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  1. Because of all the misery these defs have caused just started playing on a rented server from nitrado and nitrado are almost as bad as the devs from atlas the map doesn't work so fast travel doesn't either i can't put bed and cannons or other self defense on the mountains why this is so stupit i thought for this it can't get any worse so it can and they listen to players really not that anything players want happened is just coincidence give back the game we had before you came players just wanted the bugs got fixet not this bs let me ffing put a bad and self defense on mountens you idiots...en fix with nitrado the map and fastravel problem but you did 1 thing right namely you did fix the singleplayer save game bravo idiots.... I think DiseasedLeopard did give up so i will help him, It would be nice if tickets were actually answered and not automatically marked as "solved".
  2. Because of all the misery these defs have caused just started playing on a rented server from nitrado and nitrado are almost as bad as the devs from atlas the map doesn't work so fast travel doesn't either i can't put bed and cannons or other self defense on the mountains why this is so stupit i thought for this it can't get any worse so it can and they listen to players really not that anything players want happened is just coincidence give back the game we had before you came players just wanted the bugs got fixet not this bs let me ffing put a bad and self defense on mountens you idiots...en fix with nitrado the map and fastravel problem but you did 1 thing right namely you did fix the singleplayer save game bravo idiots....
  3. ALL INFORMATION BELOW IS SPEAKING OF NPCS FROM A LEVEL 1.6 PIRATE CAMP AND A LOW QUALITY JOURNEYMAN MAP. TL;DR, The Lowest Level Stuff. Level 1.6 Pirate Camp As of 26/10/2020, npc pirates mounted on weapons are immune to all hand-weapon damage I can find. Pirate structures can't be damaged by anything inexpensive, and can't be damaged by anything in your hand (with the possible exception of grenades, which I haven't had the time to try). You can't even use picks or axes to break down walls. Frankly, this is bad enough in my opinion. You can be killed in seconds by basically any pirate, even when wearing good gear, if you're not confident with the combat in Ark sorry Atlas. However, the devs seemed to think that this was not bad enough, because it keeps going. Pirate camps are equidistant from each other on most islands, meaning that it's nearly impossible to settle anywhere that you will ever be safe if you go a hundred metres off to the left. Oh, and did I mention that level 1.x pirate bases can spawn pirates (just in my experience) up to level 78? (that's not the highest level I've seen btw, just the highest one I remember for certain) This all means that a troupe of people having just left a freeport, with no real possibility of having equipment blueprints or equipment past common level will land on a new island, be under constant threat, and be basically incapable of dealing with even the lowest level threat without essentially cheating. I did find one way that works. It's to go up in a mountain, with a rifle, a lot of ammunition, and, at ultra long range, start shooting the pirates. 5 shots per pirate is about reasonable, and they all run around when you shoot one, so you're going to be here for a long time. I assume that's the griefing you (devs) were worried about though. Oddly, that's the path we've been forced to go down. (I will address tames later) Journeyman Quality Soldiers of the Damned Likewise, as of 26/10/2020, Soldiers of the Damned do take damage from ranged weaponry, which is a far cry better than them being immune as they were some time ago. However, as of now, from a journeyman quality treasure map, they take so little damage and do so much damage that a man in plate armour is killed in a few hits, while we can shoot them dozens of times without any results whatsoever. In melee, because there are so many of them, that are not in any way tagged to the number of people in the area of the treasure map (at least so far as I can tell), and they are not significantly slower (if at all) than you are, a small group of people get overwhelmed, and die. Oh and if they don't swing at you for x amount of time they decide you must be griefing and they despawn, just in time to respawn when you try to get your equipment back from your body. Tames Okay. We got here. Yes!!!!! We can at any level defeat pirate camps, and soldiers of the damned. All we have to do, is use tames *happy noises*. And you know, I think that's totally fine. What isn't fine, is the fact that tames are not the only things in the game. In fact, there are many other forms of weaponry that have been implemented into the game, and, supposedly, these other forms are useful. One very important piece of game design that you (devs) seem to never have been taught is that nothing should be added into a game for the players to use that doesn't explicitly have a use. Essentially what I'm saying is this: I get you want people to use tames. Great! They will. Let us use the rest of the stuff you put into the game too. As of right now, it's incredibly difficult to use what you are given at the beginning of the game, to beat what you need to beat to get to the next stage of the game. And to the people who would say "well you said it yourself, it's possible, game design done"... I... just... go away. Possible is not the same as fun. If you give me a gun, I should be able to shoot things with it. If you don't want me to be able to, fine. Delete all the guns. They're clearly not meant to be part of the game. Why You (Devs) Did This I have read up on this as much as I can, so please correct me if I'm wrong about any of these things. In terms of Tames, I'm not going to say that this game is a copy paste of a game where tames were inherently more important, but... I'm also not going to lie. Pirate Bases were being effectively cheesed, and so were Soldiers of the Damned, and the way that both of these were being done was by staying at far away range with either a person or a ship (or sending in one person to kite) and then using time, or ships, to destroy all hints of resistance with no difficulty at all. Frankly, I understand why you thought that a fix needed to happen, and I agree. However, allow me to give a potential set of fixes. What Should Be done (give or take) I'm not trying to write your game for you. Please take these suggestions as genuine suggestions from someone who wants to love your game, but can't, and not as some stuck up prick trying to tell you what to do. Feel free to change numbers, dismiss ideas, etc., but please understand that these are suggestions that I have passed by many people, and that we all think would make the game better. 1. Here's the kicker. Outside of npc aggro or "chase" range or capabilities, you can't damage npcs. At all. I'm gonna try to clarify. NPCs in Atlas have a range where, if you shoot one of them, they will come after you, and at some point, after running far enough, they will return to base. It's possible I've misread this, and it's only based on time, in which case add it. Add a maximum radius around the npcs. Make it the same size as the range of the longest ranged npc, possibly excluding mounted weapons. So: If the longest ranged npc is an Archer of the Damned, then you can't hurt the Soldiers of the damned, unless the Archer can hit you. No matter what. They might not aggro until you get the first shot in, but once you do, they can hit you, if you can hit them. This is simplified even further because, done right, you can't just have 1 person kiting with no consequences to anyone else. If you can hurt the soldier, the soldier can at least try to come over to you and hit you. Make this obvious by having the reticle simply not register them as an enemy until you're in range. What does this fix? If worried about people hitting things from a ship, totally fair. Can the npc chase/shoot far enough to get onto a ship? If not, then people on a ship can't hurt npcs. Worried about people hiding in a mountain to shoot the pirate camp? Totally fair. Can the npc shoot high enough to hit the mountain? If not... see where I'm going? Perhaps artillery range has to be equalised, meaning that artillery can damage the base as long as the base can damage it (at least conceivably), and the range should probably stay the same even if all ranged units are picked off, but this should be a relatively simple fix that makes griefing and cheesing impossible, as well as making it very possible to play however you want. 2. Everything needs to be damaged by everything (Without violating the first rule). An enemy with armour can have resistance to arrows and bullets, but it should never be more than 50%. Frankly, 50% is, in this game, barely reasonable for a bow, and completely unreasonable for a gun. 3. Low level Pirate Bases have Low Level Pirates. Make a reasonable progression. If you want one boss pirate, then maybe make that one pirate level... I don't know, 10 levels above average? Every other pirate should be an equivalent level to the average level of random animals wandering around (10 or so), and then scaled for level of the pirate base. This would mean a level 1.6 pirate base would have most pirates of level 16 (Base level 10 * 1.6), a few above, and a few below. And not above as in level 78, above as in level 18, below as in level 14. The highest level pirate bases may need a buff after this, and that's okay. Maybe instead of it being a flat 10 * Level + ((level/10)*10). This would mean that a level 1.0 base would have level 10 pirates, a level 2 would have level 40 pirates, level 3 would have 60 etc. etc. I really don't care all that much how the scaling is done, I just care that it is done, and that the low level bases actually have consistently low levelled pirates. 4. Mounted Pirates have damage reduction from ranged weapons. Maybe 50%, maybe even more. Frankly, npcs on mounted weapons are the only reason I can ever see a damage reduction above 50%, so go wild. 80% damage reduction if you think there's any reason for it. I feel that fix #1 would fix most griefing with mounted weapons anyways though. 5. Npc Structures (namely pirate camps) should have high, high damage resistance, and maybe even immunity, to weapons like the bow, sword, and guns. They should have damage resistance (only resistance) to tools, and explosives. 6. Normalize Soldier of the Damned Spawn Numbers and Levels. Again, some kind of arithmetic with the levelling of SotD would be great. However, the biggest issue that is the easiest to fix is the number that spawn. Right now, as far as I can tell, it's a fixed number, or at least it's quite high. So, make it 1+ party number on common maps, 2+ on journeyman, etc. etc, along with the basic levelling that is being done. Make this number tagged to the same damage radius as in #1, meaning that if 1 player character is inside the radius of a common map, we get 2 soldiers. If another player gets into this radius, which they have to do in order to hurt the soldier, another soldier spawns, and does not despawn until all players exit the radius. And, because of how Soldiers of the Damned work right now, when all players exit the radius, all soldiers retreat into the ground. Obviously, there would need to be a counter to avoid having 1 player in the radius, 2 soldiers, 1 killed, another player joins, and two pop up, as that would be unfair (at least unless there was some kind of timer), and the number should perhaps not reset right away, but I'm sure that can be figured out by people smarter than me. 7. Soldiers of the Damned should not be able to respawn, or regain health if there is active combat going on. Just... this is violently frustrating when you've whittled down the numbers through skill and then suddenly, poof, everyone has full health and the four you killed are right back up shooting you in the back. Afterword I may edit this if I remember other things that should be added, or to clarify things that are unclear. However, this is a genuine plea from a casual player who wants to introduce people to your game, and wants to play your game, but simply doesn't feel comfortable doing so because of how badly balanced it is. I understand that these changes would be a major change to the balance. However, lets face it. The high level players looking for a challenge are not going to journeyman treasure maps, or level 1.6 pirate bases. They're going to the Hydra, the Kraken. They're going to level 10 pirate bases (assuming those exist and I haven't blanked). The higher level balance of this game might be amazing. It really might! The issue is I don't know, because I've never been able to muster the caring, or capability, to get to those higher levels. Frankly, I'd love feedback. If you, Devs, feel that some of these requests are unreasonable, please tell me why. Maybe I can offer another option. If you, other players, feel that you have something to add, please do. All I'm asking for is a some changes that would allow people just getting into the game, to get into the game. Without these changes, taking down one pirate camp, on the lowest level island we could find, with our basic equipment, would take (at rough calculation) over 6 minutes. And not 6 minutes of adventure, or fun fights, 6 minutes of potshotting from a mountain side, and waiting 10 seconds in between for the pirates to calm down so we can shoot them again (that's ignoring the mounted pirates). And without these changes, a party of three people, at level 25-30, are literally incapable of taking down a journeyman treasure map without use of the only mechanic that you've allowed to work on it (tames). This does not make for a welcoming environment for new players! It's viscerally frustrating. What makes it worse is that Atlas has so much potential. It's the Pirate game I've always wanted, and never got. But right now, it's still not here. I have gotten three people (and counting) into playing this game. And so far, we've stuck with it, because we like playing together. So if we need to randomly tame 10 boars in order to get our first treasure map, even though none of us wants to have boars, or wants to go into the taming tree, we do so, and make it fun because we're friends. We like playing the game, because we like playing games together. I guess what I'm saying is, I'd love to be able to play your game, not because I like who I'm playing it with, but because I like playing the game.
  4. Hi All, Well it's been a week and I thought I'd give a bit of feedback on the new season. To note: I realize this is just my perspective. Where I sit. I'm on the pve Server. I don't like the stress of pvp (usually no mater what the game) and prefer pve content. In Atlas that translates to Map running and exploration. I have about 750 odd hours in the game, with 35hrs in Season 4. The new Map. I like the size and shape of the new map. There feels like enough islands, though upkeep is so cheep i think there's going to be lots of 'dead' islands (owners who don't log in anymore) in a few weeks. What i don't like is the new biome layout. It just feel unnatural to go from a tropical to a tundra. I liked the old natural progression. The unreliable resource information ('h' key) is also a frustration, but could be fixed in a patch. I'll also note, the move to a single pve server was a good idea. The world feels populated with 10's of people on some grids. On Exploration. One of the reasons I'm writing this was an epiphany last night. I was sailing past an island, on my way to map. In the past I would have stopped to look for exploration points, check out the local shops eg. drive content. Last night I had no reason to visit it. A dimension of my game play has been removed, namely exploration points. In the same vein, the company was doing a higher map on an island were we previously lived. Some of the old guard showed off a cool area that used to be an exploration point. Then we remembered that they were removed. So we left the island. What could have happened was everyone spending an hour or so going to the other exploration points and really exploring the world. In the end.... There are two options for mental health, play the game that is or don't play. I think for this season I'm choosing the second option. We'll see what Season 5 brings.
  5. 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!
  6. I think the ships are awesome, but I would like to see the bigger sister of the Brig and smaller sister of the Galleon namely the Frigate, it would be nice to be able to have one.
  7. I have been playing Atlas for a while now, and using the xbox controller, as i used to do in Ark, i could never go back to keyboard and mouse totally. The issues i have noticed are that some controls do not seem to work with the controller active. Namely, The H key on keyboard does not show hud info or resources, works fine with game-pad disconnected. The fire trigger with Lions, does not pick up other animals, mouse click does not work either, unless you disconnect gamepad. The mini-game for water, and reloading your weapon, does not stop the marker with trigger on xbox controller, even though the left and right trigger is supposed to be same as left\right mouse click. There are probably more that i haven't found yet, but these are the most annoying. So either some xbox pad controls are not functioning, and having the xbox pad connected actually stops some keyboard commands from working. Please fix asap devs.
  8. Ahoy crafters and pirates and everything in-between! We are happy to announce we have booted up our auctions again for season three! We have something exceptionally special for pirates and crafters! Namely **TWO** unleveled level 80 crows! We have been working very hard taming crows for weeks, doing some stat trades and breeding them on the clock, and ended up with some very lucky stat combines to get a few level 80's! Along with a nice unleveled level 63 steed to be your trusty companion! As a last note, we have also raised our 3x Gold Credit giveaways from 2,500 to 3,000 Gold this week. And as usual we have many nice animals in our discord to offer, both big and small and colorful, breedable and non breedable for many budgets. We hope you all have a nice weekend despite having no magic mythos enabled, but I think many of us are still looking forward for some relaxing break time after the mad event we had last week huh? Here is our "Children of Aule" discord invite to participate in our auctions, giveaways, or just meet our little community https://discord.gg/ZZ4rMKU
  9. This was a problem that I encountered between March and May on PC, but went away eventually. The new wipe has resumed the problem, and everyone in my company appears to see the same thing, namely: Our custom keyboard remapping is reset at every login. For most of us this it is specific to unmapping the center mouse button (because most of us use that for voice comms).
  10. Are there plans to fix this map anytime soon? The island with the drake/hydra has invisible walls a couple places and an ocean that you take fall damage when try to swim. Seems to be missing a couple key cooking ingredients, namely wheat. Fish, where are the fish?
  11. Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun as well as what to expect in the coming weeks ahead! live stream First things first, at the end of the month we’ll be doing an ATLAS Developer Livestream! We’ll be announcing a date as we get closer to the time, so keep an eye out. The stream will be hosted on multiple platforms and we'll have much to share and discuss. Make sure you’re following our pages and tune in! twitch.tv/sailtheatlas mixer.com/playatlas https://www.youtube.com/playatlas https://steamcommunity.com/app/834910 We’ll also be collecting some questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, submit your questions to this thread! public test realm With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements If you want to join in on the fun, check out some new islands, and help us put these changes to the test you’ll need to switch to the PTR branch (8gb download) which we’ll go through below. Please note, you will not be able to use your existing single-player or non-dedicated server save files for this PTR. If you plan to play on the on PTR in either of those modes, you will have to delete your current ones via the in-game function. We recommend making a back up of the existing save folders here: SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\SavedAtlasLocal and SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\BlackwoodSavedAtlasLocal Also to note that the Blackwood map will not be available for this session of PTR testing. How to join the PTR: For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network: The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. pirate encampments We’re still working on the Encampments system, however, it needs a bit more time in the oven before it’s ready to be packaged and delivered to you. We’ll have further updates on this at a later time. For those not familiar with what the Pirate Encampments system is, you can read about it here: enforcement Our Enforcement protocol has been expanded to include temporary bans. This means that enforcement will now include three tiers of action rather than two: Temp bans, Permabans, and HWID bans. Whether your offence receives a temporary ban or not will be at the discretion of our Enforcement team. For the most part, temporary bans will likely be appropriate when enforcing against player misconduct, namely, chat related misconduct. Repeat offenders may receive longer bans, or in some cases, enforcement action will be escalated to permanent bans. Moving forward, in regards to some players feeling that what they said in-game was not deserving of a permaban: We work with the overall community and within our own company guidelines to identify what disruptive behavior and misconduct are and what the consequences for those behaviors should be. If your disruptive behavior has resulted in a permaban, it was either deemed highly excessive and harmful or this is not the first time you have been informed that your actions were inappropriate and unwelcome on our network. Please bear in mind that bans, both temporary and permanent, are seldom revoked. If you feel your ban was issued in error or seek clarification on the nature of your ban, bans can be appealed here live game patches v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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. Ahoy Pathfinders! Our Public Test Realm is now live with our latest update, ready to be explored! This Captain’s Log will cut straight to it and provide details on how to join the fun as well as what to expect in the coming weeks ahead! live stream First things first, at the end of the month we’ll be doing an ATLAS Developer Livestream! We’ll be announcing a date as we get closer to the time, so keep an eye out. The stream will be hosted on multiple platforms and we'll have much to share and discuss. Make sure you’re following our pages and tune in! twitch.tv/sailtheatlas mixer.com/playatlas https://www.youtube.com/playatlas https://steamcommunity.com/app/834910 We’ll also be collecting some questions from the community which we’ll be answering live. If you’ve got something on your mind, whether it’s about future development plans, upcoming content, decisions regarding features, submit your questions to this thread! public test realm With this initial round of PTR changes, we’ll be exploring: - Alternative map layout (note: we've not yet determined whether this layout will make it to the current existing official servers) - In-game voice chat - Updated Waveworks (Ocean - including the waves, and performance changes for server and client) - Sail Cosmetic (Available at Freeport Vendors) - Hydra Revolver (Available at Freeport Vendors) - Miscellaneous client and server-side performance improvements If you want to join in on the fun, check out some new islands, and help us put these changes to the test you’ll need to switch to the PTR branch (8gb download) which we’ll go through below. Please note, you will not be able to use your existing single-player or non-dedicated server save files for this PTR. If you plan to play on the on PTR in either of those modes, you will have to delete your current ones via the in-game function. We recommend making a back up of the existing save folders here: SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\SavedAtlasLocal and SteamLibrary\steamapps\common\ATLAS\ShooterGame\Saved\BlackwoodSavedAtlasLocal Also to note that the Blackwood map will not be available for this session of PTR testing. How to join the PTR: For those who want to join in on the fun, follow the steps below to connect to our Official PTR Network: The ATLAS Public Test Realm is available to all players by opting into the Steam Beta branch. You can join the PTR by following these steps: 1) Right click on the ATLAS game in your steam library and select "properties" 2) Select the "Beta" tab on the popup as indicated below: 3) Locate publictestrealm in the drop down menu and select that. 4) Select close then launch ATLAS. You may need to restart your Steam Clients to make sure you see the publictestrealm branch as a beta option. We will be reopening our PTR Bug reporting channels on the Discord and here on the Forums to coincide with the launch of the PTR. Instructions on opting into the PTR Bug Report channel on the ATLAS Discord can be found in #discord_news. pirate encampments We’re still working on the Encampments system, however, it needs a bit more time in the oven before it’s ready to be packaged and delivered to you. We’ll have further updates on this at a later time. For those not familiar with what the Pirate Encampments system is, you can read about it here: enforcement Our Enforcement protocol has been expanded to include temporary bans. This means that enforcement will now include three tiers of action rather than two: Temp bans, Permabans, and HWID bans. Whether your offence receives a temporary ban or not will be at the discretion of our Enforcement team. For the most part, temporary bans will likely be appropriate when enforcing against player misconduct, namely, chat related misconduct. Repeat offenders may receive longer bans, or in some cases, enforcement action will be escalated to permanent bans. Moving forward, in regards to some players feeling that what they said in-game was not deserving of a permaban: We work with the overall community and within our own company guidelines to identify what disruptive behavior and misconduct are and what the consequences for those behaviors should be. If your disruptive behavior has resulted in a permaban, it was either deemed highly excessive and harmful or this is not the first time you have been informed that your actions were inappropriate and unwelcome on our network. Please bear in mind that bans, both temporary and permanent, are seldom revoked. If you feel your ban was issued in error or seek clarification on the nature of your ban, bans can be appealed here live game patches v218.24 - Fixed a case where ships would enter a broken state where it visually appears to be unanchored, but you wouldn't have been able to move it. - Releasing a ship from a shipyard now has an activation timer - Fixed a bug which would cause players to throw items out of their inventory when rapidly pressing E to equip them - End of Magic Mythos event on Official Servers - Critical Save Changes to Non-ATLAS Dedi/Blackwood which fixes the following, but may require a save wipe: Players were randomly removed from their company Companies being deleted Being unable to spawn on beds Beds not appearing on the map Ships not appearing on the map Additional info on Blackwood/Non-ATLAS Dedi changes: v218.21 - Prevented the hotbar from outlining red with broken items when at the ship wheel - Fixed a bug which prevented melee attack with weapons whilst carried by Lion - Fixed a bug which caused players to lose most control of their characters after dying to exhaustion when shoveling (was previously solved by relogging) - Fixed a bug where buoys would not provide light and be desynced on the ocean at high waves - Fixed a bug which would not allow players to change the name of the ship if they hadn't previously given it a name (this only occurred when pressing accept without naming it, rather than cancel) - Fixed a bug where the reload mini game would not take effect when mounted on creatures - Multiple Misc Blackwood Level related fixes (floating foliage, ocean water transitions, holes). v218.21 - Fixed a crash which would occur when attempting to open a Dinghy's inventory - Fixed Advanced Able Mapmaker being unlocked by the wrong skill - Fixed Ship Max Level being erroneously counted by the Shipyard's current health rather than the total health. - Fixed dedicated servers not using passwords on Blackwood - Fixed a case when searching for Blackwood servers would cause only one to list at a time - Fixed a bug where corpses with inventories would not calculate their correct weight - Fixed a bug which wouldn't allow you to select the Home Server to change to on Unofficial Networks - You can now plant an assortment of seeds in Blackwood - Fixed multiple islands on Blackwood being marked as non-buildable - Fixed a bug where beds would sometimes not function on Blackwood - Fixed Shipwrecks spawning on the coast of islands in Blackwood - Fixed multiple foliage and terrain bugs with Blackwood - Moved the 'Exit to Main Menu' button to the bottom of the pause menu options v218.15 - Fixed a client-side crash (https://pastebin.com/U3QN7KyQ) - Blackwood content moved to optional DLC, for those who do not plan to play it and want to save the install size (10GB): https://store.steampowered.com/app/1129370/Blackwood__ATLAS_Expansion_Map/ - Added multiple treasure map locations per island for Single Player and Non-Dedicated Game Modes v218.14 - Client-side fix for Treasure Map crash v218.13 - Blackwood is available! An example command line for running a dedicated Blackwood server: start ShooterGameServer.exe Blackwood? -log -server -NoSeamlessServer exit - Character and inventory import/export for Single Player and Non-Dedicated Servers (optional for hosts) - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP, Harvest Rates and Gold! v211.32 - Further optimizations for structure replication in multiplayer networking v211.31 - Improved how servers replicate structures on ships leading to large performance gains, particularly in areas where there are many boats and many clients, such as docks and large fleet battles. - Magic Mythos has now ended on the Official Network v211.21 - Disabling the "Give Default Pathfinder Items" Option will now properly hide any cosmetic skins you've purchased or unlocked when you fast-travel/respawn (requires fast-travel/respawn to see the change if you toggle that option). - Fixed Kraken sweeping players off their ships when the ships are knocked back - Improved client performance when numerous players are nearby - Wheel Skins now work for singleplayer/host - Sunken Ship Treasure now shows you the Loot Quality at the water surface effect via floating text. - Added a new Quest: loot a 16 quality or higher sunken treasure to get the new Crab Wheel Skin - Added Shark Wheel Skin to the "Master Cartographer" Quest (get any more Discovery Zones to unlock it if you've already completed that quest) - Added Kraken Wheel Skin to the "Power of the Gods" Quest (Beat the Hard Kraken again to unlock it if you've already completed that quest) - Improved the weighting of Sunken Treasure by overall making higher quality treasure about 50% more likely to be generated, as well as boosting the max quality of sunken treasure by 15% - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates v211.15 - You can now password protected Non Dedicated Multiplayer Servers, some notes: If the session is password protected no direct joins will work unless the person has previously successfully inputted the password If they fail to enter the password, they'll have to restart the client before they can have another chance to join. You are unable to host a Private Match at the same time as a Password Protected Session at this time. - Fixed a case where players weren't able to respawn on beds in Non Dedicated Multiplayer after transition - Fixed a bug which would cause player arms to disappear after mounting the submarine v211.0 - Non Dedicated Mode is now available v210.2 - Settlement owners can no longer raze claims on PvE. - Settlement Owners can place down multiple banks on their island, so settlers can supply it to help upkeep with gold - Settlement Owners now have the option, on Claim Flags, to prevent anyone but Company Admins from removing items from a tax bank v210.13 - Magic Mythos 2x is enabled on the Official Network: 2x Taming, XP and Harvest Rates - Settlement Owners can now raze a settlement after first claiming it. This will destroy all structures on the island. The cost to raze will be 12k gold on PvP servers and 25k gold on PvE servers. Settlement Owners will need to wait 48 hours to be able to raze an island after claiming it. The raze option will then be available for a 24-hour window only. This option is only functional during peacetime on PvP networks. Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  13. Dear Sir, As a very famous and important forum personality I feel I should mention that my handwritten invitations to GrapeCard’s staff meetings to share my invaluable thoughts and ideas with you have all rather unfortunately gotten lost in the mail. No matter! Let us not dwell on the deficiencies of the postal service. Time is short my good man and there is much that needs doing. I am sure that you would have sought out my advice eventually anyway. I am doing you the kindness of preemptively providing it here, you may thank me later by ensuring my consulting invoice is paid promptly by accounting. Major issues that inhibit the fun and limit the enjoyability of players Atlas experience: 1. Sailing is THE core pirate activity and should remain a core gameplay mechanic. However the act of sailing itself most players find too tedious. Some existing bits of gameplay like sextant, flotsam, shipwrecks, sotd’s and storms exist to break up the monotony of sailing but each of these systems needs further development with an eye towards making trekking across the Atlas an adventure rather than dull. In pvp a major consideration in this regard is the vulnerability of ships when players are offline. As the game is presently constructed, for pvp players to sail further afield than they are able to return to a heavily guarded defensive harbor within the same play session is a foolhardy exercise. If a core concept of Atlas is to remain exploration, it must become more feasible for pvp players to sail far without the need to return to base in the same play session. In pve this is far less of an issue, however pve players often feel there is less to sail and explore for. Reducing the number of islands which are cookie cutter versions of each other would help, as well as increasing the incentives for exploration beyond a discovery point system that feels very grindy for little benefit beyond a certain threshold. Since the ingredients for cooking are one of the things players need to travel for, expanding cooking by giving most of the foods a useful buff, rather than just a few of them, would be one way to do this. 2. The defining act of piracy, raiding merchant shipping, is nonexistent in Atlas. In pve especially, this should be a major focus of adding content over tames and other peripheral add ons that do little to add to the pve players experience. It is inconceivable that Atlas holds itself out as pirate themed game yet 8 months into development there is not even the suggestion of actual piracy being added to game content. At present Atlas is pirate themed in name only, perhaps because there is no term for “people who plant gardens so they can tame animals so they can build shipyards so they can build ships with which to sail around for a bit and accomplish nothing meaningful before coming home to feed the animals.” 3.The game needs more things to do in groups in order to enhance the experience. Atlas is more or less completely failing to leverage one of the fundamental truths of the MMO genre, namely that it is the people you play with as much as the things you do that makes the experience fun and keeps players coming back. Not only is there no grouping mechanic, there is nothing to do as a group other than the kraken or the ice dungeon. Atlas needs more group content because in pve there is currently no particular reason you should join someone else’s company and in pvp the only reason is for mutual protection. A game dominated by mega clans where a few people in leadership positions make all the decisions and do all the fun stuff like captaining the ship while the majority of pvp players are either peon grinders doing what amounts to an online job for no pay or small groups huddling in the shadows trying to eke out an existence where they don’t get wiped regularly by far larger groups does not sound like a game that screams fun to most players. This is currently what passes in large part for the social aspects of gaming in Atlas. 4. For a game that started its Early Access journey claiming it wanted to pattern itself on Eve, economy is nonexistent in Atlas. The few things that have been tried in the past like player shops, demonstrated a woeful understanding of matters economic by whoever was making the decisions before. I personally feel this is a major area where Atlas could be expanded in a direction players have vocally and repeatedly requested. By and large players did not come here to build farms and forts, tame elephants and bears, but to be pirates on the open seas. If the game’s economy were structured in such a way that there was both need and incentive for players to band together to move large quantities of resources back and forth over distance, then in pvp the defending and attacking of each other’s shipping moves the focus off land and onto the water, where everyone wants it to be. In pve this would help foster trade networks. There is a lot to consider in revamping Atlas towards the goal of making it the ultimate pirate adventure. As someone who has been here from day one, who has 15 years experience playing MMORPG’s, and who has read, discussed and digested a lot of the feedback offered here on the boards, I offer these thoughts to you as you chart a new course for Atlas. Fair winds and Godspeed.
  14. You know something, I started to post a response to what you said based on something I've said in the past about MMO's being the least feasible business model with which to execute a cash grab, but in doing a little research to grab figures to support what I wanted to say, I came across some info that made me change my mind in Atlas's case. Namely that while the development costs of an MMO are substantial, the marketing and advertising costs take up the lion's share of the overall budget. Atlas noticeably did minimal advertising and promotion, something I actually support, but if you are trying to argue that a cash grab isn't feasible and GrapeCard eliminated a large portion of the cost by minimizing marketing costs, suddenly the possiblity is a lot more viable. I'm still skeptical of the notion that this is what they genuinely intended because I think if that's the case we'd probably already start to see development pullback at this point, and say what you want about the quality of the decisions being made at the top, it's hard to argue they aren't doing much development. So while I still tend to think the idea of Atlas as a cash grab is unlikely, I'm less convinced it's an unworkable notion that can be dismissed out of hand based on the business model. I'm inclined to think that what it may mean is that if console release goes poorly, it might be more feasible for them to cut their losses and walk away after that, having still come out at least somewhat ahead. Without access to the actual numbers, who knows for sure, but the big picture just changed noticeably from where I sit.
  15. ah yes, now I see more clearly what you were getting at. Ty and my apologies for not getting it the first time around. As a side note, this thread made me consider something about Jaws that I never considered before: namely that the most implasible part of the story might be that there were two different kinds of sharks both hunting in an area they had never been seen before, and which for one of them is not part of it's normal areas of habitation.
  16. So in all the recent furor about the nuke option for new landowners, the one thing everyone did seem to agree upon was that claims and land ownership are a thorny issue, perhaps the thorniest issue in Atlas's development to date. For all that I disagreed strenously with Martyn (and continue to do so) about conceptually with land ownership, property rights and settlers, he did say something that rang true and stayed with me the past day or two. Namely: Everyone likes to criticize and make demands but people are short on offering ideas and suggestions (this isn't a direct quote but I think it fairly represents what he was saying.) So I've given this problem a lot of thought and tried to come up with at least something in the way of an idea or suggestion. I'm going to throw it out there. Kick it, prod it, poke holes in it and tear it apart if you can, I will take no offense to any fair minded criticism of this because I'm only trying to help find a workable solution. I propose that members of the owning company on an island should have the ability to look at any structure on that island, radial menu it, and have two options for it: Report as spam and Report all structures of this company as spam. Any reported structures would then be handled by a GM to evaluate whether the structure legitimately was spam or not. One thing that would greatly increase the efficiency of this process would be if the system allowed for screenshots to be submitted with the report, to speed evaluation, but I'm not sure how practical this part might be. This procedure would allow land owners to automatically allow any structures they were fine with as a non issue, for example pillar spam meant to protect resource nodes from building, while not granting them instant and total wipe capability which imo is far too much power and invites abuse. It would allow land owners to serve as filters for GM's so they didn't have to attempt to patrol and monitor the entire game world by themselves, a far too daunting task, while retaining ultimate decision making power of removal to the hands of neutral third parties. The hope is that such a system might be initially somewhat effort intensive as existing owners report many instances and GM's must delete a lot of spam, but over time as the playerbase learns that spam is actively monitored by a two tier system, and a human being is making a decision, not a piece of code, then useless bad spam would dwindle and fade leaving only structures that are legitimate settler bases or spam approved by the islands owners. A secondary benefit would be to reduce the responsibilities and workloads long term of both parties, as land owners would no longer have to patrol daily to meet a 24 hour window requirement, and GM's would get large scale assistance in focusing their efforts down to making a call on a report that one would hope the vast majority of the time is easy. Any reports that left the GM in doubt could be investigated further, but if you're looking at a picture of a pillar with a roof tile on top of it and the island owner doesn't want it there, it's a no brainer. There's my idea, now tell me why it won't work and what all the problems might be.
  17. Ahoy Pathfinders! In the last Captain’s Log, we revealed our plans to incorporate a Singleplayer game-mode; initially, we had hoped to release a beta-test by mid-July. Due to unforeseen circumstances… we’re ahead of schedule! The beta was released over the weekend, earlier than expected! (ikr) Singleplayer Mode Beta Singleplayer will be accessible via the in-game menu as of the latest major version. Unlike our previous betas, this is a game mode that doesn’t impact the multiplayer version, therefore, it was optimal to integrate it into the live game immediately. An added benefit of doing so is that you won’t need to maintain separate ATLAS folders or switch between the branches to access the Singleplayer beta and also play on the Official/Unofficial networks. The game mode is still in a highly iterative beta state. You will encounter issues but rest assured it is still fully playable. We’ll be actively collecting your reports and feedback as well as patching issues throughout the coming weeks. Now sink your scurvy sea dog teeth into Singleplayer and break all of the things so we can fix them Our commitment to multiplayer Singleplayer mode has been a highly requested feature and we’re excited to provide an alternate option for those who find multiplayer less suitable to their wants within the ATLAS. That said, the majority of the work involved in getting singleplayer’s maiden voyage away smoothly takes place during the initial phase of setting up the game mode. Once she’s at sea, it will grow in tandem with the multiplayer experience with little extra bandwidth necessary. Our team is fully dedicated to the multiplayer experience; it is and always will be our main priority. The team is constantly working on improving it, whether that’s through the introduction of new content, optimizing the game; covering both client-side and server-side performance, balance, QoL, and bug fixes. Plus, the work we’re doing with singleplayer will actually benefit the multiplayer game due to client-side optimization. Live Game Patches: Quality of Life Over the past few weeks, along with our regular live game patches targeting bugs and balance, we have had some focus on quality of life changes. As many players will have noticed, we’ve rolled out a few significant QoL updates recently. These have incorporated smaller changes such as increasing the slot capacity of storage items and allowing more varied resources to be stored in storage boxes along with more technical implementations, namely, allowing NPC crew to collect their gold payments and edible rations via the claim flag. It’s no secret that achieving certain goals in ATLAS can be a considerable grind - and part of that adds to the feeling of reward and accomplishment. What we don’t want is tedium. We’d rather your playtime be spent sailing the high seas, completing quests, fighting each other if you are of the PvP persuasion, working on your fleets and bases - things you enjoy. With this in mind, we’re committed to rolling out more of these types of QoL changes throughout ATLAS’ development cycle. This is a marathon rather than a sprint, some aspects will be quick and easy, whereas others will need more delicate and thought out solutions. We're confident we're up to speed on which aspects of the game you guys find particularly tedious. That said, please continue to let us know the type of QoL changes you’d like to see. Let’s work together to identify what’s important to you. We understand that this is a diverse community, each group holding a different perspective and all of your feedback is valuable to us and the game’s development. Speaking of which, we’ll be adding a new structure to the game, the Island-Wide Crew Resource Storehouse. That’s I.W.C.R.S for short. This structure will store berries and gold, as well as automatically feed and pay your crew from anywhere on the island. This will be limited to 1 per company per island, whether you’re the settler, an island owner or inhabit a lawless island. We’ll also be providing an option on claim flags to disable their island-wide feeding and paying options for crew. Updates that have gone live since our last Captain's Log Complete Patch Notes v208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus Meaningful communication and keeping an eye on the horizon Following this post, we plan to make a shift to our routine in regards to Captain’s Logs. We’ll be opting for quality over frequency and making sure they are meaningful and offer insight into what we’re working on. This means we may decide to change our regular schedule of Captain’s Logs in favor of bringing news and updates which matter. We assure you, we’ll still be present reading, interacting, digesting and responding to your communications across Discord, the Forums, and social media. Keep that precious feedback and bug reporting coming! There are big things in the works for the game and, unfortunately, they can’t be shared just yet. Rest assured that you can take things growing a little quieter as a sign of the calm before the exciting storm! Finally, we’d like to extend a sincere expression of our gratitude to all of our community for your support as we ask you to batten down the hatches and keep a keen eye on the horizon for the bigger adventures to come! Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  18. Ahoy Pathfinders! In the last Captain’s Log, we revealed our plans to incorporate a Singleplayer game-mode; initially, we had hoped to release a beta-test by mid-July. Due to unforeseen circumstances… we’re ahead of schedule! The beta was released over the weekend, earlier than expected! (ikr) Singleplayer Mode Beta Singleplayer will be accessible via the in-game menu as of the latest major version. Unlike our previous betas, this is a game mode that doesn’t impact the multiplayer version, therefore, it was optimal to integrate it into the live game immediately. An added benefit of doing so is that you won’t need to maintain separate ATLAS folders or switch between the branches to access the Singleplayer beta and also play on the Official/Unofficial networks. The game mode is still in a highly iterative beta state. You will encounter issues but rest assured it is still fully playable. We’ll be actively collecting your reports and feedback as well as patching issues throughout the coming weeks. Now sink your scurvy sea dog teeth into Singleplayer and break all of the things so we can fix them Our commitment to multiplayer Singleplayer mode has been a highly requested feature and we’re excited to provide an alternate option for those who find multiplayer less suitable to their wants within the ATLAS. That said, the majority of the work involved in getting singleplayer’s maiden voyage away smoothly takes place during the initial phase of setting up the game mode. Once she’s at sea, it will grow in tandem with the multiplayer experience with little extra bandwidth necessary. Our team is fully dedicated to the multiplayer experience; it is and always will be our main priority. The team is constantly working on improving it, whether that’s through the introduction of new content, optimizing the game; covering both client-side and server-side performance, balance, QoL, and bug fixes. Plus, the work we’re doing with singleplayer will actually benefit the multiplayer game due to client-side optimization. Live Game Patches: Quality of Life Over the past few weeks, along with our regular live game patches targeting bugs and balance, we have had some focus on quality of life changes. As many players will have noticed, we’ve rolled out a few significant QoL updates recently. These have incorporated smaller changes such as increasing the slot capacity of storage items and allowing more varied resources to be stored in storage boxes along with more technical implementations, namely, allowing NPC crew to collect their gold payments and edible rations via the claim flag. It’s no secret that achieving certain goals in ATLAS can be a considerable grind - and part of that adds to the feeling of reward and accomplishment. What we don’t want is tedium. We’d rather your playtime be spent sailing the high seas, completing quests, fighting each other if you are of the PvP persuasion, working on your fleets and bases - things you enjoy. With this in mind, we’re committed to rolling out more of these types of QoL changes throughout ATLAS’ development cycle. This is a marathon rather than a sprint, some aspects will be quick and easy, whereas others will need more delicate and thought out solutions. We're confident we're up to speed on which aspects of the game you guys find particularly tedious. That said, please continue to let us know the type of QoL changes you’d like to see. Let’s work together to identify what’s important to you. We understand that this is a diverse community, each group holding a different perspective and all of your feedback is valuable to us and the game’s development. Speaking of which, we’ll be adding a new structure to the game, the Island-Wide Crew Resource Storehouse. That’s I.W.C.R.S for short. This structure will store berries and gold, as well as automatically feed and pay your crew from anywhere on the island. This will be limited to 1 per company per island, whether you’re the settler, an island owner or inhabit a lawless island. We’ll also be providing an option on claim flags to disable their island-wide feeding and paying options for crew. Updates that have gone live since our last Captain's Log Complete Patch Notes v208.21 - Fixed a bug which would cause players to be stuck when unmounting creatures - Cleared up the pinwheel text on Claim Flags, so they now indicate what it'll be changed to. v208.2 - Fixed invalid discovery points value on server v208.11 - Fixed a client side crash v208.1 - Single Player Beta Mode Note: Whilst not a formal system, Singleplayer users can play on any world json they want, by just replacing these files: \ShooterGame\ServerGrid.json \ShooterGame\ServerGrid\ (the map images) When doing so, please back up your SavedAtlasLocal folder, and then delete your save data using the in-game save delete button. - Claim Flags now have a toggleable setting in Settlements mode which allows Settlement owners to choose whether to pay and feed the NPC Crew for allies or everyone settled on the island. This will be displayed in the top-right hand corner HUD. A single + means ally crew will take gold/food from claim flags. ++ means everyone will take gold/food from the claim flag. A lack of + means that only the settlement owner's crew will be able to take good/food from claim flags. - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! - Future proofing landscape optimization (large patch) Just some further information on the update size, the reason it is so large is because a technical change went in place to improve the logic surrounding landscapes (not related to single player). Something we plan to improve more on in the future. This optimization will basically allow us to reduce the current install size of the game by, hopefully, ~33%. The way it works in technical terms is that all the landscape variants of the same shape will use one map, with material variants, rather than each having a redundant copy of the large maps themselves. This means we won't have to have all those additional copies, thus reducing the effective size of landscapes (which together comprise over 50% of the game's install size) v207.999 - Crew gold payment and food can now be done via your Company's claim flag. Crew that are on an island or on a fully anchored ship within Settlement range are eligible. Berries are the only food that can be used in the claim flag (there is a greatly extended spoil timer on berries in a claim flag for further QoL). Crew will still seek out payment and food from nearby food larders and payment boxes and if there are none nearby or they are empty, they will take from the claim flag. - Increased SoTD XP: Schooner approx 20% increase Brig approx 50% increase Galleon approx 100% increase 207.998 - Fixed Ghostship not appearing/disappearing - Increased step height for Elephants and Rhinos to 110 to allow to climb half wall steps, and helps with other obstacles both would realistically be able to step over - Golden Age AoD now drop less gold, have a larger respawn radius around players/tames and a longer respawn interval - Fixed cases where players would be dismounted from the swivel gun when firing on a ship v207.997 - A claim flag can longer be placed on a fully anchored ship during peacetime. - Grog: Damage bonus changed from +6% to -3%, duration changed from 600s to 300s - Rum: Now instead of giving 15 waters, it removes 20 water - Target soft spots - Cooldown increased from 15s to 60s and torpor bonus reduced from 35% to 28% - Critical strike - Cooldown increased from 20s to 60s and damage bonus reduced from 2x to 1.65x - Target weakness - Duration increased from 10s to 24s - Reduced the following armor stat scales by 30%: Health Melee Damage Stamina Fortitude Intelligence v207.996 - AoD on GoldenAge now drop gold when killed. Scales with level. - AoD now have a non-weighted random spread up to level 120 on GoldenAge servers - AoD are now immune to anything except gun (non-puckle), melee damage and tame damage. - Fixed cannons shooting thru overhangs - Increased sword damage by 50% - Increased mace damage by 35% - Increased pike damage by 15% - Increased spear damage by 20% - Increased throwing knife damage by 20% - Increased gun effectiveness against creatures 12.5% - Reduced med kit self heal 20% - Reduced tiger and lion head hitbox bone damage multiplier to 1.5x - Increased minimum island points on PvE from 30 to 70 - Increased max island points on PvE from 150 to 250 - Increased max island points on PvP from 250 to 320 - Magic Mythos is now active for the weekend: 2x bonus rates for Harvesting, Taming, XP and Gold! 207.994 - Fixed multiple cases where players would become unbased (slide off ships) due to certain structures. v207.992 - Company Rank settings are no longer the default option on E for climbing ladders if you're an admin or owner of a company - Improved Ghostship appearance logic - Fixed a bug which allowed clients to complete a musical sheet without even having to play a track - Updated Equatorial tags and temps for Giraffe breeding, as it now spawns in the bog. - Hid and cleaned up text overlap issues with the Sextant/GPS when inside menus Meaningful communication and keeping an eye on the horizon Following this post, we plan to make a shift to our routine in regards to Captain’s Logs. We’ll be opting for quality over frequency and making sure they are meaningful and offer insight into what we’re working on. This means we may decide to change our regular schedule of Captain’s Logs in favor of bringing news and updates which matter. We assure you, we’ll still be present reading, interacting, digesting and responding to your communications across Discord, the Forums, and social media. Keep that precious feedback and bug reporting coming! There are big things in the works for the game and, unfortunately, they can’t be shared just yet. Rest assured that you can take things growing a little quieter as a sign of the calm before the exciting storm! Finally, we’d like to extend a sincere expression of our gratitude to all of our community for your support as we ask you to batten down the hatches and keep a keen eye on the horizon for the bigger adventures to come! Happy Sailing, Grapeshot Games 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 Navigate ye olde Subreddit: https://www.reddit.com/r/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
  19. Can't speak to the issue of it locating on the wrong drive, but Atlas seems to be having an issue known to cause frustration with Ark, namely that for some technical reason I'm not qualified to explain, the game needs you to space greater than the size of the entire game free, not just the update itself, in order to dl and install updates, which makes no sense, but I have seen it happen numerous times with Ark. As far as the wrong drive thing, my only guess is once it initially routed it to the wrong drive, it keeps wanting to send it back there until you find a way to direct it specifically to the other drive. Please enjoy the music while someone with greater technical proficiency hopefully sees this thread and offers more substantial help.
  20. Yep, Grapeshot claims to have created a "Survival" game but they have done nothing to actually simulate real-world survival threats or conditions as they would actually appear in the real world. Instead, what Grapeshot has done was to take an already and severely flawed foundation, namely 'ARK: Survival Evolved', and then re-skinned it, adding in a few new features and ultimately, those very same inherited flaws. Worse off, they expected us NOT to notice or mention them...You know, the typical "EA" clause and other legal crap... I have had many occasions where my character reported both being too hot and at the very same time freezing.
  21. I think this might have to do with something I've noticed with all floors and ceilings, namely that they have very limited snappoints, and when you snap things together in the wrong way, removing just one thing that *looks* like it's perfectly connected to everything else, can collapse huge swathes of your structure. References:
  22. Could be a smart move they really should avoid big games that just came out. Let people get bored of those first. I like the 50 player company change. Now I just need some improvements to combat.... namely a nerf to tames. I would like to see tames easier to tame but really easy to die as well.
  23. I appreciate the team wanting to make this better so I will just list some constructive feedback and hopefully can hear how the team is thinking about this. First as a small group of less than 5 very close friends playing this game, the proposed changes will rule out PVP server for us which is where we actually want to be. Why? We want to own some land, and with the proposed claim system we might have a shot at an island claim, but the clock will be ticking until we lose it and live off someone else's land. It's just not appealing to us to fuel someone else's war effort and not really own anything. In terms of PVE I have a lot of concerns that it feels like this patch only addresses the PVP side. You don't solve a couple of the MAJOR PVE problems, namely people blocking shorelines with either foundation or ship spam that cannot be removed. On top of that you create a potential problem of foundation spam and people land locking you and continually squeezing you out. I'd like to propose a couple of Ideas, they aren't silver bullets but maybe you all can pick them apart. 1. The repair structure, what if we make those radius based (about the size of a current claim) limit them to 1 per person per grid square and prevent anyone from building other than your company in that radius and make THEM have an upkeep. This prevents foundation spam, it would encourage people to put multiple repair structures but if the structure itself has an upkeep that if it isnt met then it opens the build area within it then this could curb that behavior. 2. This may be a crazy idea but what if anchored ships had no player collision, but you couldn't anchor while clipping another ship. This would prevent people from being able to block you in they still may be able to spam the coast with ships so that you couldnt come back there but that would be difficult to do at best. It's the best idea I could come up with, I dont know how you fix foundation spam blocking ships unless the repair structure radius I explained above can reach into the water but you cant build them OVER water, that might help?
  24. Okay so obviously the next 3 weeks are gonna be a bit of a slow news day here at the forums with everyone waiting for the new patch and many not bothering to play until after the wipe. So I figured this might be a decent time to discuss a topic relevant not just to Atlas, but to gaming in general. Namely, why do players invest themselves emotionally in a game's success or failure? It's a safe bet that most players on a game's forums aren't employees working on the game, or related to them by blood or marriage. I have yet to see a single post on any game's forums that amounts to "My Johnny works really hard on this game so you should all be nice and appreciate his hard work." -Johnny's Mom. These games are a product that we invest time and money into, and don't misunderstand me, I'm by no means suggesting that we shouldn't have opinions on them. Rather what I would like to discuss is the fact that many posters seem invested in a polar extreme view of the game they are playing that amounts to either "This game is the source of all that is good in my life. It cured my cancer, made my kids smarter, house trained my pets and got the chic weed out of my lawn. I am nominating the developers for a Nobel Prize, an Oscar, a Pulitzer and voting for them on American Idol." or "This game and it's developers are the spawn of Satan and should all die screaming. Playing this game is worse than a North Korean prison or a Yoko Ono solo album. It has destroyed my will to live, put stains in my living room carpet and will probably blot out the sun if we don't stop it." The problem with these approaches imo is they are pretty much never reflective of reality when translated into expressed opinions and create an environment that disallows for nuanced discussion of what is both good and bad about a game. Most importantly, they lock people into a state where their pride and ego are attached to the rightness of these extremes and proving them regardless of facts on the ground. I am curious to see what others make of this tendency, why it happens and thoughts on how to address it. Do you consider it a problem or just a mildly amusing quirk of human nature? Do you think I'm delusional and everyone is approaching things just fine thank you? Just thought it might be an interesting thing to discuss while we listen to the elevator music.
  25. *moved this to general as it duscusses both PVE and PVP will delete my pvp thread I appreciate the team wanting to make this better so I will just list some constructive feedback and hopefully can hear how the team is thinking about this. First as a small group of less than 5 very close friends playing this game, the proposed changes will rule out PVP server for us which is where we actually want to be. Why? We want to own some land, and with the proposed claim system we might have a shot at an island claim, but the clock will be ticking until we lose it and live off someone else's land. It's just not appealing to us to fuel someone else's war effort and not really own anything. In terms of PVE I have a lot of concerns that it feels like this patch only addresses the PVP side. You don't solve a couple of the MAJOR PVE problems, namely people blocking shorelines with either foundation or ship spam that cannot be removed. On top of that you create a potential problem of foundation spam and people land locking you and continually squeezing you out. I'd like to propose a couple of Ideas, they aren't silver bullets but maybe you all can pick them apart. 1. The repair structure, what if we make those radius based (about the size of a current claim) limit them to 1 per person per grid square and prevent anyone from building other than your company in that radius and make THEM have an upkeep. This prevents foundation spam, it would encourage people to put multiple repair structures but if the structure itself has an upkeep that if it isnt met then it opens the build area within it then this could curb that behavior. 2. This may be a crazy idea but what if anchored ships had no player collision, but you couldn't anchor while clipping another ship. This would prevent people from being able to block you in they still may be able to spam the coast with ships so that you couldnt come back there but that would be difficult to do at best. It's the best idea I could come up with, I dont know how you fix foundation spam blocking ships unless the repair structure radius I explained above can reach into the water but you cant build them OVER water, that might help?
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