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Found 92 results

  1. So, hear me out. This idea will revolutionize this game and breath new life into it(and likely a big fat healthy playerbase). I'm no game dev but seeing as a large percentage of other games have implemented something similar, it really shouldn't be to hard to do for our wonderful dev team. I know, I can hear some you whiny players now "we don't want to be like other games, wah! Atlas is fine the way it is, wah! You should just go play fortnight, wah!" Well suck it up crybabies! If you want a successful game and a heathy playerbase, Atlas is going to need this fresh new concept. "Fresh" and "new" to Atlas ofcourse. Many if not all of the most succesfull games on all platforms impliment this radical idea in some way and 100% owe their place on the gaming podium to it. I know it may just be my opinion, but there is data to support that this will vasty improve all aspects of the game experience for both PvE and PvP. That's the best part! It's for everyone! I'm actually quite surprised the dev team haven't even thought of it yet, thier going to feel so dumb when they realize how this simple idea could have made this game so successful if they had just thought of it and implemented it earlier on. Ready to have your mind blown and change the world of Atlas forever!!??...Fix it. Like, make the fucking game work. Stop focusing effort into shinny bits and bobbles. Fix what is there before adding more broken shit to ignore. I know, I know. The devs have their excuses, "Early access!" "no game is bug free." "I like the heat up poptarts in my underwear.". But the truth of the matter is crashes, piss poor mechanics, lazy workarounds, and gross oversite eventually kill the game for players. Adding more broken content to a game that is dying off mostly because much of it is broken is like buying a lifetime pass to Disney World for a kid with terminal cancer. TL:DR blah blah, the devs are fuckwits and poptarts are better at body temp.
  2. Here's an idea I was thinking about: Another way to launch a player would be to have a cinematic with them setting sale as a crew member on an NPC boat but get caught in a storm (or sucked into a portal). During this storm they could have an instanced tutorial on how to do things in the game (control/ repair, place items on the boat). They end up getting shipwrecked on a semi-deserted island. Here they have to build a boat/ raft and try to find their way forwards, continuing the tutorial until they set-sail. Of course the cinematic could by bypassed if you've done it before. Upon building your boat you can sail to a freeport nearby where you can buy some crew (like the current start zone), and join a faction: Merchant Guild The King's Navy Unlawful Pirates Benefits: the game could position the player on a deserted island in the least populated area of the map thereby spreading out players and better distributing land claims having such a dramatic cinematic could be more interesting for new players and maintain their attention (anyone see the first episode of Lost?) gives players a raison d'etre - some sort of back story that gives them a reason and motivation to continue If anyone would like to contribute ideas feel free. I'm not sure if the devs actually read these posts, but it's fun to spit-ball ideas for rhetorical reasons.
  3. I was messing around with them and I use them a lot in ARK. I like them. It's just you can go up them at all. Soooo you know how ARK had Ravagers and the Monkey men right? Maybe the Spider can climb them? They climb webs so ziplines should be too different. Plus spiders climb up walls now (which I really like btw I love rockdrakes). This could make Spiders the best way to get around as well. But I know you don't want spiders to be "op". If not that, maybe bring the Zip-line motor attachment? It could slow people down like the glider.
  4. so with the new modular ships idea. i like the idea of having you still need to make planks and such and in stead of placing them on the ship. you make it a required item to make the ship for example so if you build a brig frame you need metal wood thatch fiber and gold. my idea is get rid of the metal wood fiber and thatch and just make it need 28 planks and 12 Gun ports 3 decks and then you get the full completed hull. but how would the ship work in a modular set up like the ramming galley and Kraken? so I think you need make it a cumulative HP pool base on the rarity of the parts used so you make it. So you make 12 Mythic M Gunports they have 40k hp each that comes to 480k hp added to the HP pool, you make the same rarity Planks 28 of them at 35k come to 980k Hp added then make 3 Mythic medium decks at 250k each comes to 750k added so your total ship when it made will be 2.21m HP total, but all other stuff like walls and alike dosent add to the ship hp pool. doing this will make pvp fight more of a fight not a one sided thing. you just have the repair kits or keep the wood and such for repairs. so ppl can carry more ammo or armaments.
  5. I think that came up with what can be implemented for PVP to give the game a new lease of life. The new building "Wonder of the World" with 12 stages of construction (each stage lasts 7 days). There can be only 7 such buildings on the map at a time and everyone can see their location. At the first stage of construction requires 1 million resources and 100k of gold, as well as a recipe falling out of Hydra with a chance of 1%. The second stage requires 300 mystical items and resources. Something in that spirit. Of course, the "Wonder of the World" can be destroyed by enemies. p.s. I want to hear your feedback on my idea. Thank you for attention.
  6. I've clearly stated on the announcement thread that i disagree w the price model they've annonced, as have many others. Maybe its simply a bad decision, maybe there are some mechanics still incoming (trade, etc) that make it so that it won't be as terrible as it sounds, maybe they'll listen to the community and tune the prices down OR eliminate them. Time will tell. Anyway I was thinking of a gameplay loop that could be introduced and possibility help over the long run... *placing devils advocate hat on* Place an NPC in freeports that purchases ships FROM players at a profit, say 10%. So you'd drive your schooner to him, sell it, and in return receive 5500 & a sloop to carry back some of of your NPCs. This would also introduce a hazard also since youd have to make a return voyage in a sloop carrying 5500. Obviously a teammate could escourt you or carry the cargo to make it safer, but theres still a ship on sea w significant plunder... You get the idea. *devils advocate hat off* I still think a 100fold price increase is a terrible idea, but, perhaps I'm wrong. In the announcement i made 3 threads basically stating why. However, setting that aside for now, anyone like this idea? Constructive tweaks or tangents? TTYL
  7. Me and my company mates have been talking about making maps a bit more interesting. How about small or large quest lines with the maps. Like go to an island. Dig here for a clue the sends you off to another part of the island or a different island in the same region for another clue. All along getting XP and gold then finally at the end getting a big chunk of XP and gold and your loot. The higher the map quality the longer the quest line and better loot/XP. I know it sounds a bit stolen from another pirate game but it would at least make mapping a bit more interesting. Common maps could stay the same but fine and higher get the quest lines.
  8. Start communicating. Mind-blowing, I know. Sweet Jesus, the idea is so good I may patent it or something. Using Community Managers as a two-way mirror only shows disdain to players still lingering here. The game is worse than it was before the new team. All the excuses in the world won't change that fact. Treat players like shit and they will, in turn, treat the game as such.
  9. Taming Selling animal Idea!A Cage that you can put animals in that you can set a Gold price on it and pet inside, cage is locked until person pays the amount, then cage unlocks and animal can be claimed. Gold transfers to the seller or says in cage for buyer to take out.Done deal.
  10. Hi everyone, because there are and always will be players who prefer to play solo or in small tribe, here is an idea that could be simple to implement and would rebalance the pvp. Why not limit alliances to the total number of players in the alliance. Let's say 50 players. A big guild of 50 would not be able to make an alliance. A guild of 10 to join with 4 other guilds of 10 players. 50 solo players could ally themselves... Obviously it would require some serious management of the number of players per guild, but it could balance the pvp. Don't hesitate to put a like if you like the idea so that the devs look at the post ;) Good game
  11. Hi devs, so an idea I had was: it would be great if there was NPC trade ships sailing around, with civilian NPC's on. These ships the player can attack and board and get booty from. Like in a real world pirate scenario. At the moment the only actual "pirating" happening is between players via pvp. Which is technically pirates pirating other pirates lol (what isn't really what someone has in mind thinking "ooh a pirate game"). You already have Ghost ships sailing around, which is kinda cool, but not really what pirates want. Maybe keep the ghost ships in Golden grids, and just skin the others to normal ships. Throw some NPC's on there and make them board-able, and don't put cannons on! These will just be "trading ships" (in concept) fat with booty, for players to actually pirate! Then maybe skin some Ghost ships with soldier NPC's and cannons to hunt us pirates haha! I think that will go a long way to making this game more enjoyable, and giving people something else to do than just pvp grieving each other, which will lower complaints about that, and making it more attractive for new people to start.
  12. Take the game ESO (Elder Scrolls Online) for example......implement those ideas to this game! Take out the pve servers....use only 2 servers NA and EU. Make a pve side and pvp side just like ESO did. Make incentives to companies (or factions) to take their ships to pvp side. If your company controls some of the areas ...then your company can have like say x2 xp, or x2 taming, or x2 breeding etc!. This would make this game even more enjoyable! People would flock to this game. Atlas would become a new world in itself. Now you cannot do some ideas due to copy right laws...but there are ways that Grapeshot can make this game the top game to play for years! ESO is still played by thousands of players to this day! And its been out for what 6 yrs now? So far this game has been in early release now for FAR too long! Its time the Devs start making a direction to head for and stick to it! Don't be like Ark!! Ark has really been no success at all except in its early days! And no matter what expansions that come out for it.....its just not enough to keep the player base! Ark is a failure! Lets not have Atlas follow suit!! Learn from Ark! Take notice of the other games out there that are thriving!! Lets get this game to the next level guys! Just do it!
  13. 4 hour declaim timer on Boats and Tames in the Freeport. Timer cannot be refreshed by being in the area - must leave the zone to reset. 4 hours is plenty of farming time for any beginner group. Won't be able to leave stuff there without the risk of someone claiming it out from under you. No more storage locations with no risk. Requires a lot more upkeep to keep your "safe" storage spaces.
  14. I have another idea that could potentially solve a couple issues. First I know server costs are a thing and without recurring revenue we as a player base could end up losing our game due to it just not being financially viable to continue. Second we already know there are issues PVP and PVE players complain about - namely offline raiding and such. Lots of ideas have been tossed around and here is one more: You already have a segregated server model so it seems it would be technically manageable to implement something like this: Let us buy a private server grid that we can attach to the existing official server grid. Make the island on it a generic, small, possibly with slow respawn generic resources and only accessible by people in our company. We can designate one spot on the map that it attaches to (you could make them have to attach to Freeport zones for example). You would need a way to manage how you would "zone" to your private server but there are probably several different ways to do that. You could make different size servers that can handle different numbers of simultaneous players for different prices ($9.99 for 2 player, 14.99 for 5 player, 24.99 for 25 players, etc.) People would still claim. People would still leave ships on claimed islands. New players have a more manageable "haven" if they want to pay for it. You make recurring revenue. Tames can be stored there rather than at Freeport. No fast decay of ships anchored. No offline raiding of your main bank of BPs. PVE server has an alternative to claiming (which I hear is almost impossible anyway). I would hate to see the game go so I just wanted to share another idea. Take care!
  15. This an idea I just randomly came up with I would love if this was in the main game but a mod I guess would suffice even though I couldn't play if it was a mod since I play xbox. I don't know how to code and I don't have the funds to get a computer (I am typing this from a phone). I have this idea for a new way to sell animals essentially you make a pen (based on level of taming required) you put any animal into (physically into by riding it or throwing in) it and it will ask what price you want to sell it for (it will pop up like when you tame it and you then have to name) then all people have to do is manage upkeep (feeding it) and all a buyer has to do is go up to the animal in the pen hold down y and buy it if they have enough gold in their inventory and then the gold get deposited into a chest that's attached to the pen that only the owner/s can access. And people should be able to close any shops. But the animals are invincible to other players and their tames and crew but can be killed by starvation and wild animals. So keep them protected and fed. I don't play PvP so I don't know how it would work for PvP players. I do think this can be added to the base game and I think you should check it out.
  16. I've been playing (and loving) Atlas for a few days now. I've sunk a lot of hours into Ark before that, with it being one of my favourite games. So while Atlas is a slightly different beast, I am familiar with the aspects that both share. With that said, I have been playing Atlas, and thinking about things that could be improved. So I'm going to make a few feedback/suggestion posts about each aspect/issue/idea. So, structure build limits on ships... The way I see it, ships shouldn't have one. Structures have their own weights, and a ship has a weight limit. So it seems to me that the limit on the number of structures shuld be solely tied to how much weight that ship can support. I do understand however that the number of structures impacts performance, and that is the only reason preventing ships having no structure limit. Unless the game reaches a stage performance-wise where that isn't an issue. But I doubt that wil happen fully. The best you can probably achieve is having a higher "structure/performance ratio." My suggestin for the short term, is to have cannons that are placed at gun ports not included in the structure limit. In essence, making the cannon and gun port count as a single structure. Or better yet, having all core ship parts (planks, decks) not count to the structure limit, as well as cannons attached to gun ports. Any cannons placed on the deck of the ship would add towards the number of strutures however. I say this because I finally built a Galleon the other day, and enjoyed designing/building the look/function of it. However... I have now reached the structure limit, and this is before I have added a single cannon... So I think having cannons attached to gun ports, and core ship parts not count towards the structure limit (while still adding to the weight) would be a good compromise.
  17. Some of you are going to do it anyway, no matter what I write, but here goes. If your only suggestion for making sailing less dull is to speed ships up, that has already been suggested eleventy bajillion times. I'm reasonably sure the devs are aware of it as an option. They're also aware of the downsides of this approach with regards to realism and rendering. Please do not post that your idea is to speed ships up. Some of you will regardless, because taking the time to read whole paragraphs is too demanding on your attention span. For the rest of you, I think it's fair to say that it's becoming increasingly obvious that a significant dilemma with Atlas's development is that sailing is a core game activity, but so far is not interesting enough for the average player. I know that some folks are perfectly fine with sailing as it is. I'm more or less fine with it myself, but many folks have posted and expressed their boredom with sailing in Atlas. If the game is going to succeed, this part of it will need work. So this thread exists to provide a place where we can throw in our suggestions for how to make it better, more engaging. Anything that makes the journey less dull is fair game. Here are my ideas: 1. Have card games or other games of chance that company members can play together from action stations at the helm, cannons or manning sails, just stuff to pass the time. 2. Further develop the music and dance tree with an eye towards buffs that are meaningful when sailing, not just fighting. Maybe an anti rain dance to reduce the chances of storms, or weaken the storms that do spring up. A song that increases the chances of seeing things like mermaids, whales, or giant turtles. 3. Make the dolphin buff something that is more likely to be useful while sailing. I know of no one that hops into their galleon and sets out for the horizon thinking "Well, now's the time to craft, let's hope a dolphin shows up and buffs my intelligence while I'm doing it." 4. Consider a jetstream mechanic that creates channels of ideal wind through which to traverse each zone or even across multiple zones. These would obviously change over time and could create an interesting risk reward scenario in pvp. Perhaps the sextant or the right song or dance would give the ability to see where the jetstream lies up to a certain range. Just brainstorming here. 5. Make flotsam more rewarding by having a small random percentage of flotsam containers recovered have significantly bigger rewards. As it stands I think most players tend to ignore flotsam as largely not worth it. Hence one thing that could help pass the time largely gets ignored. If anyone has already suggested these things at some point prior, my apologies. It is not my intention to steal credit for anyone's idea, merely to get a conversation going that might be useful.
  18. So I was brainstorming an idea and will throw this out, making a couple assumptions based on things I've heard. One, that there may be floating islands in the future, and two that aging was an idea to allow you to have kids or something like that. Also I know this would work much better in a RPG game, but give it a thought and see what you think. Also this idea would require a major rework, or server wipe here and there maybe. So the idea of aging doesn't seem to fit, so, instead of a fountain of youth just resetting and boosting stats, have it actually start a new story line. How you ask: Start of game is like now, in freeport, sail out and start your adventure.... First time you do a FOY challenge, it gives a boost to stats, is done around 45 with aging slowed by 1/3, and is a much simpler system than the cave is now. Maybe a treasure map to a hidden cave that only spawns with that map? Second time you do a FOY challenge, around age 70 you get a second stat boost, and the challenge is a bit tougher. Third time you do the FOY challenge, around 95-100, you are respawned with age reset, allowing the following 1, you are now a child(15-20), your parent left you the following, go figure, a treasure map, with a location to your inheritance(base in ruins due to time), and a ship to get there. 2, First time through the 3 FOY challenge now unlocks access to the underwater world, giving access to subs, underwater bases, etc Repeat 3 step FOY 2nd set of 3 FOY, you get reset again, and now have access to the floating islands, and air ships. This would be a total of 9 runs through the FOY system, but would give a 'new' character and 'new' part to the game each time. Now for the really psycho twist. In order to make this feasible, certain islands would have to be off limits, and set aside as 'inheritance' bases. The twist, they are partial destroyed from another company that all did the FOY. So yes, you would move to a new part of the map at random after the third FOY run, and would loose the base your group built. it would go to another group, and you would get someone else's base/island. One issue I see is how this would work for a whole company. Done by the owner and rest of Company next respawn starts at FOY to run it, not sure. Sorry for the long idea and I know it might be crazy, but maybe it will give an idea to someone else that might work.
  19. so my idea for small company players is a small land claim flag in the radius of the tek forcefield but not actually a forcefield and anything inside the radius cannot be damaged but the small company will have to pay gold for protection the max amount of small company is 10 player so for example if I make a company by my self I will have a option to place down a small flag but the trade off is you and your company cant kill anyone and no one can kill you and if you are sharing a island with a big company you will be affected by tax and if you have NPC swivels it will not shoot at players the option to target only pathfinders will not show up same as tames but if the island gets war tokened the flag will not help you and if you sail off the island you will be fair game here is my idea for small companys if you have a question about it feel free to ask. therefore you can increase company cap and the small company will be safe
  20. So who has the highest level? who already has galleons? who has a big base with strong defenses? and so forth?
  21. i really love this game as im sure most do as we keep playing. i was thinking about how this games future could be enhanced to make it better and bring more players cause lets all admit half the fun is the social aspect. So i came up with some ideas that MAY work and may NOT. I'd first start off by combining all realms into 1. PVE and PVP EU and NA. 1 massive MMO. Then id partition the grid into two worlds 12x5/ 12x15. the "west" 12x15 would be a spawn selection for any NA player that chooses to live there or even EU if they choose. and the "east" 12x15 would be the EU spawn port and na should they choose. Each side would be controlled in their perspective regions in real life to reduce lag or however its maintained now. Each grid would also hold 80 percent of all the resources found in the game where the other 20 percent would require you to travel to either Eu or NA sectors to find. Id remove ALL freeport zones and add 1 freeport island that is unbuildable upon and add islands to the rest of the grid to act as PVE zones with some of the old freeports being lawless and others being settler zoned. I would increase the numbers of these grids as well to reflect a better PVE game mode and ensure that a player is able to journey from 1 pve zone to another if not directly then swiftly upon entering a pvp zone if entered a corner. Id then remove all current lawless zones and turn them into PVPVE where the new added AI pirates would reside and sail and live. where both PVP players AND pve players can beat up on the AI ONLY. Lastly id the remove all Current settler lands and switch them to PVP only zones both lawless and settler. Again spacing them out and adding enough that so a person could travel from a pvp zone to another withought having to go into PVE unless by a corner and can swiftly turn to a pvp zone. so now that the zones are defined id work the system as such. Any player can freely roam to any grid he or she chooses and their own discretion. However all PVP actions have cooldown timers connected to both the ships. player and company. meaning if your mainly a pve player but you decide one day to test your hand in pvp and you engage in pvp you would have a cooldown timer before you could re enter any pve zone. weather that be 12 hours. a day. 2 days even 4 days. This would give the opposing side a chance to attack back and keep players from attacking and running back to pve. This timer would effect all players in the realm that engage in PVP. so everyone equally gets this penalty for entering PVE after engaging in PVP battle. the ramining 15 grids unassigned would be powerstone islands and kraken spawn spread out randomly in the realm where all current laws and remain. the kraken however would be in a PVE zoned only since having that in a pvp zone is obvious a major recipe for trolling. this is the base of it id love player feedback feel free tag me up maybe together we can add to it or edit it and grapeshot would listen
  22. Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  23. Ever been sailing along, minding your own business, when all the sudden you're hit by fog or zone and you're faced with multiple SoD galleons, brigs, and schooners? Ever been blown to pieces by such an encounter, because there was no way to avoid it or react in time? Well, I have, and it sucks. Even before this happened I knew this whole SoD fleet thing was a bad idea. Individual SoDs were annoying as it was, but fleets have kicked that up way beyond annoying to the point where I got so pissed I had to log off for a while. Seriously, what was my unarmed schooner supposed to do in this scenario? Even if it was armed, it was still extremely out gunned and out numbered. About the only saving grace in this whole debacle is that schooners are easy to rebuild on 2x weekends, but it's still frustrating for a casual player like me that only plays maybe a few hours a week.
  24. Here's a couple ideas. Limit alliances to 5 companies... Company MAX size 15-20 QOL balances based on these things. I feel like this could bring alot of companies back. Sure Megas will exploit this to have a total of 75-100 people but thats a hell of a lot more manageable especially if you have the allies to play with. The game needs to feel pirate based, not faction based as it is right now. Almost all of the Chinese companies at this point have allied up while NA companies refuse to. And as such they are currently running a Muck on the servers. If this stuff isn't corrected the entire game will quit in the next two months. I'm 1600 hours in and remember the best days, which ironically where when the game was almost unplayable. But the difference was the population was there. Mega's quit the game because small companies left. There wasn't anything left to do. Who wants to go to war with another mega and sit in a 2fps power-point presentation. Small groups are what made this game, and the only chance for it to make a come back.
  25. I think we can all agree sailing for hours eats up a lot of time and tends not to be terribly entertaining. How about a mobile game for resource gathering from far flung areas. Financed with your islands gold, using ships you have available. You plan a trip with a mobile device yadda yadda. I have no clue as to the technical difficulties since I build houses for a living but I can see a lot of interesting inputs and outputs. It could be as complex or as simple as one would like. For simplicity see No Man's sky's fleet operations. Just a thought.
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