, farm and fight without any break. And after the beginning, what you are doing with you event x2 every week end is to let people doing nothing or don't give motivation for playing when there is no x2. Why going to farm exotic ressource, basic ressource, gold, tame or xp our character or ship when you can wait the week end for having everything doubled. The map is too large for the amount of people. I really think you should keep this map for a big release with a possibility of a large number of player but until the game is ready, there is so many grid who are just empty and other are laggy. You are spending time and money for manage all this grid when you could just do a smaller map. Sailling will need less time and people will be more closer for fighting, travelling and trading. And now about the combat phase, 9 hours of fight is too long (for a lot of people). Most of battle even more if there is only small and medium tribe doesn't need 9 hours for fight, if they want to fight, they can do it and prepare themself before for having a good battle duration for doing what we can. And the problem of having 9 hours of fight is forcing to have people connected during these 9 hours (+ more if they start playing earlier or continu later for making travel, PVE, farming or whatever) each day and that's very paintful for a small/medium tribe. If a tribe really want to fight, they check the map a can see all the different combat phase and choose where they can go and there is always a lot of possibility without going very far from their base. Token should have a lower price (like only 500 gem and not 3x500 and lower gold) and for the company who place the token, to have the same token on all their island so if they want to attack, they need to be prepare to defend all their island too, they will think about it twice before doing it or making a smaller token duration. Of course, some tribe can tweak by kicking a member, giving him gold for making token, create company and put a token so all their island aren't in danger but if you think a bit about this, you should find a solution. Ground and Naval battle: For resuming the pvp at this state of the game is simple For ship your have: - 1 schooner type with 1 large speed sail and 1 small, most of the time they have few canon because of the weigh they can handle. Usally they are use with canon on the back with barshot for supporting other ship. (not much use since last update with stats and large canon on the gunport) - 2 brigantine type with 3 large speed sail or 2 large speed and one large handling, most of the time they have only 12 canon on their gunport and some of them have some medium canon on the back. Or they have just full medium canon on the back for farming damned ship. - 2-3 type of galeon with 6 speed sail, 4 speed 2 handling, or full handling. Depending of the captain he can have full medium canon on gunport, 50% medium and 50 % large canon or for a slower and more powerfull galeon, you have 100% large canon on gunport And that's it for naval build. For more detail, most of galleon put more than 200% of resistance because they have 50+ canon comparate to a brig or a schooner with 10-12 canon. So even with mythical canon and 200% damage, will need a lot of balls for fighting a galleon on this state of the game. And a galleon are going faster than a brig or schooner in most of the case so they can run away if they are in trouble. So for resume a galleon is the best choose actually, they can tank a large number of shot, go faster than any ship and have much more canon than any ship. And actually with the new stats system on ship, if u don't have a massive port defense or a big bay close, a galleon with full resistance can just tank every tower and shoot on every ship. And if nobody is here with mortar, he can do that during a long time before backing of. For the ground fight With tame, two option who is most always use in any case is Horse with swivel flame, bear with canon. Sometime a tiger or a lion. Crabe are usefull only for small battle where there is no swivel flame because flame destroy them so easily. On the ground, torpor is one of the best thing actually, you it anyone with a spell or a weapon who give torpor so your enemy sleep and you pick up their stuff before capturing them or just kill them. For the firearms, only riffle is really usefull, long distance and good damage in the head. Flame arrow and bow doesn't deal much damage and break your bow after 10 shoot. Pistol are long to load as a riffle but don't deal the same amount of damage as a riffle. Bola are use for stopping running player or people on tame. Grenade use for everything. Killing player, tame, npc, defense or even building. For resume, the complete package from a soldier is Armor, Riffle, grenade, bola and sword or any melee weapon who isn't already nerfed about torpor. Of course a clibbing, a grappling hook and a glidder for reach every obstacle. That's it. In definetly, not much choose for ground and naval pvp. Suggestion: For naval you definetly need to add a new ship between a brig and a galleon. Something like 12 gunport on each side you could do it easily by take the example of a brig and just making it a little bigger. Resistance should have the same amount of pourcentage as damage. 5% per level so people will more need to choose between resistance or damage and don't make only ship with 200 % resistance and 230% damage for just a ship who is level 42. You should even diminuate the number of damage or resistance by 3% per level, so canon from tower could be more effective than now. And ship with full of damage or resistance will not have 300% of stats. Of couse if you do this the number of HP from damned need to be reduced. Actually a galleon 25 is something like 300k HP. For the ground you need to up the bow and durabily when using flame and normal arrow because they are useless at the moment on PVP. Pistol should give more damage or been able to reload faster than a rifle. You should give possibility to play with a weapon who deal a good amount of damage, like a sword and a mace for making torpor, so people could choose between damage or torpor. Bow or firearms. and you should increase the penetration armor from puckel because someone lvl 100 can take so many shoot with a metal armor until he start to be in difficulty. Balista with npc should be able to shoot on a longer distance for not giving the possibility to a canon bear to shoot them from a medium distance. Resistance on structure should be increase and giving more HP on large wall. That's all I hope this message will be read and these suggestion will help for the future of atlas. See you guys on the sea
  7. Some suggestions on things that could be add during Early Access besides balancing and bug fixing. Update: I integrated all ideas into the first post for better readability. Ships Brig The current brig is just an expensive schooner. It needs a bit more gunports, there are still planks left that could fit a gunport and maybe they can be moved a bit closer together to at least have 10 gunports per side. Also the ships rail need to be lower so the deck guns don’t stick through it. Frigate A medium ship to fill the Gap between Schooner/Brig and Galleon. Having one or two gundecks with a total of 20 gunports per side. Ship of the Line A Flagship having about 3 or 4 complete gundecks and are extremely expensive even compared to the Galleon. Large companies need some kind of flagships as the normal galleon have become quiet common. Huge Sails The Large sails in the game are the right size for a brig but they are way too small for galleons and look rather stupid on them. The mast above the deck should atleast have a height of about the length of the ship. Sail Crew Ability to have more crew assigned to a sail. Open/close and turn much slower with one crew and faster with multiple crew, also having a speed buff for multiple crew on the sails or player manning the sail. Multiple Sails You should be at least able to add different sails to the same mast, like a handling sail and a speed sail on one mast. Ship details Besides planks and gunports there should be windows and balconies to design your ship especially at the stern like the real ships. Also when placing walls inside a ship hull they should fill the gap to the hull. Man stations by demand Option to set npc crew to man stations by demand. If you anchor they should unman stations and repair if you issue orders to an unmanned sail or cannon they will man the station or switch from another station that has no orders issued right now. Weather forecast Give a warning a few minutes before the weather changes and add skills that increase the warning period. Ship sinking Besides removing ways a ship should not sink. Ships should be more resistant to sinking, so you can shoot them to pieces and loot them more often than sinking them. For this there should be a general resistance for planks so you don’t sink by a single plank been hit two times. If a plank looses hp it will gain damage resistance. If it lost 50% hp it will have 50% resistance if it lost 99% hp it will have 99% resistance. But resistance will be reduced by a modifier resembling your ships condititon. All planks hp together will be the ships condition and if you lost for example 50% of the overall hp on all planks your ships condition will be 50% which will reduce all resistances your planks have by 50%. So the more damage your ship has taken the more easier it is to break a plank or damage it further but if your ship is in perfect condition planks will be very resistant to breaking. (would also require to adjust repair speed) Suggestion: (All ideas need to be applied together to work correctly, given numbers are not set in stone and need to be tested and balanced) Planks Planks need to take more damage they are destroyed far too easy by any means. Planks should be able to take a lot more shots including all sources be it from player weapons or SoD. Considering a wooden wall taking 80 wood having 8.000 hp it wouldnt be wrong if a large plank taking 1500 wood would have 150.000 hp. So atleast bit more hp on planks would make a lot of sense. Ship Health / Resistance The ship health will no longer resemble the amount of water the ship has taken in but the ships condition (The sum of all planks HP). The ships condition grants a resistance buff to planks and reduces when damage to planks is taken. Resistance Buff / Sturdiness Planks have a damage resistance with the following formula: Ship HP% - Plank HP% + Sturdiness Bonus - Example: Ships Condition at 100%, Plank at 100%, Sturdiness 0% = Resistance 0% - Example: Ships Condition at 90%, Plank at 10%, Sturdiness 0% = Resistance 80% - Example: Ships Condition at 10%, Plank at 100%, Sturdiness 10% = Resistance -80% - Example: Ships Condition at 80%, Plank at 40%, Sturdiness 10% = Resistance 50% Ship Weight / Water Weight If a ship takes in water the water will be added to the weight. Also the weight will have more influence how fast a ship can turn, accelerate and move. Draught / Load Draft The weight of the ship no matter if it is from resources, cannons or water will make the ship go deeper and raise the water line. Obviously the ship will sink when the waterline raises above the bulwark. Water Leaks The ship can only take in water from leaks below the water line. If a plank is partially below the water line the inflow of water will be slower. Bulkhead You should be able to build bulkheads that divide the ship into sections and prevent water inflow from the front section to reach the mid or aft sections. Also a fully closed deck will prevent water from reaching the upper deck. To have water inflow on the mid deck the waterline need to be high enough to reach said deck and leaks need to be present on the planks. Repairing Planks Planks can no longer be destroyed. If a plank reaches 0 HP it will be turned into a burst plank. A burst plank will take 3 successful hits with the repair hammer to start repairing again and will take a reasonable amount of resources with every try. Only fully repaired planks can be replaced with a new plank or demolished. Burst planks will make a damaged ship look a lot better and act like a missing plank in case of shots going through them and water leaking in but dont allow a new plank to be placed for easy repair. Visible Damage If bulkheads and decks stopping water inflow planks can have more conditions to make combat look better and easily tell the their condition: <50% light visible damage and tiny water leak <25% visible damage and small water leak <10% heavy visible damage and medium water leak 0% visible burst plank with large water leak Ship Sails Once a mast gets destroyed it gets replaced with a broken mast that has like a 10 minute cooldown before it can be repaired. Same if a sail gets completely ripped it will have a 5 minute cooldown before it can be repaired again to allow boarding actions. The same applies as to planks and it takes 3 successful repair hammer hits to start repairing once the cooldown is over and you cannot demolish or replace a sail/mast until it is fully repaired. Wind Sails do take damage from strong winds, starting at 50% of the max wind strength they will have a tiny wear effect and at 100% it will be quit noticeable. Cyclones of course deal a lot damage to sails but less to planks so you can lower sails if you cannot avoid them. Cannon Balls Since battles last longer now they should be a bit cheaper and reasonably lighter to carry enough. Avoiding abuse of the weight mechanic On anchored ships the weight that a player can add to a ship is limited to two times his carry weight. Should the ship lift the anchor the full weight is applied. On PVE you can remove sleeping players if you own the ship, they will be moved to the end of the emergency ladder if selecting to remove some overweight sleeper that tries to stall your ship indefinitely. Repair All Add an option for ships to repair everything at a very low speed using materials from the ship inventory if you hit it with a hammer it will increase the speed. World Island diversity Additional Island to expand the world and give more room and options for players. Free Islands Civilian Islands with a neutral NPC claim for everyone to live on and maybe a NPC settlement for trading etc. Exploration Islands Islands you cant build on, just for exploring and the real pirate feeling. Claimable Islands Normal Islands to fight for. Pirate Nest Starter Islands for Pirates no protection and no limitations. Map rearrangement or special server (PVP/PVE Merge) All starter areas are on the west side. The farther you move east the higher level the enemies and the better the rewards and the rarer the resources get. First rows are lawless areas, next rows are PVE, then some rows with PVP with offline protection and last full PVP sectors. Could also add an exploration sector where you cannot build and find rarest stuff on expeditions to truly uninhabited islands. Golden Age Islands are mixed into this map with different difficulties as well. NPC Factions Having some factions to liven up the world. (All using real ships/versions of the playerships) Civilian NPC Trader ships and Settlements. Offering buildspots in the city or free building on the rest of the island. Navy Having forts and military ports. Guarding the sea from pirates and ships of the damned. Pirates NPC pirates attacking players and traders. You can yield and they take your wares or a bribe and don’t sink your ship for no reason, unless you fight back. Having pirate nests where player pirates can get services and stuff also sell slaves or stolen goods. Damnation Ships of the damned turned into real ships and only appearing during night time Faction Areas and settlements Factions have areas in which they are more numerous and the farther away from their area the rarer they appear. Ships of the damned for example only appear in certain areas at night while in the other areas there are npc pirates and in some areas there are only few hostile ships and a strong navy presence. Underwater “Islands” (Additional world layers) There should be natural air bubbles(caves) and player made domes under water where you can live. Also ancient cultures could have left artificial or magic domes that provide a place to live. Similar to an island with resource spawns and wildlife etc. these will expand the space to live in the game and bring more life to the sea bed as well as base of operation for the upcoming subs. There could be bigger subs (comparable to the surface ships) for traveling and transporting that launch the mini subs for resource collection and other under water tasks. Should airships be added some day the same could be done with floating islands to expand the space to live into the sky. The battlefields and playfields should be mainly separated so that sea, air, land and underwater battles not significantly interfere with each other: Surface Ships – strong hull, can carry heavy weapons and lots of resources, get new weapons like basic depth charges that are very effective against submarines and basic anti-air cannons that easily down airships. Of course more ship types here is a primary goal. Land – large fortifications and heavy weapons also can use anti-air cannons Submerged – have weak hulls and can only carry light weapons that cause little damage to surface ships planks but good damage to other subs. Can also use small deck guns when not diving to participate in surface battles but still way weaker than surface ships. Floating – lightweight airships, cannot carry much stuff and only lighter weapons good for air combat and reaching floating islands but with low effect on surface ships. 4 different experiences and battlefields to master and expand the game content and many more cool places to visit. Quests and World Tasks Add NPC in Towns that give Quests for a Gold reward. As well as quests on the fly you can find in the world. Exploration Quest Visit a certain island and cartograph it. Return to Questgiver for reward. Exploration Tasks World tasks, pieces of a (exploration) treasure maps are appearing on one island. If you explore the island you will randomly find the pieces if you have enough pieces to combine into a map it will lead to a treasure chest on this island. If you picked up the treasure chest it will have a long cooldown but you can do the same on every island to encourage exploration. Trading Quest Deliver certain materials to a faraway NPC town for a Gold reward. Special Trading Quest Transport a certain item or person from one Port to another. Salvage Quest Bring certain item found on a shipwreck to questgiver. Salvage Task Find a treasure Map that points toward a shipwreck for salvage. Rescue Task Find shipwrecked npcs and bring them to any town for a small reward, or enslave them and sell them in a pirate nest. And many more like combat quests, creature hunt, boarding trader ships or capturing civilian/navy ships… Dungeons: Player limit for dungeons. The game has everything from single players up to 400ppl tribes, its impossible to balance so there should be dungeons for different team sizes. The limit allows only so many people inside the dungeon at the same time and the content inside is balanced on that number. (max 2) Tiny dungeon - small with basic loot and suitable for one or two persons. Low chance for specials like fountain of youth, gold or rare stuff (including all mechanics of the game so everyone can take part and is not excluded). Many of these do exist on all islands. (max 4) Small dungeon - normal dungeon for a small group, hard but doable alone. Normal chance for specials. Many of these do exist on all islands. (max Normal dungeon - normal dungeon for a medium group. Normal chance for specials. Many of these do exist on all islands. (max 16) Large dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 32) Huge dungeon - large dungeon with strong bosses for large groups. High chances for specials and rare loot. They only exist on special islands or zones. (max 64) Raid dungeon - large dungeon with world bosses for huge crews. Very high chances for specials and rare loot. They only exist on special islands or zones. More versatile dungeons (instances) Different Caves (like in game already) Under Water Caves (having air to breath once inside but also parts that are under water) Shipwreck (in shallow water or deep in the ocean) Ghostship (once disabled you can go inside or drifting ships with enemies) Tempel or other buildings Hostile Settlements or island counting as open dungeon Under water city inside an air bubble ... Law System If you kill other players outside of company wars (add company wars of course) you will get a bounty on your head depending on what you did, a little for killing a player and more for sinking a ship or stealing a claim. If you live like a pirate you will be flagged as one. Bounties can be collected by players that capture you and hand you to the navy or you get attacked by navy ships. Bounty will only decline if you are imprisoned but not from dying and respawning. Of course you can escape relatively easy if you don’t want to stay imprisoned for a long time but you keep your bounty that way. Also include special starter islands/ pirate nests for players with a high bounty on their head. Player condition Green - Everyone is a green player from the start. Yellow - When you attack a green or yellow player you will turn into a yellow player. Yellow players turn green again a few minutes after they last did damage to other players. Red - When you have a significant bounty by a npc faction on your head you will turn red. Only by loosing the bounty you can turn green again. Red players can only use Homeservers in pirate territory. Note that player bounties alone will not make a player turn red. So player bounties on green players can only be turned in by red players, pirates. Bounty (What is a bounty) Bounty is a gold amount on your head set by either the npc faction in which territory you commit a crime or by a player. Different factions do consider different things a crime. Crime (What gives you a bounty) - Killing green player, tiny bounty. (Except pirate territory) - Destroying building parts of others, tiny bounty. (Except pirate territory) - Stealing from locked containers, small bounty. (Except pirate territory) - Attacking ship, small bounty. (Except pirate territory) (Medium bounty in Trader faction territory) - Sinking ship, huge bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Taking green or yellow players as prisoner, large bounty. (Except pirate territory) (Medium bounty in Navy faction territory) - Player placing bounty on your head. - Killing yellow and red players, no bounty - Attacking red ships (ships of red players), no bounty - Sinking red ships, small bounty (Only in pirate territory) - Escaping a cage, small bounty (Except pirate territory) Jail & Debuff (How to loose bounties) A bounty will reduce when the player is online and sitting in a cage owned by the npc faction, player or company that placed the bounty. You can relatively easy escape a cage after a short while if you don’t want to sit idle but your bounty will no longer decline and you get a small amount added on top of it for escaping. You have to flee the area as well so your company rescuing you would be an option. If their head is delivered instead and the bounty is paid they will receive a debuff that reduces xp, damage the player deals, harvest and taming rates significantly. The debuff will contain the amount of bounty that got paid doubled and every goldcoin the player picks up will automatically be used to pay of the debuff until it is gone. Players remain red while they have the debuff. Bounties will also reduce naturally with time but very slow. Payment (How to get paid) Obviously the debuff or jail time must hit significantly harder than the bounty is worth to prevent misuse. Deliver the head or the player alive to a npc faction headquarter to receive the bounty placed by the npc faction. Bonus money for alive players. Deliver the head or player alive to the player or company that placed a bounty on its head. Be aware that players or companies can refuse to pay the bounty, so skilled bounty hunters need some measures to bargain That’s about the basic bounty system for players. I like the idea of company or ship bounties. On top of this there could be more bounty systems: Company bounty The company bounty is the cumulated bounty of its players and will decide if a company will turn red as a whole including all members. If player looses its bounty or is removed from the company it will also be removed from the company bounty. Ship bounty If you earn a bounty while a ship owned by you or your company is close by the ship will earn the same bounty, plus players can also add bounties on a ship directly. If a ship with a bounty is sunk you will earn this bounty. Again the owner of the ship will receive a debuff that will take gold from ship boxes the player owns to pay off the debuff. The amount of gold to pay of the debuff is always twice the amount of the bounty that is paid to prevent companies to profit from bounties set on them. Unlike player bounties, ship bounties can be paid off with the normal gold cost at the npc factions. Flags (Yield mechanic) Flag Basic You can raise a flag on your ship that also influences faction and pvp. It’s especially handy for pvp but also for pve server or areas. Flags have a cooldown before they can be changed again. Flags can also be applied to npc settlements and player claims and have the same rules. Available flags are: Trader Flag Is a neutral flag and has no special effect. Hostiles like pirates or factions you have a bad reputation will target you. Company Flag You represent your company and your deeds will affect its reputation and the standing towards other companies, factions and players and their reputation towards your company if they that take actions against you. You can take actions against hostile companies (declared company war) without earning a bounty on your head. Faction Flag You represent an NPC faction and can sail their waters and use their ports but are hunted by their enemies. Flags of factions are only available if you have a good enough standing with that faction. (Your reputations with said faction will increase from doing quests for npcs in ports and your reputation will decline if attacking faction ships or npcs.) Pirate Flag You will go hostile to all around you including unallied pirates and can take pirate actions but will earn a bounty on your head if you do so. No one will get a bounty for attacking a pirate, you cannot lower the flag for a while after raising it. The pirate flag will be forced if your bounty is too high making you a well-known pirate. Navy Flag You will be hostile to pirates and players with bounties, while everyone can attack pirates without a penalty, pirates can fight of navy ships without a penalty. Navy ships have an escape blocking aura. If you die within the aura around a hostile navy ship you will be forced to respawn in a bed that is also within this aura if you don’t have a bed in range you will pass out and can be taken prisoner. White Flag Raising the white flag will yield to enemies, npcs and players alike. Your sails will be closed and all abroad will be forced to kneel down so you cannot fight. Attacking a ship or npc that has yielded and sinking it will have very high bounty penalty excluding pirate ships. A yielded ship will unlock all containers and doors and can be looted by player pirates as much as they like to. Hostile NPCs will come alongside yielded ships and transfer a part or all content of boxes and inventories depending on reputation and faction, npc pirates and the legion of the damned will also take your crew. Player pirates can take over yielded ships and enslave the crew but it will earn them a very high bounty that’s not worth the gain unless you are among the few most famous pirates that can keep fighting of everything that will be after you. (Ships should not be sunk for no reason, that very important to make the world evolve) Reputation You should be able to trade even with a neutral standing and earn a bit of reputation depending on the faction. Trader factions give more reputation for trading but another source of reputation are the quest npc in towns that can give you trade runs but also combat, salvage or exploration missions which earn you a bigger reputation and gold reward on completing. The local market in npc towns having different prices allows to play as a trader if you want and earn gold if you reach a port with the right wares to sell with a bargain. Unlike civil flags of course a combat faction like the navy or pirates do require you to fight their enemies to earn their flag and makes you enemies with the other faction from sinking their ships. Upkeep & Decay & Taxes New item resource-stack (like the ship resource-box). Repair hammer will automatically use resources from the resource-stack in the building. Like ships every building can have one resource-stack. Ships and buildings will now decay very fast. The resource-box and resource-stack will automatically use resources to counter that decay (upkeep). There is a minimum upkeep for every box or stack to maintain itself, additional it will charge a cost for the amount of pieces the ship or building has attached. Zones mechanics: Freeport – No building, cannot anchor ships in the port area. No de-spawn timer or faster decay needed. Lawless – Upkeep cost will keep buildings from decaying. Claimed Citizen – The upkeep cost will go towards the taxes and the ship or building stays in shape. No or low taxes on basic resource collection, normal taxes on gold treasures. Claimed Owner – No building and ship decay or upkeep for the owner and allies. Significant gold upkeep for the claim itself. Exploration Zones – No building, ships upkeep like in lawless. This will allow the server to get cleared fast from abandoned stuff including ships. It will also allow player that want to go on vacation to put enough resources into the box for whatever time frame they will be away. Foundation spamming is effectively countered as they will decay fast and it is costly to put a resource-stack for every foundation and keep it filled with the minimum upkeep. This versatile system, will allow to avoid bad experiences with de-spawn timers, foundation spamming, too expensive, cheap, long or short upkeep phases. And allows new players easy access as in all Zones the same system applies, upkeep & decay always at the same rates. Trading, crafting and resources Quality Crafting stuff will result in different quality. Better skill and higher tier resources will produce better results -> a ship plank from strong wood is better than one from soft wood. Crafting skills Add crafting skills that slightly reduce the required mats. Maybe different skills for every kind of material like metal or wood. Containers Containers have a maximum weight limit so you actually cant throw everything into one container. Containers can be moved, smalls ones by hand and carts and big ones with cranes(add cranes for this) and large carts. Trader counter A build and placeable counter where you can place items and set a price on them to buy or sell works when manned by player or npc crew. Freight Box When you access a player shop or trade hub you will have access and can select all inventories of your freight boxes in the vicinity of the shop to trade the wares or buy them. For example your ship needs to be in the harbor and every trade will take a while to commence (unloading). Trade Hub/Port The trade hub/port is a central coastal building that will show all offers of player shops in the vicinity and will also allow players to put their wares up for sale without upkeep but paying a tax when it is sold. The sales tax can be set by the owner and is limited to 30%. Every day the offer is not sold the tax will increase by 5% when it reaches 100% the offer is taken down and the wares belong to the owner of the trade hub. The trade hub has a reasonable upkeep for the owner. While the player shops/shacks will have far less upkeep, preferable they should decay and need to be repaired with resources not gold. Renting and Trading Allow to rent rooms or buy content of chests by asking a gold amount to unlock a door or chest. Npc settlements Liven up trade buy having npc cities with traders that buy and sell with different prices and demand and might give trade requests to players that are rewarded with extra gold upon delivery. Workstations A new basic workstation that is easily build and move most none primitive part from inventory crafting to this station and the smithy. Crafting stations now take more time to produce parts and do not manufacture until manned by a player or npc crew. Faster crafting skills affecting crafting tasks set by the player with the skill, npc manufacture much slower than the player when using the stations. NPC workforce Possibility to set hired npcs to slowly collect resources independently in a certain area around a collection box. As long as you can protect them you will be able to skip on the most boring part of the game and get mats for a new ship with enough time. Backpacks and stuff Craftable backpacks that increase carry capacity. Items in backpacks have their weight reduced. Bags to be placed in inventories reducing weight of items inside. Can also be placed on the ground, carts... Saddlebags increasing carry capacity and reduce weight of items inside. Normal inventory reduced carry capacity but include very basic bags and backpacks that can already be crafted on starter islands and boost it to about the current basic level. Creatures Normal Creatures - Reduced Size to real size - Normal wildlife, plentiful, less aggressive - normal behavior, wolves hunt at night rest during the day etc. - tameable, some smaller versions like wolves are not rideable, can be tamed faster than the current taming speed - levelrange, every creature can spawn at levels considering their strength and size: chicken lv 1-20 wolf lv 20-60 tiger lv 50-100 elephant lv 50-80 Alpha Creatures - using the current size(oversized) of creatures - tameable, but take more time to be tamed - rideable, for example alpha wolves are rideable unlike the normal sized ones - creatures picked to spawn as alpha will double their level and receive a health buff (health buff does not carry over to tamed ones) - alphas can be accompanied by a pack of normal creatures, for example a pack of wolves following an alpha wolf - only appropriate alphas, no alpha chickens and stuff Omega Creatures - rare and strong monsters of large size like dragons and other beasts. if you come across one while exploring the jungle you be running for your life - only hunt them in groups (introduce a tracking skill so they can remain rare sights) - if one is found trigger an local event everyone can join in to fight together (separate loot for all participants) Titan Creatures - like the kraken, only for massive groups - big monsters or large group of enemies like an undead army - unlike the kraken they also appear randomly triggering world events for everyone to attend - can attack islands and all need to band together to fend them off, will disappear after a while if not defeated (there will be a warning a few days before the creature attacks like dead fish on the beach, bubbles in the water, strange weather or an undead armada on the horizon...) - is a natural replacement for decay, instead of buildings and ships getting deleted after a while they will get damaged or destroyed by titan attacks and are more likely to happen on heavily inhabited islands but no more than once a month per island Behavior - attack delay, for example a shark will not attack as soon as you contact the water surface but start circling you for a bit bevor attacking, a wolf will tail you and team up with nearby wolves and is more likely to attack when turning your back on it, etc. General - need more creatures to liven up the world in the long term - tameable LotD with tarot skills, give us undead breeding, be the first Taming New taming mechanic optional or replacement however you see fit. Activate taming skill and hold out the food. This will prevent creatures you look at from getting aggro on you or fleeing from you, does only work if they dont reacted to you already so you have to start from far away with agressive creatures and always look at them to keep them from reacting in the normal way(aggro/flee). Creatures will also flee or attack with a certain chance that depends on your sneaking skill and how fast you move towards them. Once you reach them there is a chance they will eat the food depending on its quality and what kind of food you are offering. Agressive creatures will attack when rejecting the food. You have to repeat until the taming bar is full, if attacked you have to flee and loose aggro to continue taming or if it stays in the game you continue with the bola method. Weapons and Armor Dual Wield Dual wield swords and daggers and add daggers. Cant do something wrong with this its an always welcomed feature. You should also be able to dual wield every one handed item. Like a grappling hock in one hand and a sword in the other so you can attack when you swing over to an enemy ship. Also it would make guns more viable as you are not defenseless against meele while holding one. Maybe with a meele rebalance that does allow for less slashing and more parrying it will feel even more authentic and fun. Unarmed/martial arts Add kicks and combo moves to make unarmed fighting more viable with knockbacks and combos for some additional effects like stunning or knock down. + Ability to disarm enemies. Job armor and clothes Every job should have appropriate clothing, light and warm version. For example dancers shouldn’t be dancing around in fur armor or ship builders in metal armor. Outfits give bonuses to the corresponding profession and liven up the world. Magic Since magic will be added some ideas for magic types and purposes Necromancy – Recruiting/summoning and controlling an army of the dead crew. Transforming into an undead yourself -> undead don’t need air and can live under water. Able to resurrect dead players and npc crew as undead crew. Turn your ship into a ghost ship, able to dive (cannons don’t work under water thou but good for surprise appearance) Voodoo – Cursing weapons, ships, players and animals and lifting curses, changing the weather/wind (bad) Divine – Blessing weapons, ships, players, animals or harvest, changing the weather/wind (good) SkilltreeAs a long time goal a rework of the xp system would be preferable.  There will be different XP for the different skill trees. For example building a ship gives you seamanship xp and sailing a ship gives captaineering xp or hitting with a meele weapon gives meele weaponry xp… -> If you build ships you become a better ship builder, if you fight a lot you become a better fighter and so on. This comes along with a rework of xp amounts so you make some worthy progress with each action, where building a ship for 8 hours gives you as much progress with seamanship as killing creatures for 8 hours gives weapon xp. Also the skill-trees are expanded to give more passive bonuses and active skills with every tree for a more in depth specialization above the basics. Player Conditions Player wounds and weight Introduce heavy wounds, heavy overweight - both force you to crawl so you cannot interact with for example ladders with heavy overweighting and stuff.Limb damage effects - reducing meele damage (arms), accuracy (head), stamina (chest) or walking/dodging (legs). Aging When you die of old age you will have to make a new character but keep your progress level and exploration and ships etc. and get to respect your character once. (No respect on level up anymore) When you die of old age and have a child you can choose to play as the child and will also keep levels, exploration and ships etc. with a free respect. Depending on how well the child was raised you will get a permanent stat bonus to your lineage like more health or stamina. When using the fountain of youth you will get a free respect and are young again.
  8. In my opinion current ships in the game are going totally WRONG WAY. I don't remember any of pirate movie, cartoon or game where captains were building shotguns-ships, were turning their ships to armored rhombus by roof covers. I don't remember pirates were building french-louvers, or carrying herd of elephants on smallest ship deck. All those metas, kite tactics, 40 big cannons on Sloop, all of that IS JUST MOCKERY OF WHOLE SAILING ROMANCE. I know I'm swearing right now, but sail ships in pirate games ARE THE CORE. THE VERY MAIN PILLAR of whole universe. And universe built just around em. And devs designed few ship, and then let em go as they are. After that they were on some giant crabs, magic torpedoes, dinos invention etc. IMAO that's just mockery of players. It's no surprise that online is falling, and even X-Box release didn't really help to fulfill the world. To be hones - I would just CANCEL all ship that are already exists and redo literally everything about them. We don't have any walls, ceilings, roofs right now. So no more 40 guns on ship with no gunports. No more elephants on sloop decks. No more 6 masts ships (I know there was one 14 masts ship in real history but that was an exception. Usually there were 3 or 4). My idea is: There are 26 ships in the game. Each consist of frame, planks/gunports, decks. Introduced new rgging, new sails attached into sail spots of that rigging and... lets call them "Modules". And yeah. Guns should go into just gunports (with top deck, nose and stern ports introduced). So is there room for creativity. Definitely yes. Is there room for ship disfigurement? Not at all. Let's take a look to seamanship skilltree. 5 main buildings in there. - Wharf - for ship building. There is special "sea smithy" in there. You can build there planks/gunports, deck, rigging, steering wheels, nose figure (you have to buy/earn/find blueprints for one), attachments, modules and patches. All navigator tools are also here. Also there is a loom for sails, where you can create 2 type of sails - square (for better speed) and triangle (for sharp wind angle). - Buoy - is a buoy. - Small, medium and big lighthouses... for light that guide you home (I'll talk about weather later). And there are 6 classes for 26 ships. You will have to open alot of skill here. Ships within one class are same size, but different from each other by SPEED, sturdiness and amount of gunports. 6 class: - Small shipyard - for building ships 6th or 5th classes. - Small repair dock - for repair, and rebuild your ships 6th or 5th classes. Small, cheap. For beginners. For short travels around the island or within one grid, or attacking small unarmed fishing boats : ) They advantage are great turn acceleration and break. - Rigging 6th class. There are planks, and gunports for 12-16 pounds cannon or 8 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also in this section. - Cockpits are captain places where respawn bed, gold chest and some private boxes are. - Cargo Hold (1x1x1) - for all cargo your ship carry. All cargo holds in a ship connected and have once access from ship round menu. Has limited space and reduced effect on ship's weight. - Berth (1x1x1) - has couple beds for crew. Without one you cannot hire the crew. - Ammunition - contains boxes for all cannonballs, spears etc, for your ship's firepower. Notice there is no cooking spot or resource box. Those ships are not suppose to do long travels. 5 class: For quests within couple of grids, or battle small trading vessels. - Rigging 5th class. There are planks, and gunports for 16-20 pounds cannon or 16 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. - Supply (2x2x1) - room where cocking spot, food storage and resources box located. 4 class: - Medium shipyard - for building ships of 4th or 3th classes. - Medium repair dock - for repair, and rebuild your ships 4th or 3th classes. For trading, resources hunting, half atlas traveling, escort missions and small battles against battle ships. Standard choice for solo players. - Rigging 4th class. There are planks, and gunports for 20-24 pounds cannon or 16 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. - Small cages (2x2x1) - for tames bear size and less. Each cage can hold just one animal. You can put animal in and out by selecting action in round menu. No more animals on decks, if you send then "following mode" and get to your vessel, your animal will stays outside on the ground or into the waters. Good thing is you won't loose em during your journeys, and they wont fall underground or fly to heavens anymore. There are feeding bowl here. - VIP (2x2x1) - For person delivery quests. 3rd class: Fastest ships here for all global questing. - Rigging 3th class. There are planks, and gunports for 24-28 pounds cannon or 16 pounds coulevrin Decks, cockpit (cockpit always built on stern side of ship) and actually rigging here also. Large cages (3x3x2) - for elephants size animals. They goes through two decks at once. Masterworks (2x3x1) - room that contains smithy, pestle and mortar, and tannery so you can maintain your staff during longest journeys. Attachments - Dinghy for drive from your ship to a shore. Dinghy have storage box. While attached to your ship, you can one click to transfer all stuff in there to ships cargo holds and back. Diving attachment - for underwater adventures. Extra cargo holds if you really need some x-tra. 2nd class: - Large shipyard - for building ships of 2th or 1th classes. - Large repair dock - for repair, and rebuild your ships 2th or 1th classes. Mostly unavailable for solo players. Those are absolutely perfect warbirds, for most epic seas battles against strongest enemies, or for those who wishes to collect alot of stuff/animals from around the world. - Rigging 2th class. There are planks, and gunports for 32-36 pounds cannon or 32 pounds coulevrin. Decks, cockpit (cockpit always built on stern side of ship) and actually rigging also here. 1st class: The strongest firepower in a game. Not really good for sea fighting due to lack of maneuverability (maybe in squads or against the same vessels) but perfect for fort assault. - Rigging 1th class. There are planks, and gunports for 42 pounds cannon or 32 pounds coulevrin. Here also decks, cockpit (cockpit always built on stern side of ship) and actually rigging. How to create your ship? - You go your shipyard and brings resources for ship frame. - You go wharf and create planks or gunports (I would bring back resource difference between em). There are top deck gunports for top deck guns (6th and 5th class have only top deck ports). Few in stern and nose. You add decks (they go with stairs and holes for modules). You create one piece of rigging, and put it in one right spot. All masts, cables, ropes, ladders appears. All masts (even nose one) have few sails spot, so you go loom and choice which sails you wanna put in (square for speed and triangle for better wind angles) Then depends of your desire you create modules, or rooms, I listed above. Small ships have so little space so you have to choice wither you wanna gunports, or rooms, and which rooms you put there. Big ships can carry all, and you can make universal ship for all purposes or some special ship for certain goal. If you have a blueprint, you can create attach nose figure. If you have any beautification (like life tubes, lanterns) you can create and attach them too (for those who love micromanagement). If you have a dyes and brushes, you can paint your ship. Then you SAVE YOUR DESIGN and release ship. If your ship is damaged, or you wanna change design - you put your ship to repair dock. It shows how many resources you need to bring for maintenance or to fix damages. You put resources in and repair starts and lasts for couple minutes. NO MORE PLANKS YOU BRINGS WITH YOU IN YOUR TRAVELS. You can apply and replace planks (decks etc.) just in repair dock. You plank can leak but never disappear. In order to survive heavy damage, you go wharf and create patches. With patch you can restore your plank health from 0% to 50%. If you loose your ship it will appear in your home freeport as a ghost ship. Within some time period you can bring it back for gold. With no guns and crew, with empty boxes, but yet same level and design. So that's it, for ship. No need to release em alltogether, but one by one? Why not? And the last thing. Rigging, nose figures, beautification and modules can be different styles (like Asian style or Nordic style) and Devs can release those styles as DLC to get some extra income for game support.
  9. Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. 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
  10. The trip to Nozetal had been a bittersweet one. While the salty ocean winds had breathed life into these old sea bones, the lingering memories of my time in La Noferia left me on edge. I had narrowly evaded certain death and although we were now miles away, the danger remained as present as the tattered journal close to my chest. Landfall could not come soon enough, the crew were on their final leg before their for home voyage and a detour for a strange passenger with mysterious intentions did not help ease their growing restlessness. I had kept to myself in my quarters and on landing, I quickly disembarked, narrowly avoiding an escalating confrontation about a missing pinnace that had mysteriously disappeared overnight. While a large town with folk of all manners, I could not help but feel the eyes of the townsfolk had pegged me as someone different. My apparel was nothing remarkable but it seems my inquiries about my pending guide had made me a person of interest. When I finally entered the local alehouse, it seemed word had spread quickly, because with each step towards the bar, I drew more and more attention from the local patrons. As I approached the bar, I met eyes with the barkeep and he gestured, as if he knew everything already, with a tilt of his head to a briny old man with a battered cocked hat and disheveled blue jacket. The stench of sea and spirits grew stronger as I walked over, a familiar aura put off by those devoted to the sail and by the smell, he was the most devout I had ever encountered. "Captain?", I inquired. The word was clear as a bell as the room had fallen silent, all ears had perked for any tidbit of our conversation. However, the man remained unresponsive, still hunched over the bar. As I cleared my throat to repeat my query, the Captain turned, leapt off his stool and grabbed me by my head, hands on either side. He now towered over me, much larger than I perceived in his former slouched state, with his giant hands palming my head. Stunned, I closed my eyes expecting him to crush my skull with the slightest muscle twitch. "Nephew!", he exclaimed as he glanced over me, "Aren't you just the spittin' image of your mother, God rest her soul!" And before I could respond to the misunderstanding, he wrapped his massive arms around me and clutched my head straight into his chest. "Do you have the money, lad?" he whispered so only I could hear. "Ye.. yes." I coughed still fazed by the sudden display of affection and new proximity to the source of the seaman's stench. "Barkeep, a round on me. A celebration for the reunion of me and me sis's son!" The still air was broken with the news of good fortune and with a collective cheer, the familiar bar sounds returned. "Pay the man and meet me at the docks, less prying ears out on the sea." With that he released me and I stumbled gasping for a clean breath of air. Recovered but still shaken by the grand charade that just took place, I took a stool next to his to fake familiarities until it was time to leave. The captain "retired" for the night shortly after and I was soon to follow, much lighter on coin than I had entered. I met the Captain again on his vessel, a small cog, meant for a light crew. As requested, we set off with just us two to man the cog, in an effort to keep our journey discrete. Unlike the actor in the alehouse, the Captain was a quiet man. Apparently, his willingness for the absurd and the rewards that followed had gained him much unwanted notoriety and many adversaries to boot. He often departed for journeys quickly in the night, in hopes to keep his pursuers off guard. And so that night, we set sail for Walfield Atol, a close but treacherous and relatively uncharted area known for its mysterious weather conditions and strange disappearances of many a crew. It had been a few days before we drew close to our final destination. Unfortunately, we were not alone. Another small ship had been following our vessel since our departure and keeping its distance throughout the journey. However, the Captain was not fazed, believing we'd lose them once we arrived at Walfield Atol. "Only the king of fools is dense enough to take a cog through Walfield, and you're in the presence of royalty," he would reply with a laugh to my concerns. And as we sailed closer black clouds could not only be seen in our direction but also seeming closing in on us at our wake. Between shifts at the helm, I had started deciphering another page in the journal and now finished, I thought I had gone wrong, for the translation depicted something truly unbelievable. To reassure myself, I reread the page aloud, hoping to discover any mistakes that could affirm my doubts and put me at ease. A burning disk, floating on the turbulent surface of the ocean. A rumor that almost rivaled the discovery of real Wonders and Monuments in the world has reached me. I set sail to the rumored location of one of these disks, near the Walfield Atol. I have a feeling that this might be related to the temple that I found on that island. I arrive at the island and look west, in the direction of the rumored disk. I can’t see anything, but it’s mid-afternoon so I decide to wait until morning to set sail again thinking this rumor was a tale to mislead youthful pathfinders. As it gets darker I head back up to the deck of my Sloop to make sure no pirates have found me. The island is silent, and I see no lights. I look over to the West and pause. What is that blueish light? It's near the horizon, and far too bright to be a star. Raising anchor I set sail towards the blue light with the wind at my back. The rumors were true. I arrive in the middle of nowhere to a...disk shaped structure that is aflame with bright blue-white fire? It looks like lightning made fluid. I look over the side of my Sloop down at the surface of the water and panic. I’m caught in a maelstrom, and am being dragged into the ring. There is barely enough time to run to the captain's wheel, before my Sloops bow enters the burning ring's light. My skin begins to tingle and all my hair stands up. My vision fades to a blinding bright white. After a few moments my vision returns to normal and I find myself sailing away from the disk. I open my compass to set sail back to port, but I’m sailing the wrong direction. The wind is still at my back, but now I’m sailing East? I pull out my sextant to confirm...and I’m no longer at the same part of the ocean as I was a few moments ago. I’m on the other side of the world! I get my bearings and set sail to the nearest freeport. Foolishness, I thought to myself. Discs, like portals, to another location? Impossible. As I finished, I heard the Captain call to me muffled by the crashing waves from an impending storm. The deck had become slick with rain and as I stumbled to the helm, I could only suspect that what he had for me was not going to be pleasant news. "If you're going to tell me about the storm I've noticed!" I yelled over the crashing waves. "They're damned fools too! Look!" he replied pointing to the stern with one hand with the other struggling to steady the wheel. As I looked to our rear, I was greeted by a haunting sight. Only about 200 yards away, our pursuers had drawn close and were nearly at our heels. To my horror, piloting the pursuing vessel were three figures in black cloaks. Instantly, my heart sank and I buckled, nearly losing grip of the railing. "They'll be on us soon enough, but I'd gladly give them my title if they tried to board us in this storm!" The captain boasted as the waves continued to toss our ship. I gathered myself and peered to the rain at the chasing ship, hoping the waves would take them instead. As they bobbed in the sea, two of the figures had made their way to the front of the ship, each holding out something, as if making an offering to the sea. In my astonishment, a small flash came from each of their hands and suddenly, the objects they held were no more. I had not a moment to comprehend the small ritual that had taken place before a giant flash of light illuminated the sky behind me. I turned to see a giant red disc had taken shape over the water a few hundred yards in front of us. Is this the disc the journal spoke of? Bewildered, I vaguely recall the Captain frantically screaming profanities as he tried to regain control of our vessel to no avail. Our ship began to pick up speed, pulled toward the disc by some unseen force. It was only a short time before our vessel made contact with the anomaly, slowly engulfing each part as it helplessly sailed through. And as the disc finally swept over me, I clutched the journal that led me here and prayed its words were true. 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
  11. The trip to Nozetal had been a bittersweet one. While the salty ocean winds had breathed life into these old sea bones, the lingering memories of my time in La Noferia left me on edge. I had narrowly evaded certain death and although we were now miles away, the danger remained as present as the tattered journal close to my chest. Landfall could not come soon enough, the crew were on their final leg before their for home voyage and a detour for a strange passenger with mysterious intentions did not help ease their growing restlessness. I had kept to myself in my quarters and on landing, I quickly disembarked, narrowly avoiding an escalating confrontation about a missing pinnace that had mysteriously disappeared overnight. While a large town with folk of all manners, I could not help but feel the eyes of the townsfolk had pegged me as someone different. My apparel was nothing remarkable but it seems my inquiries about my pending guide had made me a person of interest. When I finally entered the local alehouse, it seemed word had spread quickly, because with each step towards the bar, I drew more and more attention from the local patrons. As I approached the bar, I met eyes with the barkeep and he gestured, as if he knew everything already, with a tilt of his head to a briny old man with a battered cocked hat and disheveled blue jacket. The stench of sea and spirits grew stronger as I walked over, a familiar aura put off by those devoted to the sail and by the smell, he was the most devout I had ever encountered. "Captain?", I inquired. The word was clear as a bell as the room had fallen silent, all ears had perked for any tidbit of our conversation. However, the man remained unresponsive, still hunched over the bar. As I cleared my throat to repeat my query, the Captain turned, leapt off his stool and grabbed me by my head, hands on either side. He now towered over me, much larger than I perceived in his former slouched state, with his giant hands palming my head. Stunned, I closed my eyes expecting him to crush my skull with the slightest muscle twitch. "Nephew!", he exclaimed as he glanced over me, "Aren't you just the spittin' image of your mother, God rest her soul!" And before I could respond to the misunderstanding, he wrapped his massive arms around me and clutched my head straight into his chest. "Do you have the money, lad?" he whispered so only I could hear. "Ye.. yes." I coughed still fazed by the sudden display of affection and new proximity to the source of the seaman's stench. "Barkeep, a round on me. A celebration for the reunion of me and me sis's son!" The still air was broken with the news of good fortune and with a collective cheer, the familiar bar sounds returned. "Pay the man and meet me at the docks, less prying ears out on the sea." With that he released me and I stumbled gasping for a clean breath of air. Recovered but still shaken by the grand charade that just took place, I took a stool next to his to fake familiarities until it was time to leave. The captain "retired" for the night shortly after and I was soon to follow, much lighter on coin than I had entered. I met the Captain again on his vessel, a small cog, meant for a light crew. As requested, we set off with just us two to man the cog, in an effort to keep our journey discrete. Unlike the actor in the alehouse, the Captain was a quiet man. Apparently, his willingness for the absurd and the rewards that followed had gained him much unwanted notoriety and many adversaries to boot. He often departed for journeys quickly in the night, in hopes to keep his pursuers off guard. And so that night, we set sail for Walfield Atol, a close but treacherous and relatively uncharted area known for its mysterious weather conditions and strange disappearances of many a crew. It had been a few days before we drew close to our final destination. Unfortunately, we were not alone. Another small ship had been following our vessel since our departure and keeping its distance throughout the journey. However, the Captain was not fazed, believing we'd lose them once we arrived at Walfield Atol. "Only the king of fools is dense enough to take a cog through Walfield, and you're in the presence of royalty," he would reply with a laugh to my concerns. And as we sailed closer black clouds could not only be seen in our direction but also seeming closing in on us at our wake. Between shifts at the helm, I had started deciphering another page in the journal and now finished, I thought I had gone wrong, for the translation depicted something truly unbelievable. To reassure myself, I reread the page aloud, hoping to discover any mistakes that could affirm my doubts and put me at ease. A burning disk, floating on the turbulent surface of the ocean. A rumor that almost rivaled the discovery of real Wonders and Monuments in the world has reached me. I set sail to the rumored location of one of these disks, near the Walfield Atol. I have a feeling that this might be related to the temple that I found on that island. I arrive at the island and look west, in the direction of the rumored disk. I can’t see anything, but it’s mid-afternoon so I decide to wait until morning to set sail again thinking this rumor was a tale to mislead youthful pathfinders. As it gets darker I head back up to the deck of my Sloop to make sure no pirates have found me. The island is silent, and I see no lights. I look over to the West and pause. What is that blueish light? It's near the horizon, and far too bright to be a star. Raising anchor I set sail towards the blue light with the wind at my back. The rumors were true. I arrive in the middle of nowhere to a...disk shaped structure that is aflame with bright blue-white fire? It looks like lightning made fluid. I look over the side of my Sloop down at the surface of the water and panic. I’m caught in a maelstrom, and am being dragged into the ring. There is barely enough time to run to the captain's wheel, before my Sloops bow enters the burning ring's light. My skin begins to tingle and all my hair stands up. My vision fades to a blinding bright white. After a few moments my vision returns to normal and I find myself sailing away from the disk. I open my compass to set sail back to port, but I’m sailing the wrong direction. The wind is still at my back, but now I’m sailing East? I pull out my sextant to confirm...and I’m no longer at the same part of the ocean as I was a few moments ago. I’m on the other side of the world! I get my bearings and set sail to the nearest freeport. Foolishness, I thought to myself. Discs, like portals, to another location? Impossible. As I finished, I heard the Captain call to me muffled by the crashing waves from an impending storm. The deck had become slick with rain and as I stumbled to the helm, I could only suspect that what he had for me was not going to be pleasant news. "If you're going to tell me about the storm I've noticed!" I yelled over the crashing waves. "They're damned fools too! Look!" he replied pointing to the stern with one hand with the other struggling to steady the wheel. As I looked to our rear, I was greeted by a haunting sight. Only about 200 yards away, our pursuers had drawn close and were nearly at our heels. To my horror, piloting the pursuing vessel were three figures in black cloaks. Instantly, my heart sank and I buckled, nearly losing grip of the railing. "They'll be on us soon enough, but I'd gladly give them my title if they tried to board us in this storm!" The captain boasted as the waves continued to toss our ship. I gathered myself and peered to the rain at the chasing ship, hoping the waves would take them instead. As they bobbed in the sea, two of the figures had made their way to the front of the ship, each holding out something, as if making an offering to the sea. In my astonishment, a small flash came from each of their hands and suddenly, the objects they held were no more. I had not a moment to comprehend the small ritual that had taken place before a giant flash of light illuminated the sky behind me. I turned to see a giant red disc had taken shape over the water a few hundred yards in front of us. Is this the disc the journal spoke of? Bewildered, I vaguely recall the Captain frantically screaming profanities as he tried to regain control of our vessel to no avail. Our ship began to pick up speed, pulled toward the disc by some unseen force. It was only a short time before our vessel made contact with the anomaly, slowly engulfing each part as it helplessly sailed through. And as the disc finally swept over me, I clutched the journal that led me here and prayed its words were true. 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
  12. Just because every1 worries about their beloved pets, I wanna continue with my vision of pet system. But before I go I need to tell that current FEATS system must be changed. So depends of what you doing (or better say - depends of state you in) - the menu shows different FEATS. Related to current situation. So If you staying behind steering wheel - you see all "overdrive" "rally" FEATS and don't see those "Nature cries/touches". You won't anyway use nature touch to my steering wheel right? So you walk by foot - your walk feats shows, like "instant equip", "dance", "quick repair" etc. You ride a tame - you see nature touch and cry. You ride a boat - You see overdrive, rally etc. And now to: 11 - Beast mastery. I would CANCEL all "ride and bite" game mechanic. And then separate all tames to 4 different types. 1) - Critters (those can ride your shoulders and give you a buff). 2) - Gatherers (those you can ride and gather resources). 3) - Battle pets (those that can fight ALONG YOUR SIDE). 4) - Mounts (those you can ride and FIGHT BY WEAPON IN YOUR HANDS). And you can choice - what type you wanna use. It's not necessary to teach how to tame a wolf and lions if you wanna just tame a bear for cotton gathering. By picking one of 4 skills you can tame and breed one of those 4 families tame. So my BM skill tree would look this like: Tames infrastructure - gives you the way to build tames pen and Tames trap (with custom walls/fences/gates/feeding bowls). Bolas for taming. Also prefab incubator building here for breeding (no more cubes with 118 grilles inside). And one more thing - critter post. So, for example, you can put the post to your ship, put there a parrot and the parrot gives his buff to every1 on the ship. Saddles - allows you to build saddles for gatherers and mounts. And also armor for critters and battle pets. There are 2 type of saddles/armors. One created from FURs - warm animals should wear those in cold biomes, or they die freezing. Another - plate ones for any animals in warm biomes. No furs in hot zones or they die of heatstroke. And before I go to animals I just wanna say - NO MORE RIDE AND BITE! Any animals can stand for oneself, but just on their own. You can choice their stance, order to follow you etc, but you can only command to fight battle pets. So. Critters are: - Cat (do some fish hunting). - Vulture (do some meat, keratine hunting) - Monkey (increase health regeneration while seating on shoulder or critter post). - Parrot (fortitude buff on shoulder or critter post) - Rabbit (warn you about animals on shoulder, or damned ships on post) - Crow (intelligence boost while on shoulder or critter post) - Seagull (swimming speed and oxygen rate boost on shoulder, warn you of shallow waters on post). - Penguin (cold resistance while on post). Efficiency up - makes all those buff stronger. Insight - active skill appears in feats menu If you wearing critter on your shoulder. For short amount of time spread buff to some radius around you affects all allies within this radius). --- Gatherers are: - Chicken (gives you eggs). - Sheep (gives you wool). - Cow (gives you milk). - Pig (give you fertilizer). - Brown bear (mountable - LMB gather berries, vegies, fibers). - Ostrich (mountable - LMB for saps gathering from bushes, trees and hives). - Elephant (mountable - LMB for wood gathering). - Giraffe (mountable - LMB for thatches gathering). - Rhino (mountable - LMB for flint and stones gathering). - Olfend (mountable - LMB for water store from fresh sources) By skills you can give extra health, stamina, weight and amount of gathering each swing to all those tames you ride. There are two active skills tho: Shell - temporary increase tames armor you ride. Heal all gatherers around for small amount. Lost and found - for small time period allow you to get random resources (even rarest one) from nodes you gather. Like Ironwood/strongwood etc from lightwood tree you hit by an elephant. --- Battle pets are for fighting along your side. You can adjust one as a companion and then feat menu shows battle commands. To attack. To retreat. Run to the certain point. Etc. I really don't like the idea of 384 bears suicide squad that go sacrifice themselves for high lvl damned army map. It's better be "each tame matters". So only one at time. It can follow you, while you riding any other tames tho. Each battle pet have it's own active skill. Pet use it in automated mode. - Grizzly Bear (Yeap. There 2 types of bears - for gathering and for battles. Or there should be a choice after you tame one - wither you want it to be a gatherer or battle one). For short time period can increase your and his armor. - Wolf. Can do frighting howl to decrease enemies armor for small time period. - Lion. Can do frighting howl to decrease enemies attack power for small time period. - Tiger. Can perform bleed attack. Also Dinos there (sigh, I don't like them, we're not in ARK you know?). - Tortugar. Aoe cone attack wide radius. - Shieldhorn. Knockback charge. - Razortooth. Cry increases all allies damage for some time period. By skills, you can add some extra health, stamina, damage and attack power to pets under your control. There are 2 active skills there. Nature touch - health your pet by great amount. Nature cry - greatly increase your pet's attack power for short time period. --- Mounts for those who wanna ride and fight. It's just not they bite enemies anymore. You ride. You use your weapon and hit the enemies. Advantage of this battle style is simple. While mounted you go to very armored state. You can also use special long "lance" weapons, or ranged weapons. You can even perform a charge attack. Their weakness are rangers. - Bull. Increases your and his armor while you riding him. Can run through enemies, land small damage and occasionally knocking enemies back. - Draft horse. Average armor. Fast speed. Universal mount for all purposes. - Battle camel. Increases your and his HP while you riding him. - Battle elephants. Strong armor and a lot of health. Can run through enemies, damaging them for small amount. Can only be used for ranged attack. With skill you can increase health, stamina, armor and run speed of mount you riding. There are also two active skills there. Be hold - for small amount of time greatly increases armor of mound and rider, makes them both almost indestructible. Charge. - For melee weapon perform unstoppable charge run through enemies, lands great amount of damage and extra effects depend on weapon you hold (sword provide bleed attack, maces reduce enemies armor, lance reduce enemies attack power etc). - For ranged perform strong pierce attack with great damage. - For firearm perform explosive aoe attack.
  13. 1. Armored docks need to be removed from the game Nope, nope, nope. They are giving us great oportunity for stopping people from harbour runs. They are also easy to destroy, i for example destroyed small and large dock at the same day with 2 ships and 3 ppl so you can't say you need big company to do that in order to get all gold from inside them or take their ship down. 2. puckle npc's need to be vulnerable - Don't agree These are practically basic defense of your base and taking them too easy will cause more fight on the land that we don't want. We want more sea fights. You can use just one cannon to overrange them and take them down easily. 3. Gold cost for self crafted ships needs to be removed - Don't agree Not agree, it is good like it is. It prevents big companies from having hundreds of galleons. Big companies still will have more gold than smaller ones but also they will have more peoples so they will able to handle more ships at once. If you have small company with 6 people you don't need 10 galleons and gold costs will keep you on the sea for treasures, whaling etc. 4. No gun mini game - Don't agree You just like complaining, don't you? 5. HP of shipyards needs to be lowered They are super easy to destroy. Totaly not agree 6. Lighthouses are too cheap So what? Theirs only purpose is to show you the way or warn you if you're getting close to island during fog time. Leave them in peace 7. mortars on ships need to be allowed to counter mortars on land Definitely not. Are you mad? even if you would have them you will never counter mortars on tower 20 walls high. 8. ships should be insta captured if beds are destroyed, and ship is decrewed Here you got point for the first time, but insta captured? Nope, i would rather greatly decreas capturing time from 1-2 days to lets say 5 hours and 12 hours when fully anchored. If you would start claiming ship on the beach and you have 5 h timer and everybody is dead and ship would drop anchor, the timer should automatically increase till 12h so the owner can have time to fight back for it. In open sea you cannot anchor so 5h is enough (it could also be destroyed by SoD or whale) 9. structures must be capturable You just played too much rust my friend. It is not quick pvp, it is open mmo sandbox game, how would you feel going to work and cominb back every day just to see you lost everything you had. They develop similar system to the lawless which is complety absurd to me. I would rather enable to steal teritory which would highly increase decay time for every non company structure like for 4 days and 3 days for doors so you can actually loot it. So people could fight for teritory in order to defence theirs bases. 10. small characters should get a damage penalty, while super large ones get a damage buff Wow, i wouldn't think i ill agree in something with you. Here you are right, something for something. We need to have balanced options not just one sided benefits from choosing one option. 11. cannons need to be pick-up-able and be placable on enemy foundation to raid efficiently Well, they could be picupable but not placable on enemy's foundation, would rather allow to place them directly on the ground close to enemies foundation but also with 10 min timer. 12. fix that bug where after u use praying eyes u cant pull out ur weapons, and increase duration Yes, just report it as a bug and they will work on it. 13 .remove peace/combat phases Again i do not agree with that. We want keep people more on sea for sea fights, we all came here for pirates fights not ark 2.0 didn't we? 14.blueprints need to be removed Blueprints are bit overpowered if it comes to big companies so i can agree with that, add more stuff instead of blueprints and increase base stats of all stuff to be a little bit higher. Unless we can find solution to boost small companies to help them with crafting those blueprints. 15.aging/hair growth is way too fast atm Not agree, just deal with it. Next. 16.remove shaking earth effect caused by animals I guess you never checked your graphic options in menu, did you? 17. no more crew limits on ships Talking about unreality in game, want unlimited crew on ships. Totally not agree. Next. 18. remove all chores like treasure hunting, floatsam etc. from the game That's most pirate thing in game, treasures/floatsam/hunting, leave them alone. They could do special regions on each island for treasures where people can't build structures so everyone can do them. Still need to land on an islands and that's different story You don't like them, you don't have to do them, pick them up. 19. players shouldnt spawn on freeports, and freeport, there shouldnt be a safe zone That's exaclty where players should spawn, there is lot's of newcomers, they have to learn some basics about the game. Instead of that i would highly increase decoy time on every ship (in example, you can stay with any ship maximum 4 hours no matter if you're fixing planks or not, after that time, ship despawn, and of course give a proper info about it to every player) For animals instead allow us dmg them after 1 day of being in freeport. That should resolve problem with storagging all items in safe zones. What about shops? Allow only few per company with limited space in it 20. nerf barrels Maybe a little bit but mostly we need to remove catapults from ships or make the barrels not throwable by catapults on ships. You could still use them by manually throwing them at enemy ship but that applies only in very close distance 21. remove ships of the damned Do not agree, game without them will be super boring. 22. regarding animals I would only increase hp on lions/tigers a bit. Rest is good expect all the saddles that are coming with new patch. Saddles are supper shit and will brake the game especially with torpedoes on the land. Could say, welcome to ARK 2.0, no more pirate game. 23. nerf mace, shield stun, buff crossbow/bow/guns, nerf shield, nerf hook Mace is good, maybe increase bit crossbow dmg, guns are okay, hook is okay. Nerf shield bash cooldown, once someone start bash you, is super hard to run away, instead put ie. 10 sec on bash, same for power strike on pike and fists. 24. Handcuffs need to be removed or there needs to be a solution Tottaly not agree, it is very realistic, that is also one of the most piracy thing in game. Next. 25. Cannon balls fly too slow Yes! This is very annoying. Speed them up 26. after destroying a warehouse you should get all the loot inside, not a fraction You are getting basically all loot from it. You will not even able to carry it at once 27. bar shots need to be removed Nope. Barshots are good, leave them alone. 28. no character upgrades like HP etc. Are you serious? You want no gap and differences between people who spend thousands hours in game on leveling character and people who only started? Bullshit. Get real man 29 .player name join notification needs to be removed I agree on that 30. customizable zoom for ships needs to be added I agree on that 31. remove customizable ships I do not agree, mmo sandbox is all about customizable stuff. Would rather say work on performance but they're already doing it 32. increase ship weight capacity Not really capacity but increase amount on which weight penalty is applied from 30% to 50% 33. remove limits for alliances and company size No, no, no and again no. We don't want any supremacies in game that will make pvp into pve if you're with them or totaly anihilation if you're against. 34. handling sails get greatly outperformed by speed sails They are not. All of them have different purposes and they are doing good. I only wonder about weight sails, nobody is using them, they need to be reworked 35. wood/stone pillars's HP needs to be reduced Pillars spam is pain in arse. Enemy should not be able to build anything on your island expect cannons (placed on the ground) so pillars spam will not exist anymore and thanks to that performance of game will also increase. 36. remove ownership ???? In company setting you have option like "personal owner", that means that everything you build/own (ships,animals) is personal and if you leave company everything will leave with you (structures/ships/animals), you need to have proper settings set in your company dude 37. remove custom building Custom building is good, it gives you more posibilites but yes i would prefer ready structures. On one hand, performance is greater but on the other hand it's kinda boring because everything looks same (expect colors if you're able to paint stuff) and technically you know base of every single company. So i would rather put them togeather 38. allow saving ships (save + load) Yes! Allowing to save your ship projects would be very handy 39. Reduce a companies income based on their member number, increase crew cost for bigger clans Why would they punish people in bigger companies for playing togeather and having fun? Nobody want split players, it is rather a goal to get great communieties than lonely wolves. They can work on boosting small companies not punishing bigger.
  14. Ahoy Pathfinders! It was fantastic seeing so many of you listening in on the Live Dev Q&A in our discord! For those of you who were not available at that time and couldn’t make it, we have a written version of the event here for you now. First, let’s get some introductions of the staff in attendance! H2O-Melons: Hi, I’m H2O-Melons (or Melons for short), I’m the Community Manager for Atlas. For those that might not be familiar with what that means, I am essentially the liaison between the players and the developers. I get feedback from the players and bring their concerns forward to the development team. In turn, you could say I’m the spokesperson for the development team. I publish information and manage our social media accounts. Red Beard: Hi everyone, I’m the senior designer for Atlas, and the team leader for the design team and development teams. Weird Beard: Ahoy pathfinders! I'm Weird Beard, former Community Manager for Atlas. I’m now in QA (Quality Assurance) for Atlas. I know a lot of you are wondering why I disappeared so quickly. I had to go away for a bit for some personal reasons, but now I'm getting settled into the QA team. I'm happy to be there and think Melons is doing an amazing job in my stead. I just wanted to thank her and thank you, the community, for all your support throughout my tenure. Grapeshot Nami: Hi, everyone. Some of you might know me, some of you might not, but I’m Nami. I was also once upon a time ago, one of the Community Managers here. I've since moved to a more behind the scenes role with the company working in a lot of marketing campaigns/sales and project management type stuff. I'm very excited to have our first Live Q&A, so I wanted to drop by and show my support and say hi to everyone. Q&A As a reminder, the answers below only reflect the current timeframe and are subject to change. While we can provide current insight on the game and what we hope to do, we can’t always foresee what is in store for us. We appreciate your support and understanding. Question 1: During early access wipes are necessary as changes are implemented; however, in this process the game has shifted heavily towards seasonal play. What is your vision for the long-run in regards to wipes? Are you going to continue to embrace the seasonal aspect of the game or do you hope to eventually get the game in a state where seasons aren't necessary? Answer: As Atlas has evolved we have noticed a trend where we see the highest number of players during the first month after a wipe. It goes without saying that the land grab, the exploration, and the early days of forging your company are some of the best parts of the experience. We are working on various ideas to have a seasonal based game but also not require players to do the same content every time. Some player data will be saved, the Power Stone quest will be redesigned, and achievements will persist for every season. How we are going to do all of this is still being talked about, but it is coming. Question 2: What is the overall plan for the game? Do you have an updated roadmap that you can share with the community? Answer: You can expect to see a roadmap in the next few weeks, which will cover at least the next couple of seasons. As for the overall plan for the game, we are upgrading the current systems, adding a few new systems that we feel tie the entire Atlas experience together, and focusing on polish. Our current goal is to end early access strong. As for the future after early access is over... well, we will just have to wait to see what the tide uncovers. Question 3: Are there plans to add to the storyline of the game? For example, right now there are endgame quests and specific items added, but there isn't a lot of lore built into the game around them. Answer: What is a game without lore? Well, I certainly have a few questions about Atlas lore. What are the Army of the Damned? Where do they come from? What about the mysterious tech that we see surrounding mythical creatures like the Kraken? Why does the world keep changing? These are some of the lore aspects that should be found within the game world, or through certain Journals that have washed up on our shores. The storyline of Atlas was intended to be player driven. However, we have a main questline to collect Power Stones and kill a Kraken. Seems like a great opportunity to expand. The most exciting way to add lore in a game like ours is by making the world feel alive through scraps of information here and there that you will have to piece together to get a story, texts to read, and lands to explore. This allows players to discover the lore organically, or optionally ignore it. Question 4: Will we ever have real enemy pirate ships or privateers on the ocean ? Will factions ever appear? Answer: Yes. Both are coming during season ten. Expect to see more than just Ships of the Damned on the seas one day. Question 5: Do you have plans on further developing the ocean? Answer: If you are referring to the trenches, yes. If you mean how blank and empty the bottom of the ocean is between islands and trenches, also yes. Though, it may have to wait until after we leave early access. It is a goal, but not a priority at this time. Question 6: Why is new content/items being added to the game when there are still so many bugs that need to get addressed? Answer: Let's be real, bugs are annoying. We all hate them. We are working to fix as many as we can, and when they are reported to us we prioritize them. It is my view that new content is just as important, however, to the health of a game. It will take a while to fix all the bugs. Why not enjoy something new while we work? Also, different teams can work on different things, you don't really want an artist trying to code a fix for how fast a cannonball moves do you? Question 7: Can you elaborate on the Unreal Engine 5 rumors? It would be great to hear more details about this and how we could expect the change to affect the game. Will it help with the current optimization issues? Answer: Unreal Engine 5 is coming. We are currently in the process of the engine update. Once it updates we will have one last early access season to ensure it is as bug free as possible. Also, this upgrade is granting us the opportunity to fix much of the optimization issues at the same time. Question 8: What's the plan with modular and legacy ships? Will legacy ships ever be removed from the game? Answer: At this time, there are no plans to remove legacy ships out of the game. Modular ships were intended to allow players to create a fleet of ships, each with a specific role, to play in a fight. The theory is good, we just need to fix the implementation. Question 9: One of the biggest appeals of ATLAS is building your own unique ship plank-by-plank. Will more customization options be added to modular ships? Answer: Building your own ship is half of the fun in the game. To that end, modular ships are being worked on to incorporate all the best parts of the ship building process that legacy ships enjoy. Tons of new customization options will be added, ship art is being completely overhauled, internal rooms/modules are being added, customizable captains quarters are being added….the list goes on. The main draw in Atlas for me is its ships, let's make that a good experience. Question 10: There has been an overwhelming amount of player feedback to slow modular ships down. Do you have any plans to do so? Answer: They have been slowed for season ten. Ship balance is an extremely difficult thing in Atlas due to multiple ship systems being used. I think we can all agree the implementation of it was bad. We have learned from the past several seasons to not make huge ship changes mid-season anymore, so that is something we will strive to no longer do. Question 11: Will modular ships be better balanced in the future? Right now everyone is sailing on a Ramming Galley. Answer: They have been updated for the new season, and while these changes are minor right now, they will be perfected for season 11. Additional changes will probably not be pushed to the live servers until season eleven to preserve a fair experience for all players in season ten. Question 12: Are there plans to make changes to the modular ship repair system? In their current state there is no delay for repairing modules, while there is the smoke delay on the legacy ships. Answer: The entire experience of building, repairing, and customizing the modular ships is being changed. Question 13: Are there any plans to increase the incentives of ship PVP? The only thing players can consistently (rarely) do right now is to battle fleeing ships that will most definitely popcorn their loot and scuttle their ships right when they feel like they are losing. There is zero incentive to go out and battle other ships for veteran players. Answer: With the implementation of ship in a bottle, players will no longer fear losing hundreds of hours of work in a few moments. With the faction system that is coming in the future, we can expect to see an improved experience that will greatly reward the hunting of ships on the seas, be they owned by another player or by an NPC. Question 14: Do you have any plans to change the drop rates, craft count, and stat range for current blueprints for crafting? As it is now, we get many useless blueprints and the ones worth using have very low craft counts. Oftentimes, higher tier blueprints (mythic etc.) actually have worse stats than lower tier ones. Answer: Yes, I think a tiered system would fix this. We will need to design this further, but I agree, finding a mythical that is worse than a fine is beyond frustrating. Question 15: Is the team going to take a look at the existing island templates and overhaul them prior to the game's official launch? Many of the islands are not very useful in PvP due to either having no natural harbor, having too shallow water in harbors, or being too tall to place island defenses. Answer: The only reason this is taking so long is the sheer number of islands we have in the game. There are hundreds. At a bare minimum, it will take an entire season of one dev's time to adjust them. We have received lists of issue islands, islands that would be great if pillars were lowered, or if a bay was deepened, and we are working on adjusting them, when we have time. Question 16: Are there any current plans to reduce structure spam? Answer: The majority of Atlas issues, optimization, lag, and exploits are all directly connected to the structure spam we see. Building a base on PvP that is able to withstand a raid requires players to cover every inch of the island, and then build an absurd wall around their islands. So to answer your question, yes, we will aggressively change structure limits, add ways to prevent enemy building on islands, and address land raid defensive options. Question 17: In PvE, people cover the islands quickly with warehouses so it's impossible to find a spot later on in the season. Are there any plans on modifying the warehouses so this isn't an issue? Answer: The entire trade system is being revamped this season, including warehouses and autofarms. Question 18: Are there any plans to make living in Freeport no longer possible? Answer: Let's just say it won't be completely removed until we add some way for solo/small companies to not lose everything every time they log out. Question 19: Would you consider making a separate server for single players and tiny companies? Answer: It can be done, but it's a complicated issue. Not only would there have to be enough constant players to warrant the cost of the servers, but we need to figure out what impact it would have on the core pvp server. I don't think anyone wants a huge map with 4 mega companies only. I think a better solution would be to address the issues that prevent solo players and small companies from being not only viable, but also fun. Question 20: Any estimate on when the single player world map will be updated to match the new multiplayer map? Answer: We are currently working on allowing players to choose which season's map to play in single player, so you're not limited to just a single map and Blackwood. An option here is free DLCs that contain the different maps, so you can access them like you would Blackwood. Question 21: Right now for Xbox this game is only playable for the series X. Are there plans to make it more Xbox friendly? Answer: Yes! Great news on that. We are in the final stages of fixing that. I believe it will make this upcoming patch, but if it doesn't, it will be in the first patch of the new season. Bonus Q&A The following questions were obtained and answered during the Live Q&A after the pre-selected questions were answered. Question: When will there be a Devkit and SGE update? Answer: Both of those should be out next week. Question: Are there any current plans for changing the armored docks? Answer: With the ship in a bottle, the armored docks are going to be adjusted. In addition, for all shipyards (and armored docks) you will be limited to placing only three per type per company per grid for the following season. Question: Are there any plans on changing the Drakes or token tames? Answer: There has been a lot of discussion about that between the team. I think everybody knows I do not personally like being able to tame them. But we recently asked the question for feedback about the mythical teams and everybody seems to really enjoy them. Or they have a specific purpose, so they will remain there. At least for the time being. We do have a team working directly on fixing and updating all of the creatures of Atlas so they will be adjusted to be better in the future. Question: Are there any plans to change the visual design of Ship of the Damned? Answer: Yes, that is upcoming as well. I think they kind of look a little alien and out of place right now. So we are replacing them with a natural pirate ship that just looks cursed rather than alien. Question: Are there any plans for a PlayStation release? Answer: That is also a complicated question. The short answer is…it’s possible. Possible but no guarantee it will happen. It really depends on how we do at the end of early access. Question: Do we have an estimate on the Unreal Engine 5 update? Answer: We can expect that early next year. Question: One of the main issues right now in the game is the tames falling off ships when grid changing. Can you give us any details on the status of getting that fixed? Answer: Tames falling off of ships, through our investigation, has kind of related to a larger core game mechanic or code base issue that's happening. So for now, we're fixing it on a case by case basis. With the engine update it will be fixed in the core game code so it won't happen again. Question: How about the rates in the new season, are we going to be sticking with just 5x the whole season again? Answer: It seems like 5x was a good choice for most of the season. The original plan here was to have weekends be 5x and weekdays be 3x, then occasional special events would be higher. It wouldn't always be the same per weekend, so it could be resource gathering would be 5x this weekend or tame speed will be 5x this weekend. Question: Are there any chances of alliance members being able to use things on ships? Answer: Yes, we are working on a system, with the first part of it getting Alliance members to use a special bed on ships so you can go to your alliance member’s ships or bases. As for other systems, we are working on it, again, as we have time. Question: Will the game ever be on Game Pass? Answer: It’s a possibility. I don't have any control or say over that, so I can’t comment on that other than saying maybe or maybe not. Question: We talked about getting a devkit update and upgrading to Unreal Engine 5. Will the upgrade affect modders? Answer: When we're upgrading to Unreal Engine 5, the devkit will also be updated. This does unfortunately mean that the mods created in the Unreal Engine 4 version will have to be either adjusted or redone in the new UE5 devkit. For the community servers, I am working on several options to see if we can minimize this impact. More news on that will come soon, but hopefully it will have a negligible impact if everything goes well. Question: During the time when the modular ships are overhauled, will they be lootable by players who sink them? Answer: Yes, they should be. I think it's silly that you can't loot everything you destroy. Question: Are there currently any plans to add any new maps similar to Blackwood? Answer: We've talked about it a lot in our internal meetings. We have thought of doing a lot of smaller DLC based maps like Blackwood that would introduce different areas of the world. As everybody can see, through our world map, we've been trying to transition to an alternate Earth experience for Atlas. So if we did do this, you could expect to see, for example, a whole expansion for a snow region, or an ice region, or an African type sand region, or something like that. This also gives us an opportunity to expand on trenches for Atlantean stuff as well. Question: Are there any plans on adding any new ships? Answer: There are plans for a lot of new ships. I believe we have 10 new modular ships coming. That number may change, but they won't be introduced until we fix and update the system. Adding new ships without fixing the system doesn't make sense. Question: Is anything changing with enforcement? Answer: As we are exiting Early Access, our enforcement is ramping up. I think everybody had a fairly negative experience this last season with our wide bands. Having said that, we are going to be updating our systems so that we are able to get individuals. Certain offenses are still company wide. If the entire company benefits from the bannable offense, the entire company will still be banned. Having said that, that will be extremely rare. Question: Is the map always going to be portal based, or will we ever return to one big map? Answer: The map with the portals was always intended to give easy and fast travel throughout the world. You should be able to sail to the majority of the game at any given time. We are working on a system to have servers and grids that come online for certain amounts of time and then go offline. Additional content or additional routes will probably be portal based for the majority. Question: Any plans for an Xbox only server? Answer: That is also more than likely not coming. Question: Any plans for new melee weapons? Answer: With the engine update, we are going to completely redo the combat system. It's going to feel much smoother, nicer, and not so bloated Question: Can we get friendly fire turned on? Answer: It's possible to turn that on, however, that's going to drastically change the game. So if we did do that it would be on a smaller test server for a super hardcore game experience. Question: Can we get cosmetic items we can buy with IRL money to help support the game? For example, ship cannon skins. Answer: We will internally discuss that and if it is deemed appropriate, we might pursue it or we might not. I cannot make any promises. Question: Will you ever make legacy ships usable again in PvP? Answer: Yes, legacy ships still have their place in PvP. They are customizable to the point where it is almost impossible to get rid of them. There are so many tactics that I see players do that you just cannot replicate with a modular ship. Having said that, we are focusing on the modular ship system, although we will be balancing it to make sure that the legacy ships and that customization is not lost. 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
  15. Ahoy Pathfinders! There will be no patch this week, so instead we’re delivering some information based on some questions we have collected and seen around the community! Since we announced the renewed ATLAS journey last Summer, a lot of things have changed in the development cycle, and we are still working on improving our processes and the feedback loop with the community as well. Like in any adventure, some parts of the journey can be rough but as we overcome them, we continue to move forward and build on our experiences. Whether we are making small steps or revisiting old ideas, it is important to remember that we are still sailing forward! Development is very often not linear, and understandably things can get confusing for the community - even for those seasoned Pathfinders who have been sailing the seas of ATLAS since the very beginning. We hope that today’s discussion and some of the answers to your questions will help the community understand our vision for ATLAS and where we are currently at. ATLAS, in general, is lacking a strong theme. Yes, we are a Pirate game, but it's currently a mishmash of a bunch of different stuff and we are looking to address that post the release of the current feature slate (Trade System, New Ships, and Claim System). Right now the idea we are liking most is something we're calling "Stormpunk" which centers around that idea that there are more resources to capture on the water (like harnessing lightning). We are going to maintain an element of fantasy moving forward, but it may not be so openly Dungeons and Dragons (although we love this game!) or "high fantasy" feeling. As with all things, everything will remain as we introduce new things, and we will fade things that people lose interest in. What is the long term plan or overall vision? It'd help explain a lot of these changes if we were also privy to just a rough idea what the long term will look like, because right now it seems things are going a bit backward in regards to accessibility, especially for small groups and solo players. At the highest level, the goals are as follows: Get players out on the ocean - there are lots of things we're doing to encourage this but it basically means that we want players spending more time at sea and less time on land. In order to do that we really have to blow out all the things you can do at sea so that they are as fun and interesting as what you do on land. Make ship-to-ship combat fun. There is so much to this, but we really want PVP interactions on the water to be richly rewarding. Increase player recuperation. Survival games can be tough and we want to make sure that players can be devastating to one another, but that the losing side player doesn't have to feel like they are starting over each time. We also want to make small companies and lone wolves more viable. We still have a ways to go before we reach these goals. We know that we are not there yet and that the current state of ATLAS does not reflect what we envision. Most of what we have implemented so far is still in its beginning stages, and are only just setting the foundation for how the gameplay is going to evolve. Trade System For instance, one of the main goals of the Trade System is to increase play at the smaller group and solo level. We recognize that right now the system is not very friendly to these players - There's a lot of balance to be done there and a number of missing elements, like the upcoming Tradewinds feature, but we are working on it. Ultimately, when all pieces are in place, we are planning for a system where large companies will actually be incentivized on a different scale for helping small companies and solos. The Trade System is still in its alpha stage, and as of build 515.17, all Trade Shipments are virtual and locked to a single grid. We are continuously working on Market optimizations as well as bug fixes and server side improvements to bring the system to full functionality. Subsequent patches should see more refinement to the Trade System, opening up more routes and eventually the NPC Trade Ships. Please note that at this stage, we may have to disable and re-enable Trades sometimes to work out and troubleshoot any issues that may potentially arise. What about the players that do not wish to utilise the market system? Asides from the market, are there any other big gold "earners" in the planning besides maps and whales/sunken treasures? Although the Trade System is meant to be one of the core pillars of gameplay, our main goal is that "gold comes from the sea". So yes, you'll see some additions and refinements to life on the ocean which should make getting gold easier for non-marketplace participants. Claim System We are looking into rebooting the original claim system that allowed players to take over a section of the island. This is done by placing down a claim structure that takes longer to build and is more robust than a claim flag. It may also have its own defenses. Once fully built, it will have to be destroyed for you to lose your claim and everything that goes along with it. We are not completely reverting back to the old claim system, but will be taking the original concept and building off of it. We are currently still testing some ideas. Ship Systems Getting a new ship system into the game that can support future expansions does take a bit more time than just putting out a "new" one on the existing system, and we are excited to be getting closer to it! We teased the first one, the Ramming Ship, a few weeks ago and we have a number of other ideas for these unique and specialized ships, but we don't want to spoil the surprise completely. The important note here is that we are moving from releasing ship parts to releasing complete ships that have special roles in the game and thus begin to grow the strategy of managing a fleet. All of the upcoming Ships that can be bought with gold will be primitive class and up. Ramshackles will still be available at Freeports for now, but when you buy things with gold they will be good ships. In regards to the existing Ship system, can we get tokens as random loot drops from bosses to craft schooners/brigs/galleons please? So there is a route for smaller groups to get boats? This probably won't happen. Right now we're really happy with how hard it is to get bigger ships. Many players have reported having more fun than ever with "Sloop Wars". Dropping tokens would benefit large companies more and go against what we are trying to do, which is to fundamentally change how ships are currently perceived. Right now, ship progression is linear. Once you can build a Schooner, you never build a Sloop again and so on up the ladder. We are more focussed on giving every ship type a viable role on the ocean and introducing strategy and reasons for each ship type to exist. On the Horizon Post integration of the claim system we'll be going back through all the content that is currently in the game and be making quality of life improvement and balance adjustments. We aren't very interested in nerfing things so much as bringing their fun factor way up. How far out are we from super wind sea-highways that make traveling around the map faster and consolidate content? We're trying to get it by the end of the year. A lot depends on how long it takes to balance the Trade System, new Ship System, and new Claim System. Any plans for expanding fishing so it doesn't suck so much? Like better random loot tables from fishing, maybe getting maps randomly from fishing. higher quality fishing pole=better maps/blueprints/gold etc. We can answer this by saying that we don't think there is nearly enough fun stuff to do on the water and we are looking to blow that out significantly. This will include water creature taming, better fishing, ocean resource gathering, and better diving. Any planned changes for freeports? Exponential decay or something to prevent freeport living? Not yet. We have to put in all the systems that allow lone wolves and small groups to survive elsewhere first. Long term, we envision settlements of any kind to be more friendly or hostile to you depending on how you've treated them in the past. Can you tell us more about the ideas behind how breeding is envisioned by the Dev team for beginner breeders through the most advanced breeders? Right now it takes too much time to do, unless an entire weekend day is devoted to it. Perhaps more difficulties while raising babies through their infant stages, but have it be for a much shorter duration so that it is more practical and enjoyable for a wider audience. One of our designers has taken the breeding and taming of creatures under her wing. In the background she is working on a completely revamped system that should be more of what you want to see. Can't tell you when it will ship, but I can tell you that we are working on it. Treasure Maps need a lot of work. Are big changes planned for the hunts to be more engaging? The distance requirement is also a negative map factor. It's not enjoyable to sail 7 grids out, 7 grids back to run a Masterwork map. Could maps that are of any qualities spawn on an island that are closer? Yes, a rework of this is planned, but it's down the road. It's not where we want it either and for sure we are looking at the treasure spawning closer. Additional Q&A What is some of the work that is currently being done to help with optimization and performance issues? About half our engineering staff is on performance and optimization. We know it's a problem and are working to fix it. The issue is that we also want to continue to put the rest of the planned features in the game to see if they are viable. We want a high performance game as much as you do. Remember, optimization isn’t going to suddenly happen in one patch. Some improvements may happen in small steps over time, while other improvements are a bigger engineering endeavor and may not be seen until we are further along. Is the team still looking at ways for players to keep some progress through wipes? Yes. We haven't figured out a balanced and scalable method yet, but we do want that. Adding a new global server structure with the Trade System was the first step on this and we'll keep working towards it. The challenge here is that the funnest part of a wipe for most people, is that they are all on an even footing again. Allowing players to retain progression may also allow them to maintain oppression. Can we please get a HUD indicator once a ship is protected by the new shiphouse structure? The green text popping up once the anchor is down is not such a great indicator. Totally agree that this is a bit confusing. A complete UI revamp is on the schedule and this item is part of that. This is nitpicking, but can handling sails trim opposite to how they do now? It is backwards to real world physics Ok. We'll look into it. Teleporting bed to bed, and killing yourself to respawn on lawless islands for discovery points is one of the lamest things I have to do in this game. Will other features be looked at for discovery points that are more interesting? In short, yes. We agree that killing yourself and bed teleporting is lame. We all want to fix that and give you more ways to travel the world more quickly. Will we be able to have the fog of war back? We had it early in the game, but it could be cheated by sharing game files and so was removed. The thrill of exploration was exciting for many players. As things stand at the moment, you just always have the full map explored. It's something we hadn't thought about. We’ll look into this idea. 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
  16. At the moment there is only 1 viable sail configuration per ship with very very few exceptions: all Speed and the bigger the better. Sailing Speed is currently one if not the most important attribute for ships and not only for PvP ships. Roughly 95% of all the ships are currently like this: Sloop: 1 Medium Speed Sail Schooner: 1 Large Speed Sail & 1 Small Speed Sail Brigantine: 3 Large Speed Sails Galleon: 6 Large Speed Sails But this game offers 3 different sailtypes with different blueprint attributes in 3 different sizes. We have the Speed Sails, the Handling Sails and the Weight Sails, each in Large, Medium and Small size. Lets have a look at what these Sails have to offer: Common Speed Sails: By far the highest unmodified topspeed Fast ship turning at top speed Average sail opening, closing and turning speed Blueprinted Speed Sails: Max Velocity attribute is currently not working and has 0 effect on your speed Sail Turning Effectiveness allows for even faster ship turning at top speed, works as intended Common Handling Sails: Around 25% slower than Speed Sails, very noticeable Fast ship turning at almost closed sails or low speed By far the fastest sail opening, closing and turning speed, allows quick stops and rapid acceleration Offers the best wind angles, allows sailing against the wind with decent speed Blueprinted Handling Sails: Acceleration attribute currently gives the sail both Top Speed and Acceleration increases, outruns Speed Sails in top speed at above the 130% value Wind Angle attribute offers better speed against the wind by improving the wind catch angle of the Sails Common Weight Sails: Around 40% slower than Speed Sails, extremely noticeable Average to low ship turning speed By far the slowest sail opening, closing and turning speed, slow acceleration and requires a long time for a fullstop Same wind angles as Speed Sails, even though Weight Sails are visually more similar to Handling Sails Provides a flat Weight Bonus of 1000, 2500 or 4000 depending on size (reduces the speed slowdown for ships that usually have above 55% weight) Blueprinted Weight Sails: Offers only 1 special attribute: % increase to the Weight Bonus of the single Weight Sail (example: 120% = from 4000 to 4800, only 800 more carryweight) Now lets take a look at the different sizes: (The numbers below are from rough speed testing with the sextant on a testserver) Large Sails - Sail Unit points: 2.7: Maximum Speed / 100% Weight Sail Bonus: 4000 Extra Weight Medium Sails - Sail Unit points: 1.7: Below half the Speed / ~46% Weight Sail Bonus: 2500 Extra Weight Small Sails - Sail Unit points: 1.0: Very low Speed / ~ 22% Weight Sail Bonus: 1000 Extra Weight Now lets take a look at some possible Speed Sail configurations and size variety: Sloop: 1 Medium Speed Sail: 46 2 Small Speed Sails: 22+22 = 44 (additional mast = more crew required) (slowest) Schooner: 1 Large Speed Sail & 1 Small Speed Sail: 100+22 = 122 2 Medium Speed Sails: 46+46 = 92 (25% slower) 4 Small Speed Sails: 22+22+22+22 = 88 (2 additional masts = 2 additional crew required) (slowest) Brigantine: 3 Large Speed Sails: 100+100+100 = 300 5 Medium Speed Sails: 46+46+46+46+46 = 230 (~25% slower) (2 additional masts = 2 additional crew required) 8 Small Speed Sails: 22x8 = 176 (~42% slower) (5 additional masts = 5 additional crew required) (weird) 2 Large Speed Sails, 1 Medium Speed Sail & 1 Small Speed Sail: 100+100+46+22 = 268 (~11% slower) (additional crew required) Galleon: yes My personal Solution to the lack of Sail Variety would be: Speed buff to Small Sails by 50% Speed buff to Medium Sails by 40% Sail unit cost of Medium Sails from 1.7 to 1.8 Decrease the speed of Speed Sails by around 10% Allow all 3 Sailtypes to have an increase in speed by blueprints Slightly better Wind Angles for Weight Sails Additional Notes: The buff to the Small and Medium Sails would still not make them faster than larger sails but close the giant speed gap between them, allowing for different setups without losing too much. Weight Sails are clearly the least useful sailtype at the moment and need a rework. (3 Large Weight Sails are slower than 2 Large Speed Sails at average weight) (even after recent changes) Fixing the Max Velocity on blueprinted Speed Sails would make the other 2 sailtypes way more useless. Speed Sails should remain the most used sailtype in my opinion, the other appear to me as support sails.
  17. Two things, a) The angles for the weight and handling sails are wrong. The way these sails work in game is not how they work in real life. This really breaks the immersion and makes sailing less intuitive. b) Not only could this 'fix' be purely graphical at this stage - it could also easily be expanded beyond this to make the handling and weight sails viable choices when choosing main-sails via added gameplay elements - which I will go into below for those who are keen for a quick read. The game suffers because the sails are too similar - they are things that rotate to the nearest direction of the wind - with slight gimmicky speed and angle and weight values plugged on to distract the player into thinking these sails are worth thinking about. In reality, these sails function very differently, and including these functions ingame will make the sailing aspect (one of, if not arguably ,the main aspect of the game) much more dynamic, and rewarding for those who follow different play styles. At this stage its hard to tell how much research the devs did into tall-ship sailing - no doubt they got the basics right - square sails were speed sails, handling (only on modern boats but tall-ships had stay-sails) or gafs(weight sails) were for pointing upwind. But the inclusion of rotating booms that go infront of the mast pointing handling/weight sails literally into the wind makes me think more research is a good idea. Including more realistic sailing mechanics has the possibility to deepen and enrich the gameplay - not damage it. Ironically, I believe further complicating the system it will actually make sailing easier for the novice - who can stick with certain sail types for ease of use - and deepen the strategic depth of those who want to challenge themselves. Current sail "choices" Speed - faster, harder to set and sheet Handling - normal speed, wider angle of effectiveness (can point higher to the wind), very fast handling Weight - normal speed, harder to set and sheet, adds weight to the ship. The problem with these choices is that weight sails become nearly useless (especially since weight is a level-able stat), and they are difficult to set. All pvp builds I've come across opt for maximum sized speed sails and 1 small handling. Those who are good at sailing just go for double speed. Some who just want to 'run' away go for double handling for the higher wind point, thus ensuring an escape against a faster opponent so long as its 'clear' sailing. The game currently manages to miss a major perk of the handling and weight sails - that they are 'symmetrical'. This means that when ship is tacking upwind, you can 'set and forget' these types of sail, (the direction being parallel to the boat pointing aft) this allows the wind to be caught at the greatest possible angle upwind. In this set-up, when one performs a tack, the sail does not need to reset - however the sail DOES need to be reset after performing a gib. This has two great consequences - solo players who dont have NPC's or early build ships will have both an easier time sailing upwind and it encourages the use of both handling AND weight sails (not having to set a weight sail every tack really makes them more viable by removing their slowness con). Proposed changes Speed - these don't need to change - they're perfect, if anything however, any upwind angle for these sails could be removed - they physically can't go upwind and were designed for bearing down on an opponent at great speed - but downwind only. this gives you control of the engagement if you find yourself upwind of ur opponent. Handling - these need to function symetrically - instead of rotating to point into the wind they should be let out and let in from the 'central position' of the boom parallel to the ship. letting the boom out will catch the most wind downwind, letting it in will allow the ship to point very high into the wind. Performing a tack should be very easy with these sails, performing a gib should at the very least require resetting . Weight sails - function exactly like handling sails - except they are slower to set - and if a gib occurs and they have to fling from one side to the other you could add 'sail' damage to it. Additionally, they should add armour to the boat too. Addition of the STAY SAIL - these sails should be able to be placed between masts - this also encourages multiple masted boats as they have more manouvering over single masted (finally a large sail is faster than two mediums - but the possibility of an upwind stay sail sways the decision into a real toss up for the player) . These sails function like handling sails and are very easy to set and forget. They allow the boats to go upwind a lot more effortlessly. These also really make tall-ships look like tall ships - at the moment, Atlas ships look naked inbetween the masts. Anyway, thanks if you've made it this far. Rant over. at least graphically fix the handling and weight sails! drops mic.
  18. The current ship balance and metaplay is severely one sighted towards speed sails. But also towards bigger ships and bigger mast types. I haven´t sailed the Galleon yet so I will ujust focus on the 3 other ships. Lets first recap on a few things. Weight sails add 450, 750 and 1100 for the 3 sizes. Like if anyone actually used those. Speed sails includes an unknown bonus, but it´s clear the bonus for the bigger sails is much higher than for equal sail force of lower sails. Unlike how it is for weight sails. Handing sails have a hidden property that it effects the ship turning rate in a quite significant matter. The tool tip and BPs only list the wider wind catch range. Sail force for small is 1.0, medium 1.7 and large 2.7. Schooner and Brigantine, despite using the same planks have different HP levels. (5100 vs 6000). So let´s begin and look on the ships and their configuration first. Sloop (2.0 sail force limit) is currently the slowest ship, this includes both sail configurations with 2 small speed sails or the faster option of a single medium speed sail. This is the first example on that using 1 larger vs 2 small sails not only saves you 1 crew, but it is also better and less space consuming. Schooner can be quite flexible, 4.0 sail force that allows for up to 4 masts. However again the current meta evolves around 1 large sail and often 1 small handling or more rarely 1 small speed sail. 1 large + 1 small speed sail is faster than 2 medium speed sails. That again is faster than 1 medium and 2 small. That again is faster than 4 small speed sails. Brigantine is the fastest of the 3 ships, it allows for a sail force of 8.6 and at least 5 masts. The current meta for Brigantines are either 2 large speed and 1 large handling that not only makes it faster than any Schooner, it also turns faster than any Schooner without a handling sail. Or the pure speed run of 3 large speed sails. So what we have learned so far is, that not only is the bigger ships faster, they can also be a lot more maneuverable. However it doesn´t stop here. Schooner vs Brigantine is so offset you almost have to be a poetic fool to sail the Schooner and here is why: Not only do you gain additional plank HP on the Brigantine vs the Schooner and can sail faster and turn better for the low cost of what is roughly 30% higher cost. You also gain 67% more weight and level up bonuses that ranges from 50 to 150% over the Schooner. And do we have to talk about size, 2 relatively small decks vs 3 quite sized decks. Sloop vs Schooner vs Brigantine vs Galleon level up. Weight +60/80/200/300 Crew space +0.5/0.5/0.75/1 Accommodation +0.5/0.5/0.75/1 Study is the only directly balanced metric with 2.5% per level. Accommodation is outright silly, this essentially dictates the cost of the crew with less relevance on bed count. So in any means a Brigantine is cheaper to run per level up than a Schooner. and a Galleon is yet again even cheaper. Crew space you can easily argue about size of ship. Weight increase the Schooner is the loser again. The Sloop increases it´s weight per level over base with 1.765%, Schooner 0.089%, Brigantine 1.333% and the Galleon 1.035% Personally I would recommend getting the accommodation to the same value on all ships. Equalize the plank HP on same planks types as well. Increase Schooner eight to 10500 and/or increase Schooner weight per level to 120/125. Increase Galleon weight per level to 350. Balance handling and speed sails so more sail force and extra crew is better like weight sails. Example with Schooner would be that 4 small speed sails should be faster than 1 large and 1 small that again should be faster than 2 medium. Just as weight in those cases would be +1800, +1550 and +1500 (Expect I think sail force may still be broken there).
  19. I'm not against the idea of adjusting company mechanics but nothing you said here is accurate. Megas aren't content gating smaller companies. Megas don't have magical exploits to level cap faster than others. This game was designed around the concept of large companies existing (in addition to smaller ones). Every issue you listed here has nothing to do with megas existing and everything to do with poor game design and an incredibly high knowledge barrier for entry. Also, the whole concept of a "mega" is completely relative. In season 1, megas had a thousand members. In season 9 now, people call companies with 30 players a mega. Because if you're in a small 3 man company, 30 players is an overwhelming force to deal with. So anyone who complains about "megas" at this stage in the game is naive. Or simply bad and unwilling to learn. Or all three. No one is preventing people from farming the maw; even when we had 10+ boats in the maw earlier in the season we would still see small, never-before-seen companies doing their own thing in there. If you're expecting to do content at any time of day with zero resistance, it sounds like you should check out the PvE server. The whole concept of a survival PvP game is that when you go out into the wild, you're risking your stuff. The only company getting content gated this season is Molon Labe.
  20. 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.
  21. 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.
  22. Ahoy Pathfinders! To start 2022 right, as promised, we're doing a little house cleaning. We're addressing many of the issues that you, the community, have been asking for in our latest patch. We have a host of bug fixes and optimizations listed below that we hope will fix the lingering problems from previous iterations, so we can start fresh moving into the new year. Along with these changes, we're fully implementing our first wonder, the Great Temple. This structure is the pinnacle of glory for all pathfinders. Companies will have to plot, scheme, and pool all of their resources to be the first, and only, masters of this great Wonder. Not only will they go down in history as the first Pirate legends to complete this stunning achievement but they will also gain “wondrous” benefits that will persist into the next season. Finally, we also have a new transport ship, the Tramp Freighter. This cost-effective hauler will help ease the load of transporting cargo in the early stages of your pirate journey. Check out the details of all our changes below. While not complete, we are grateful for all the feedback we’ve received from the community and ask for your continued assistance in making Atlas the best it can be. As always, we appreciate your support and ‘til next time, may your skies be clear, waters calm, and sails full in whichever way you roam. Servers will be going down tonight, 1/12 at around 7:00 PM Pacific Time. Note: We are in the final stages of development for our public facing issue tracker to better address the community’s concerns in balance with ongoing development efforts, with hopes to have it available by the end of the month. Please join us on the Official ATLAS Discord http://discord.gg/playatlas for all the latest happenings! Released Patch Notes Patch v536.03 New Content: The Great Temple The Great Temple Monument has been fully released. Players have visited the structure on the wonder islands in H9, I9, J9, K9 in Africa, and it is now claimable/buildable. To build the Great Temple players will need to build the Monuments Studies Modular room at the Damned Smithy and place it into a Cursed Temple. At the Monuments Studies Modular room players can craft the Great Temple Exterior. Once the exterior has been crafted, bring it to the foundation locations on one of the four wonder islands. These are lawless claim, so be careful, your temple can be stolen. Once placed, the Great Temple have 6 stages of progression, which are viewable at the Progression Table located in the entryway of the Temple. To progress from stage to stage you will need a large amount of resources and at least one week of real life time. The first company to reach stage 6 completes The Great Pyramid Wonder, which gives a permanent buff to all company members of +20 Fortitude. This buff is persistent and will carry over to next season! Stage resource requirements: Stage 2 Strongwood: 50,000 Limestone:100,000 Flint: 10,000 Mythos: 2000 Stage 3 Strongwood: 150,000 Marble: 175,000 Flint: 15,000 Mythos: 3000 Stage 4 Strongwood: 200,000 Sandstone: 300,000 Flint: 50,000 Mythos: 5000 Stage 5 Strongwood: 100,000 Slate: 500,000 Flint: 100,000 Mythos: 2 Stage 6 Build and place Sarcophagus in the main courtyard. Sarcophagus New bed that is restricted to the Great Temple. This bed completes the Great Temple and allows for instant respawn and bed transfers. Cost: Wood: 25 Thatch: 125 Fibers: 30 Hide: 40 Tramp Freighter The Tramp Freighter is a low cost vessel great for early game transport. It is a 2 length ship and comes attached with multiple cargo racks attached to both sides. It would suit any pathfinder for transport reasons. Cost: Wood: 1000 Thatch: 800 Fiber: 800 Metal: 100 Max Level: 60 Sail Points: 5 Module Points: 12 Attached Sails: one large and one medium handling sail Bug Fixes: Fixed instances where activated fire visual effects were floating above the lumberyard Fixed instances where activated fire visual effects were floating above the quarry Fixed instances where the schooner and raft could disappear from a small shipyard after server restart Fixed instances where transient nodes would not change position after a week Fixed instances where quest markers were in the wrong grid Fixed instances where the interaction with the irrigation system and a grill would cause unintended effects Fixed instances where players were able to damage other players on some freeport islands in PVE Fixed instances when trying to replace a sail would not correctly subtract the amount of sail points to be reduced from the old sail Fixed instances where waves could allow or disallow sail placement Fixed instances of weight not being correctly calculated when placing items in dinghy hangar railings Fixed instances where using a portal to the kraken’s lair caused the player to spawn facing the incorrect direction Fixed instances where some grids have freeport island selection when respawning Fixed instances of holes in the ocean Fixed instances of game crashes where players would be stuck unable to reconnect Fixed instances where some modular rooms could be placed on pillars Fixed instances where the tutorial volume is not controlled by the options Fixed instances where the storage box could only be crafted at the smithy Fixed instances where using the transient tracker and activating the map the compass would cause the compass to be invisible Fixed instances of placing structures on pillars and allowing them to float Fixed instances of pathfinders losing proper movement after teleporting while crouching Fixed instances where structures would be placed on freeport islands Fixed instances of the Broadsider spawning too far back in shipyards. Fixed instances where players could replace sails disregarding collision Fixed instances of Quest markers being in incorrect locations Fixed instances where Dyes would not be highlighted when able to craft Fixed instances where the Damned Smithy could be built on ships Fixed instances where the Songstone could be built on ships Fixed instances where Monument studies room had the incorrect model Fixed instances where Altars of the Damned were spawning iridium ingots Fixed instances where Damned Smithy’s were not placeable near the C11 Altar of the Damned Fixed instances where NPC’s that are attached to cannons, puckles, and sails would not take damage Fixed instances where Unnatural Fog ritual would crash the server Fixed instances where blueprint ships would not be created with 100% durability Fixed instances where treasure maps found in Tortuga would lead players outside of Tortuga Fixed instances where multiple taxation banks can be spawned at sea forts Fixed instances where multiple small sails could be placed at the front of the Turtle Ship Fixed instances where AotD ships would ignore some modular ships Fixed instances where structure placer would incorrectly display available snap points Fixed instances where island claim points are reset to 0 after a server restart Fixed instances where blueprinted ship modules would not start at 100% durability Misc: Maximum stack size for most food/drink recipes in the grill and cooking pot increased from 5 to 30 Grenades can now be stored in the munitions Storage UI changes made for the chatbox when creating a pathfinder Added Tiny Shipyard back into the Basics of Sailing skill, and allowed it to be crafted in the player inventory Increased maximum durability found on shipyards Vegetables and herbs can now be stored in the silo Cows and lions have increased mating ranges Reduced effectiveness of small and medium sails on some modular ships Reduced max sail points available on Broadsider BPs Dragon's Tongue Delight is now categorized as a drink Cursed grog can now be stored in the keg Mace Stun duration has been reduced Additional changes coming in a future patch Mace Stun ability cooldowns has been increased Additional changes coming in a future patch Shield bash stun ability cooldown have been increased Additional changes coming in a future patch Shipyards will now give demolish rewards excluding gold Known Issues: Xbox memory leak causing crashes when loading large amounts of textures Sarcophagus icon shows the icon for a simple bed Sarcophagus crafting resources are incorrect The Known Issues pertaining to the previous releases has been omitted from this list. We are creating a public facing issue tracker to follow them. Final Note Again, we would like to emphasize that ATLAS is still in Early Access, meaning many things can and will likely continue to drastically change - even in the middle of development. Anything discussed is only up to date as of the moment it is posted. Features and changes that ultimately make it to the next patch, as well as timing, may be different from what was previously discussed. As always, we appreciate the suggestions and feedback from the community. Please keep them coming! Thank you for all of your support! Happy Sailing, - ATLAS Crew For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame View full article
  23. I do understand that it's fun to do custom ship building, to set your design etc, but current ship building system leads to this: I mean it also some king of fun, but... as for me, totally wrong, and ruin all sailing age romance. Most of all - current ship system made the way, that we just need 3 ships. - Small and fast one - Schooner. - Battle ship - Brig. - Large carrier and fast one - Galley. All different purposes of ships made by our customs. Wanna more armor - add roofs, walls and ceilings armor as in picture above. Need more firepower - add some guns to deck and custom floors, etc. So we have like base (Schooner, Brig and Galley) and infinite amount of ship types - all your imagination came to. BUT!!! All of this: "I make ship for my playstyle" will anyway lead to only meta. And if you wanna survive, you'll anyway need to build a meta design. Usually it stupid looking. New ship system with modules leads us to more real like ships. I mean from the picture above to these: The only thing DEVs made wrong with Ramming Galley is made it all from "blocks". What they should do is: a) - Keep current frame, planks/gunports, decks (and current way to paint all). b) - Instead of separate sails - introduce "rigging". One piece of equipment, contain all masts, cables, ropes, ladders, flags, AND SAIL SPOTS were we then put sails of our choice (square or triangles). No more weight sails. c) - Each deck should have square holes - those are spots for modules. The modules I see: - Cockpit - wide back part of ship with our room (bed for respawn, chest for gold, steering wheel on top of it) - Berth (for crew, the more we have, then more crew we can hire). - Cargo hold (for all our stuff. More we have - more cargo we can carry. All cargo holds connected together AND CONNECTED TO DINGHY. We can easily oneclick transfer cargo from ship to dinghy, which also have storage box). - Ammunition - just one requires. Storage box for all our firearms balls, bolts, etc. - Supply - just one requires. Small room with mess table, grille, food storage bags and water barrel. - Small and large cages for tames transfer. No more tames in decks and no more elephants in sloop (also no more tames loosing in waters). - Masterworks - just one requires. Small room contains smithy, mortar and pestle, and some kind of small forge. - Outside attachements. Maybe some pirate stuff, like armored room for valuables. Prison - for hostages, etc. I dunno. Just because each ship has limited size of deck - we can not put all... I mean, with large frigate we can, but smaller ship, requires us to think - what do we need. So all our customization will be within our choice. Wither we need fast cargo vessel (then we have just few berth for sails crew, and else in cargo holds), or war machine (then - alot of berths for gun crew, and gunports) etc.. d) - Add some beautification layer (like lanterns set, some figures set, head figure etc). And most important for DEVS. All those modules, rigging, beautifications might be in different styles. Like southern style. Nordic style. Etc. And DEVs can either sell addition styles as DLCs (I would buy all), or even put them to "lootboxes" and sell lootboxes. So more real income will come for game support. That Atlas I would gladly play. With NO shotguns ships. NO roof covered rhombus ships. NO six masts vessels. Yes to jib and mizzen sails. Yes to boardside battles. Definitely NO to this!
  24. ATLAS

    Patch 558.0

    Ahoy Pathfinders! We have a small patch to fix an exploit as well as a couple bug fixes for singleplayer/non-dedicated sessions. Official servers will be going offline to deploy the update on Wednesday, April 5th at 12:00 PM PDT and are expected to be up shortly after. Released Patch Notes v558.0 Bug Fixes Fixed an exploit. Fixed an issue with clients at max torpor when in a non-dedicated session. Fixed a crash in singleplayer when exporting pathfinder then choosing the delete option. 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
  25. ATLAS

    Patch 558.0

    Ahoy Pathfinders! We have a small patch to fix an exploit as well as a couple bug fixes for singleplayer/non-dedicated sessions. Official servers will be going offline to deploy the update on Wednesday, April 5th at 12:00 PM PDT and are expected to be up shortly after. Released Patch Notes v558.0 Bug Fixes Fixed an exploit. Fixed an issue with clients at max torpor when in a non-dedicated session. Fixed a crash in singleplayer when exporting pathfinder then choosing the delete option. 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
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