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Found 33 results

  1. This might not be what the game needs the most right now, but I think there's not enough interesting feats to use with melee weapons. There are like 5 feats in the weaponry skill tree, 3 of them are just buffs to your attacks. So we end up with Circular Slice for swords, and Tremendous Force for Maces. Come on, we need something better than just spinning once with a sword or hitting the ground really hard with a mace! The Pike doesn't even have a usable feat. At least give us 1 more actual feat for each weapon. Maybe a lunge for the sword where you do a quick jump forward with a stab, inflicting bleed/stun. An impaling charge with the pike which you can change directions mid-charge, dealing big damage based in distance traveled, maybe even dragging players along like when they're grabbed by lions. (BTW why is the pike's main attack a horizontal slash? Make it a thrust with no forced movement and camera lock like in ARK! Maybe a bit slower for balance). The mace can have like an uppercut where the user jumps with the momentum of the upward swing, moving a little forward while knocking up/inflicting massive torpor to the target. Maybe more weapon types would be cool. A lot of icons in the two-handed skill tree represent a two-handed sword being used so I'd really like to see that implemented into a real weapon in-game. The blackjack and Throwing knives have special uses but maybe they should get some love too? I don't really know how tho. Those are my ideas. All of them have a bit of mobility to help with the rather static movements of most weapons. Hopefully I'm not suggesting something that's too hard to implement.. Sure, they're not historically accurate, but this game wasn't meant to represent historical pirates anyways. You know, with cyclops, magic, undeads and all of that. If you have anything you'd like to say, feel free to do so .
  2. Large cannons mounted on huge tower wich are making damage out of render distance. No sense to buy war toke because you can destroy everything anyway
  3. Blackjacks should be nerfed against tames. Why? Because now 2 naked guys can kill 100% imprinted bear with 2,5k hp and 250% damage with rider on it. How? You are hitting rider and he is unmounted from bear. Next step is to hit bear time after time because he can not do anything when someone hits him. When bear is bugged you can kill it even with pickaxes. You can do the same even with crab! Nice balance devs. At this moment there is no sense to breed or tame any animal because they are useless in pvp. Another problem is liquid flame. It should work only on ships. All land fights with animals are based on liquid flame. IT IS PATHETIC OP. Percentage damage is huge (around 33% per short hit). The range is huge. In addition, you can deal damage even in time of peace because the burning land also causes damage. You can kill everything only with swivel-horse with liquid flame. Balance means the possibility of using each weapon and the effect depends mainly on the skill. Currently, on land you need only blackjack if you are on foot or horse with swivel with liquid flame if you are using tames. Bears, crabs and everything else is without sense.
  4. Leapdave

    Animals harvest too much

    Animals are the best at moving quickly, fighting on land, carrying, tanking, *and* harvesting (by far) There are 17ish skill categories, you should not make any of them required in order to be successful I could travel the world collecting materials and mythos and super rare blueprints, then finally make legendary or mythic tools... then completely waste time by using those tools to harvest instead of animals Once you acquire an animal they take almost nothing to care for (which may be fine if there are other ways to be successful) Animals already carry so much more than people that the trade off would be fine if they don't harvest so quickly
  5. Efariam

    Golden Age Ruins SotD Spawns

    Good Morning, Hopefully this is the right place to post it, in de Bug report system i dont find the right section. After the Last Balance of the Golden Age Ruins with the Rebalance of the respawns,they are nearly no more SotDs there. They Take a redeciolus large amount of time to respawn and in the wohle grid are at the same time at max only 2 fleets with 6 Ships. We scanned yesterday with 6 Ships for Like 4 hours the Grid and checked our Expirence with other companys and the answers wehre all the same. I would be nice if you could rework the current situation. ATM the Golden Age is the easiest Grid, even in free Port you got more Damage from decay then in Golden Age from Enemys. @Dollie@Jatheish best regards Efariam
  6. Leapdave

    target lock sucks

    Remove target locking from the game!! If you try to use a melee weapon vs a player who is moving, your man basicallly stops in place to make a slow attack, locked on where they were to your client, while your enemy's server side character easily moves away from the spot you got stuck into attacking. Fists are slightly better but still would be a much better asset to the game without target locking I appreciate the effort it took to create target lock functionality, but it makes melee combat worse
  7. Leapdave

    npc crew sucks

    npc targeting is 100% as long as movement is either still or constant direction, but 0% if movement is circular? all you need to do is add a bit of random math to the targeting and (maybe some targeting delays or decrease accuracy based on target's speed) and npc's will act a little more like players, it would make them more fun and decrease their effectiveness vs players who aren't specifically paying attention to outsmarting the AI
  8. Leapdave

    sails suck

    Too many ships have the exact same sails. Having exactly one way to make a ship is not good gaming Large vs medium vs small sails are not balanced in the slightest. Every sloop needs 1 medium sail which costs less points than 2 smalls and is easier to control solo. Every schooner needs 1 large 1 small, every brig needs 3 large (even though it can have 1 large and 3 medium sails (worthless)) Control sails are inherent in skill tree, this basically tells everyone they aren't as good. Either all sails should be inherent or none should, so players can make interesting choices. Control sails should do better in bad wind angles than they do, compared to speed sails Weight sails should increase speed at higher weight (don't slow down as much at higher weight). They just add weight which doesn't make a lot of sense (but may be ok). You can add weight capacity with levels (overlapping jurisdiction of benefit, maybe ok, but it's the *exact* same benefit right now) Speed sails catch too much wind when it's at the complete wrong angle compared to control sails. Control sails are only faster at extreme wind angles (like the *very* back of the boat) and even then a speed sail boat can catch the control sail boat by using angles. If people want to sail into the wind they should have to either go slow or use control sails
  9. Leapdave

    ship combat sucks

    What: There are 2 things people use right now: cannons with cannon balls, large cannons with large cannonballs Why: all you need to do is break planks and ships sink, cannons do plenty of damage to sails suggestions: cannon balls should not do splash damage to structures, they are not grenade launchers... that's what a spike shot is bar shots should be the only thing that can do much to sails. Currently a good burst of heavy cannons can completely destroy a sail don't make planks come off completely from cannon balls. instead, weak planks can be pierced, hitting the things inside the boat make cannonballs lose at *least* most of their momentum and damage the moment they touch water dont make loss of planks sink ships, especially top planks that never touch water. This would add to realism too... wooden ships did not sink from cannonballs (hitting water, especially) they sank from getting really messed up, and even then they floated, in wreckage. A ship can start taking on water from having an overall loss of hp, maybe a % of damage to all planks and decks, or possibly just *lower* planks and decks. Losing a ship from 1 missing plank out of 40... or 72 is just less fun
  10. y0himba

    PVE-Taming Issues

    It is virtually impossible to find a sweet spot when the animal you are taming continuously hits you. It is impossible to tame some animals, like a giraffe, since every time you get close enough for the feeding spot, the giraffe then attacks you knocking you back. The most feedings I can get in on these creatures (giraffe, elephant, etc) is 3-6, then the creature starts attacking, and the taming percent falls so fast that I need to start over. Less attacks? Slower percentage loss so that one can get ahead and eventually tame? I tried for an hour today, wasting a lot of beets. The highest I got was 20-something %, then the animal started attacking every time I got near it. By the time it stopped, the percentage would be zero again. I understand the need for hardcore struggle, but making it impossible will just drive people away from playing out of frustration. Needs balanced? Also, issue with taming a horse. The run from you far too fast and long for taming. There Is no way to get them in a pen to tame them and no way to tame them in the wild. Best you can hope for is set up a trap and wait until something worthwhile gets in it. There needs to be a different mechanic for taming creatures that run, including lions as they run more than they attack. Looking forward to a solution. Thank you.
  11. I already made a suggestion post, I think gun damage vs tames needs to be at least tripled ,and puckle dmg needs to be quadrupled. Maybe even more is needed, you can see actual numbers in the suggestion link at the bottom. If you have fought against tames and flame swivels yet, you might think the same. If you like this suggestion, upvote this or the suggestion post please!
  12. TL;DR Stop making wild changes to tames/gathering and follow a set formula, X (Amount Gathered) / 5 Minutes (Static Amount of Time Spent Gathering) = Gathering Rate Higher Quality "Tools", whether actual tools or tames, should yield higher results over that set amount of time. ------------------------------ So, at this point, I've seen you remove weight reduction, add weight reduction back, change base weight and more to creatures. There is a simple formula that should be used to solve this problem and you just don't seem to be using it. The grind in this game is real, no matter what I want to do, everything comes back to having to gather more resources. You should at least make it so that as I "progress", or move up in "tool quality", that gathering should feel as if it is less of a burden or at least yielding high results for less work. X (Amount Gathered) / 5 Minutes (Static Amount of Time Spent Gathering) = Gathering Rate Time is the constant, so that is what you should base everything off of. Let's take thatch and the recent Giraffe change into account. There are multiple ways to gather thatch, which are, Stone Pick Metal Pick Low-Level Giraffe High-Level Giraffe Bred Giraffe (At a future time) Then let's take into account the time it takes to acquire these things (Generalized numbers), Stone Pick (2 minutes) Metal Pick (5 Minutes) Low-level Giraffe (1 - 3 hours, taking into account having to sail to locations with Giraffes) High-level Giraffe (1 - 5 hours, taking into account having to sail to locations with Giraffes then a "High-level" one spawning) Bred Giraffe (8 - 30+ hours, depending on how you do the breeding system. If you do it same as Ark, time = infinite if someone wanted perfect stats and to keep the line progressing.) Progression should be rewarded, and it just isn't right now. The time spent acquiring these "tools" should be rewarded with higher gathering ability, and the recent Giraffe update just isn't that. Over a constant time span of 5 minutes, gathering rates should progress so that the "higher quality tools" yield higher results. Right now the time spent attacking with the Giraffe, the attack which acquires thatch, the animation is so much slower than the time spent swinging a pick that the yields are ultimately lower, thus defeating the point of spending 3-4 hours acquiring a Giraffe, let alone breeding and so forth. Gathering rates should be akin to, Stone Pick (5 Thatch per second) Metal Pick (8 Thatch per second) Low-level Giraffe (12 Thatch per second) High-level Giraffe (16 Thatch per second) Bred Giraffe (24+ Thatch per second, depending on Melee level) Right now a Low-level Giraffe and a High-level Giraffe really aren't that different. If you are having problems balancing stats between low level tames and "high level" tames, maybe now you'll see why Ark had a level cap of 150 for wilds (Or at least last I played, Atlas has pretty much replaced Ark for me, although it's pretty much just Ark with 30+ minute waiting times that you call "adventure on the high seas", but that's another discussion). It was so there was enough room in there to balance the difference between a level 1 tame and a level 150. So the next time you try to balance gathering, spend 5 minutes on each method and see if there is solid progression there. If you "upgrade your tool" and don't acquire more of the gathered resource than you did previously over 5 minutes with an inferior tool, YOU DIDN'T BALANCE CORRECTLY. THE JUICE NEEDS TO BE WORTH THE SQUEEZE - Alternatively - Why is gathering the only source of income for resources? If you'd cut those god awful Ship of the Damned out and replace them with ships the same as ours the game would be significantly better. - The Pirate Tree would have more relevance on PvE, and be more useful overall, since taking the increased salvaging perks would actually have a use on PvE. Letting us board / capture NPC ships would be legit (Especially if you added rare spawn ships as I mentioned in a previous post). - Diving would be more relevant, if you made recovering the materials from the NPC ships the same process as if a player ship had been sunk. - You would open up a new avenue of acquiring resources, which could balance out the resource cost of sailing ships. - You could add factions that those ships belonged to, allowing players to join those factions and sink enemies of other factions. - On this note you could combine the PvE/PvP servers together, I mean the PvE servers have to be below 3k players on average, why are you paying for so many servers when they are mostly dead? If players had to join factions to open up PvP then everyone could play together and we'd stop having to play in dead worlds. - Also on that note, faction ships could have "trade routes" or "patrol routes" so that you didn't have so many rando Ship of the Damned sailing everywhere, they are just annoying. It isn't an adventure when every five feet is another ship, it's just tedious. They could also sail in fleets of varying sizes, making some more challenging than others. FYI, the "meta" right now for sinking SotD is to just put cannons on the back of your ship and trail them after you so they can't hit you while you fire back at them, boooooorrrrrriiiiiiinnnng. If they sailed in fleets and in patterns, you'd have to deal with ships coming from multiple directions. - The game would have more of a "Pirate" feel to it, right now your pirate game doesn't feel very "Pirate-y", at least not on PvE. (Which I switched to because you won't region lock China and they just drive the ping up so people can't even fight back) - I feel like Factions and this whole section deserves it's own post, so I'm going to go do that now. In summary, Stop making wild changes to tames and gathering, follow a set formula! (Colors added because I saw someone else do it in their post and it looked pretty)
  13. first off, sorry english is not my native language. One of the biggest problems with offline ship-sinking is about the *one damaged plank = sinking* Suggestion: If you anchor your ship for the night, it gets a buff, after X straight hour/s, which makes it impossible to sink with just one damaged/missing plank. You actively need to destroy 1/4 of all planks to make it sink and be able to salvage it. Pros: - it is a lot harder to sink anchored ships - not possible straight after battle - you can still steal the resources inside the ship Cons: - i don't know, but there are always cons.
  14. Endo Fett

    Remove Cobras!!

    Cobras are the most s**t animal in the game. These glitchy mother f**kers go through walls, have insanely janky hitboxes, and routinely cause a s**tty time. They also exist where it regularly gets to -19 C...how the f**k? All the animals in this game are awful, but consistently losing tames to cobras/alpha cobras makes people log out and not want to come back. Before anyone tells me to “git gud”...the pen in which they slaughtered a giraffe most recently was built over the water (on pillars), accessible only via ramp, and locked tight with walls placed over the opening.
  15. Erling

    Firearm balance

    Good day to all I would like to know the opinion of the community regarding the current balance of firearms. My vision of the situation is as follows: 1. It is necessary to designate the accuracy of firearms, these are still smooth-bore rifles, and seeing sniping is unpleasant enough. It is necessary to add an element of dispersion of ammunition to reduce the accuracy. This measure will allow making a balance in the current weapons use system. For more logical thinking tactics of combat. 2. I would like to see the smoke, as the smooth-bore rifles used black powder. The same goes for cannon shots. Of course, if this measure does not increase the load on the players' computers.
  16. After watching the downward spiral over the last few patches, it came to me that there's actually one simple underlying reason from a programming perspective why things are going wrong (from a social perspective, the argument can certainly be made that the developers aren't listening much to the playerbase, but that's its own issue), and how it could doom Atlas to fail as a result: They're trying to tune/balance the gameplay experience for both PvP and PvE equally, or more specifically, they're trying to apply PvP tuning/balancing to PvE. This doesn't work. This has never worked, throughout the entire history of gaming. This probably will never work. You can not tune PvP and PvE the same way. This. Does. Not. Work. PvP and PvE require, not need or want but straight-up require, distinct tuning and balance optimizations that are often incompatible with each other. What works for PvP will often break PvE and vice versa because the different play styles for each mandate mechanics optimizations that don't carry over to the other style, or cause collateral, knock-on, or counter-intuitive effects. This is why MMOs are built the way they are - whenever you see PvP implemented in a MMO that isn't "globally" PvP, it will always use a specific mechanics subsystem designed carefully around PvP that carries a similar "feel" as the PvE main system but doesn't work the same exact way. If you ever wondered why MMOs that are non-PvP often have specific PvP areas or arenas, this is why - those areas are operating under different rules with different optimization requirements. A solid example of this in Atlas is the fire arrow/bow nerfing. What was ostensibly intended to make fire arrows less of a mini-nuke in PvP when fighting other players made them next-to-useless in PvE against alphas where you actually need a lot of burst damage and a solid amount of DoT to successfully kill something with 10x your HP that can probably outrun you. By reducing the effective damage value of fire arrows and fiddling with bows to slow down their effective use, the balance change in PvP has effectively rendered fire arrows useless against alphas in PvE. The tuning that may help in one play style hurts a lot in the other. The changes to stone construction could be seen as another. Greatly increasing the cost but greatly reducing the defensive usefulness of stone structures may have helped some balance issues in PvP but essentially make stone structures uncraftable for large areas of the game world in PvE, and the lack of effective defense against aggressive wildlife means that PvE again takes it in the shorts by forcing players to build with materials the wildlife will (for some unfathomable reason) endlessly attack until they break through. Because the dev team is trying to treat PvP and PvE as the same for the sake of making life easier on themselves (as having two sets of parameters to deal with basically doubles the work required), they're damaging the playability of the PvE side a disproportionate amount by trying to use PvP-centric optimizations in PvE. You can't have it both ways. Pick a side and stick with it: either make Atlas all PvP or all PvE, alienating the other side and driving them away in the process, and build the game as appropriate, or try to shoot for the middle and alienate both sides through balance changes that may help one but will penalize the other, dooming the entire project to fail.
  17. 1h ago a tremendous ping and lag suddenly appeared when some Hong Kong Chinese come with their Galleon in M5 that created a lot of bloody ping. I was fuckin taming a bull of lvl 16 and started to rubber banding suddenly when they anchored their fuckin ship on the freeport shore and started to run to many points like crazy people. Is almost 1h30m and still fucking trying to connect to the server and I get all the bloody errors on screen with Host lost time connection and bloody stupid messages !!!! From my 50 FPS and low ping of 50~60 I reached at a ping of 150 suddenly when these fuckin Chinese came on this server !!! Restrict their bloody access to EU PVE Server !!! They cause a lot of server issues because of their far away Internet connection !!! It's impossible to play this game with so many off shore far away players who want to cause lot of ping and lag and so much shit that I have so much nerves right now because of your INDOLENCE regarding this performance serious issue !!! I bet I lost the taming and everything because of this stupid policy you have to protect some toxic players for benefits and much more. Sometimes before having lots of money you should also care about your customers not some retards who cannot understand that, IF they connect from Mars to Earth they cause a lot of performance issues to those from Earth (maybe you can understand this explained like this FFS !) Restrict the higher ping and low bandwidth connections outside Europe Server or these performance issues will be more and more a problem !!!
  18. I am bumping some points made on a previous post, mainly because it fells like cooking is being overlooked The Situation Right now, cooking takes a lot of time and the produced result is not what it would be expected for the time spent. If someone wishes to keep up with the production of a mid sized group, he/she has to spend about 2 hours cooking. Moreover the resources (mainly the animal and fish meat, but also some herbs - for example rosemary) are eathier tedious to find, or get wasted to something else. The Point The reason of this post is that nobody should do daily 2 hours of playtime for something that is a little bit tedious and generally unsatisfying. Cooks should not play to cook daily in game, but they should play to have fun and travel around. The fix Below is a list of some suggestions that would help the lives of us cooks, the undervalues proffesion. 1)Decrease the amount of resourices need for some recipies (mainly Meat, Fish and Eggs) 2)Increase the amount of produced result (either x2 or x3) 3)Address the issue of the raw meat getting slowly cooked, meaning that you end up wasting a lot of resources as raw meat is one of the most used ingredients. 4)Up the egg production, or add a coop. Multiply the amount of eggs you take or increase the decomposition time of the eggs. 5)Up the rosemary gatherin rate. Right now it sucks 6)Make Jars hold 200 units of water, instead of 1 that is now. 7)Increase the spoil time of the dishes 8)Increase the size of stacks, especially the ones that are only 5.
  19. Ships are complex. I think most of the community here that has a passion for 16th - 18th Century vessels knows that, and I feel like I'm in the same boat when it comes to wanting a game like ATLAS to be an extremely enjoyable sailing/pirate/explorer game, because few are out there. I have a feeling a good portion of the community has at least made it into brigantines and I've noticed a growing trend of people wanting "more" to their ships, not just planks or hulls but more of what makes these ships unique, their sails. I propose an expansion to the current sail system in game: 1) Collidable bowsprits and figureheads: This needs to happen first, as of right now, bowsprits and figureheads are non-collidable objects in the game, so they can't be used for anything other than looking pretty. In order to add functionality to that section of the ship, they need to be collidables. This, in my eyes, adds some gameplay elements such as being able to add rams, paintable figureheads, and mountable bowsprits with jib mounts. 2) Max Masts: Masts weigh a lot and take up quite a bit of space. From a gameplay perspective, it's a simple solution to filling in all the empty space that missing due to a lack of auxiliary sails all over the ship. Large vessels should be about be able to have more for less, so sticking to more IRL mast amounts would be beneficial from a crewing and resource cost perspective. Doing this would free up some of that space needed for additional rigging and thus open up options for adding jibs, mizzens, etc. With this setup, ships would enjoy greater customization of sail patterns, as well higher speeds. 3) Jibs, Mizzens, Staysails, etc: Last bit would be to add all the little sails you can dot along rigging. There are tons of sail plans in real life and it's a shame ATLAS doesn't have these already. Sailing is fun and being able to customize your sail pattern with auxiliary sails would add some pretty fun gameplay to the game, both PVP and PVE. Someone has already proposed climbable rigging some there is no real reason to add that here, it should already be in the game IMO, but we'll see where the wind takes us. Thanks for reading!
  20. ATLAS describes itself as an MMO; it's right there on it's store page: This leads to a lot of people defending the game's current structure as being ok, and that solo players/micro-companies shouldn't be able to play or to even just leave; because it's an MMO and therefore is solely about working together with other players. I intend to demonstrate why this view is inherently wrong in proven MMO models. It's true MMO's allow players to work together; or against each other, on an unprecedented scale. World of Warcraft, EVE, Guild Wars 2, Final Fantasy 14, Elder Scrolls Online, etc etc etc. These are examples of financially successful and stable MMOs, and they all have something in common; they're about 90% solo PvE content. Epic raids in conventional MMOs like WoW, or EVE's thousand-man wars between mega-orgs, or it's emergent territory control might be what they are most famous for, but that is actually a tiny fraction of what they offer and why players, you know, play. Most of your time in WoW or Final Fantasy 14 is more likely to be spent doing solo story quests, leveling, exploring, unlocking content. Even in EVE, for the typical casual player they're probably going to be in low-sec doing safe trade runs, mining or taking NPC mission contracts, this isn't accidental, because this is those games 'resource gathering' phase, where you get the tools, resources, levels and experience needed to tackle the harder content. Then, when your schedule and preferences allow, you get together with friends or strangers and you do the group content; dungeons, raids whatever, and achieve the next level of progression; raid gear, titles etc. The point I'm getting at, is that everything in ATLAS is over-tuned and lacks progression. When you land on a beach you don't encounter a wolf, who deals 10-20% damage a hit, you encounter a dozen wolves, each of who can kill a fully armoured and armed player dead very easily; and who can three-shot a player armed with a spear and cloth armour; not to mention the frequent alphas who you need advanced weapons to have any hope of taking down even as a group. When you go to sea, you don't encounter undead scout-ships that a sloop with a cannon has a fighting chance against, you meet hordes of ships of the damned that even a brig with a full crew is threatened by. When you are ready to move on and find people to do group content, there is noe asy way to find them. Everything is tuned on the assumption there isn't one player, but a dozen in a pre-baked company for every situation, and those players are fully outfitted with the best gear for the job. ATLAS would be much more approachable - for everyone, and probably more successful as an MMO if they broke the content up more. The fix is simple, it'd look like this: Golden Age ruins and maps should be your dungeons; your PvE group content. Exploring a random island should be balanced as 'solo' content, where a lone explorer properly equipped, doesn't have TOO much to worry about from the wild animals, particularly in the more temperate climates. It doesn't matter if such encounters are trivial as a group, the 'standard' islands aren't there to be a serious blocker to playing, they're where you build up the tools, resources and vessels needed to engage with the group content - like in a conventional MMO; and that group content should pay off with the best loot, so it provides a clear path of progression: Solo/Small group play on islands for basic tools -> Treasure maps/SotD as small group for treasure/better blueprints -> Golden age ruins as large group for further advancement -> Raid bosses PvP then add an extra layer of danger, and allows players to shortcut the loop a bit potentially by stealing other people's loot/blueprints/resources... full disclosure, not really my bag, I'm a PvE player. But that doesn't significantly change things; PvP is disrupted by overtuned PvE too; Ships of the Damned or cyclone walls interrupting naval action, or hordes of wolves getting dragged into a ground battle, so the islands would still serve as the place to gear up and prepare for other challenges even if you are under greater threat. Not that any of this matters, schizoid design philosophy will continue even if a better path exists, but, just throwing it out there.
  21. Tito Buscaroña

    Water Barrel Full weight

    I like to suggest to change the water weight in barrels to 0.2 kg per water unit, since those barrel look a 100Liter barrels and your characters takes like 100 units of water each drink, it seems like you are drinking 100KG or Liters of water. Also it 500kg of water is too much to even worth in a ship to keep water atm.
  22. Hello, I would like to suggest following things to the Balance of the PvE Creatures. - Decrease the Aggro Radius of Animals like Wolves, Tigers, Lions, Snakes, etc. (-30% to 50%) - Decrease Damage dealt by said Animals. (-20% to -30%) - Lower Spawnrate of Alpha Creatures. (-50%) - Increase HP of tamed Creatures. (+15% to +30%) - Bug: Animals can hit Structures like Storage Boxes, Smithy, Wooden Floors, etc through Stone Walls Reasons: - A Bow does around 80 Damage with a Headshot towards a Wolf, a Pistol around 130 and only the Blunderbuss + Carbine 1-shots them. Same goes for other written above Animals, except the Lion. The Lion's take more damage from these Weapons. Around a 110 with a Bow and so on. - No matter how much you try to be safe and look around you, these animals jump you out of nowhere and you usually end up being dead. - Alpha Creatures in the Territory I live in and after asking multiple People on other Islands face around 5-20 Alpha's a Day. Late Game they are easy to kill with Fire Arrows and Carbines, but early - midgame they're pretty much an annoyance and a Tamekiller of everything you own. No matter how careful you are, their Aggro Range is so huge, they'll jump at you out of nowhere and you mostlikely end up being dead with a Tame which gets 1- or 2-hitted. - It says something if its easy to take out a whole Crew of Damned Warriors when you look for Treasure, but then having trouble cause a Lv3 Wolf interrupts. The big difference is the Movement Speed I suppose. You can kite Damned Warriors, but you can't kite Wolves, Lions or Tigers. They're just too fast. It would be nice to maybe learn a Skill to increase your Movement Speed for around 3 - 5 seconds and call it "Charge, Rush" or something like that. Not to be super quick, just so you can barely outrun these Creatures and make it possible to either Run + Shoot them or get to some high ground. - Tamed Creatures seem to have a really hard time competing against Wild Creatures. Usually even a low level wild Creature seems to be stronger than a tamed one. It also seems like Wild Creatures have more HP than Tamed ones. Do tamed Creatures lose HP after they are tamed? If you have a different Opinion or agree with the points above, feel free to write it down. Please remember to give constructive feedback and add your suggestions, this is not a Topic to complain or troll. Thank you for reading!
  23. As we are now are (finally able) to start producing higher tier food, it still seems that cooking is a little bit too time consuming. Moreover, there are some slight changes that can help when cooking. 1)Double or Triple the amount of dishes that you produce each craft 2)Give the option to craft the recipies wihtout raw meat that was going to be used for the recipies, turning into cooked meat. This is a waste of resource. Alternatively, give recipies that require cooked meat instead of raw meat
  24. Hello. On PVE, we depend on tames for protection and travel. The latest tame nerf has come to the point where a level 1 tiger can take out my level 40 bear, while I am mounted. This nerf affords no protection and makes tames practically useless, since they are easily killed while trying to gather resources or travel. All we can do at this point is keep them in our barn and hope nothing spawns inside. I think the nerfs were to improve quality of life in PVP, but for PVE it is actually decreasing quality of life. I understand this is early access and know/hope there will be further balancing in the future.
  25. Greetings I am currently playing ATLAS on the official EU PVE Server and would like to give some feedback and ideas based on the experiences I had so far: PVP on PVE I would like to see some way to toggle on PVP on PVE servers (for example to spar with some friends or to allow alliances voluntarily fight against each other). My idea here would be some sort of PVP flag, so that players (or ships) could toggle PVP on, allowing other players or ships to attack them if they have PVP toggled on as well. The change to “PVP on” could have some delay (like 5 minutes) so if a second player decides to engage the first player, the first player can see that PVP flag and ready himself for the fight. For ships, a separate toggle could be made or the PVP status could be set by the last player that has touched / is touching the helm. In order to prevent spamming, players that have “declared to be in PVP” should only be able to turn it back off again after some time or after engaging in a fight (like 10 minutes or so) and also not lose their status immediately after death, in order to allow the other players to actually fight and possibly even looting them. Obviously, if a player has PVP on and a player without PVP hits him accidentally, nothing should happen, so players don’t toggle on (for example when for farming) and can’t be baited into a fight by another player involuntarily. Alliance System It would be great if players could set ranks and permission for other alliance members, so that for example doors or containers could be accessed by freely. Right now, the only benefit is having other alliance members highlighted. Owned Markets or Warehouses I would like to see some sort of company-, alliance- or player-owned markets or warehouses where we can create orders (like “want to buy 10 X for Y” or “want to sell 30 N for M”) to allow some (unattended) trading with other players. I am not speaking of a global auction house, but more something along the line of a local shop or trading post. NPC Pirate Ships The amount and the strength of damned ships feel unbalanced and their appearance somewhat out of place during daylight. It would be great if the damned ships could be confined to night-time and regular NPC pirate-ships could take their place during the daylight instead, also allowing them to be balanced individually in strength and numbers. Underwater Weapons I would love to see some more underwater weapons, like a harpoon or allowing certain melee weapons, so I can defend myself better under water. I guess, that’s all for the time being. I hope that my inputs help to improve this game and would be delighted to hear back from you. Thanks & Best regards - “Efariam Hawkeye”
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