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Showing results for tags 'balance'.
Found 36 results
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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
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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.
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gameplay Seme Ideas for the DEVS collected by Players
Efariam posted a topic in Feedback and Suggestions
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” -
I really can't understand how this was overlooked, but the amount of creature spawns is just ridiculous. Why do we need dozens of speed boat crocs, packs of wolves every 10 feet, and other stupid shit like this. It doesn't make any sense it adds no tension to the game it just adds grief. The players don't even need to grief me because the game already does it all the time. Every single island I go to has some sort of overabundance of some creature. It is generally predatory and is harder to kill than the Army of the Damned. They really need to fix this it's ruining my experience. Real animals do not act this way at all. Creatures also should not attack ships unless specifically designed to.
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claims SUGGESTIONS FOR DEVS: ABOUT CLAIMING SYSTEM.
zeeya7 posted a topic in Feedback and Suggestions
Hi Atlas Dev. I have some suggestion for claiming system. 1. Spamming flag everywhere Trouble: for new comer will have hard time to claim territory because all island fully claimed. suggestion: Once a company created. Owner will receive 1 or 2 claim flag. If you want more claim flag. you need to go freeport to buy another claim flag with gold. 2. Flag protection Trouble: Some people lost they claim when they gone offline. Suggestion: Player need use gold to buy protection via flag for couple hours to prevent they territory got claim. 3. Inactive territory Trouble: (PVE Server) I found an inactive territory but sadly i cannot take over they territory because there is 1 sleeping player that has 4hp n never die. Suggestion: i - if player inactive for long time like 1 week real time. New player can kill the inactive player. ii - Sleeping player can die cause of thirst / hungry iii - (addition from no.2 suggestion) Other player can stole territory when flag protection is expired. can only be contested when territory owner online in the area. Sleeping player cannot contest the claim.- 11 replies
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I think it'd be an interesting mechanic for claims to have certain upkeep costs (resources or currency). Maybe having a management screen to see the values of each claim. This is more of a city-builder way of handling it (think most large map RTS games), but it might help balance a lot of the issues with mass claiming. I've heard mentions that it should be limited per-user, but the company's numbers would make more sense to dictate the claim count (i.e., member, resource, or currency count). Please, let me know if I'm missing something regarding the claim requirements in the game. This is just feedback based on limited experience and listening to what others have to say. P.S., this could also open doors for automation (earning specific materials with a timer provided a structure or NPC is assigned to it).
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Tundra, needs alot of improvments, there is no sap or Organic Past Source near it (South Tundra), no Metal and less Fiber than anywhere else. Compared to Tropic it´s just a bad joke. You even need Organic Past for Fur Cloths, unless you want to life more than 5 min. The entire Map is claimed so your forced to go there if you want ground, and there is no chance to win a temperated or tropic island if your behind, even more so, knowing that fire arrows are op ...and need sap. If you know any good sap spawns close to tundra feel free to share. I only know of E5 and E7
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Dear Devs. I really have a problem with how you "balance" PVE. Letting griefers claim whole islands, letting them take over what you have grinded for, this is not how PVE should be like. any clan/company should be limited to a couple of flags, and claiming others places has nothing to do with PVE. A start to balancing PVE mode (claiming) could be a 5-6 day inactivity countdown, after that the base could start to deteriorate and be gone within 3 days.
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First off, great job stabilizing the servers; Game looks beautiful and is running well, so thanks. I'm enjoying the game, but there is a glaring problem, extremely few sources of fresh water. I know we can dig for waterspouts to top off, but it is tedious and never lasts long. In addition, we can't use water spouts to irrigate crops (or fill waterskins?) making creating a home impossible if you don't snatch up a freshwater source, which by now there probably aren't many free ones thanks to mega companies. Rain collecting could be an answer if it ever rained. I've played for 29 hours now (granted a significant portion was battling the rough start of the game) and I've seen it rain once. I imagine the goal was to get people to focus on island hopping, and making water a valued resource fought over in PvP, but as it stands on a PvE server, the fresh water situation makes the grandiose map irrelevant since most of the islands are unlivable, shrinking viable play space to a fraction of what it looks like. I really like the game, and building my first ship with a friend was an amazing feeling, but now that we've gotten over that first hurdle, we're basically hitting a wall. I know the devs are up to their eyeballs in salt water (heh) from trying to get the servers working and assisting players with struggles (good job stepping up after the initial fiasco), but when you get around to making in-game changes, I'd really like to see this on the list, at least for PvE servers. I don't like pointing out problems without proposed solutions, so if any devs are reading this, I came up with a few vague ideas below. Water purification system (must be in sunlight | byproduct is salt | must be emptied regularly) 'paint' additional water sources on islands, particularly large ones that lack fresh water entirely Craftable wells (game implies a water table with the waterspouts as is, so why not tap into it with a well) that provide large amounts of water that drain/replenish over time Some kind of animal/plant that produces/purifies water (there are already dragons in the game so why not something mystical like that) 'Bear Grylls it' by purifying pirate 'liquid waste' If there actually is fresh water on most islands and folks are as blind as bats, craftable water diviners to help us find it Increase the frequency of rain NPC ports that sell barrels of fresh water for some kind of vaguely rare resource (fish meat *lol* | snake scales cause they can be dangerous) Cut into some of the massive mountains and make caves with underground lakes If other players are experiencing something similar please leave a comment to let the devs know its not an isolated thought. If I'm totally off-base and missing something, please let me know! And to any devs actually reading this post, keep calm and sail on, you're doing good and thanks for your hard work. Founding member of the East India Trading Co. ~Hydras Den
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Where to begin? For me it's not about the things shown for example in the Trailer vs. Reality youtube video or the poor server quality and connection issues etc. It's an early access and those, to be fair, were expected and surely will improve as time goes on. My major issues are about the balance of the game. From the trailers i got the vibe that this game would be heavily balanced towards the RPG/exploration side (Divinity Original Sin, Pillars Of Eternity and so on, with open world exploration) and not the survival. Boy was i wrong. The survival side is so overwhelming that it makes the game not fun for me and what i've seen, many others. It's often best to just let yourself die and reset hunger/thirst/vitamins etc, than to really worry about them the way it's ment to at the moment. And these mechanics in place really take away the potential exploration side of the whole experience. You are so tied down to your base/ship/crate of stuff that you can't really go explore the islands cause of all the survival mechanics. And the material farming, oh boy the the material farming. You have to spend tens or maybe hundreds of hours just to farm so you can build a decent ship to kind of get started. I just wish the would tone down these survival mechanics and focus on the quests, exploration and progression systems more. Maybe make the survival stuff be like a buff/debuff kind of thing. If you're for example hungry, you are weaker in battle and if you're full you gain some extra strenght or other buffs (or maybe just tone down on the starvation etc HEAVILY). Not so that you literally die in the middle of a huge island from hunger, cause you felt like exploring and now have to spawn on your bed million miles away and start farming food and materials for hours and hours just have even a slight chance of getting your stuff back from your dead body. Just focus on the FUN. Fill the world with quests and cool loot to go after. Make us feel like bad ass pirates and not some weak castaways using their last breaths to barely survive. Maybe the game is more of what i described, like couple hundred hours in, but for what it is like now i'm never gonna see that. It's just too much. Here's to hoping for a better future! There sure is potential here
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I can understand this in Arctic, but I'm having this same problem in Temperate and even Tropical and Low Desert. I get that the environment is supposed to be a challenge, but there's only so much a fresh spawn in a starter zone can do. Most recent example was in a Temperate map, I was still hypothermic at night with a full cloth set, 4 levels in Fortitude, and sitting next to a fire. Only way I managed to not freeze was to build a second fire and sit between them while holding a torch. Isn't this a bit excessive?