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Found 3 results

  1. ♥ For 1453 hours, I have played this game in PvP. As we know, this game is a pirate game but after a new patch, again and again, It seems to me that devs tend to focus on updating new content mainly in new tamed and environment instead of ship updating. I would like to discuss about the new contents that I want to see. Let's talk about design first. I would like to see the developers introduce new various ships to fulfil different purposes for players like Caravel for discovery, Indiaman for cargo, Privateer, Frigate, Ship of the line for battle and adding more sails as well. The ship's sails and ship appearance in this game are really annoying to me. Look at Brigantine for example. Most players often attach three speed sails on it and make the ship looks like the kind of weird. There's should have had sails like Spirit sail at the ship's bow and Spraker sail at the stern that can increase ship speed as the rest too. Not to mention the captain's cabin at the stern that is empty, no windows and no big company's flag. Next, we should be able to board the enemy ship and capture it in a short amount of time like 10 minutes when a ship is unanchored but we have to wait more than 8 hours to claim which is really suck. And some good news from the last patch, there's spear bolt which can pull enemy ship but a ship can still fire to each other. If a ship can't fire when spear bolt pulling it, that's mean the boading enemy ship will be easier and it's possible to capture it. And the last point is NPCs that can't do anything more than a mindless robot. It made the game lifeless. This game should categorize NPCs to many occupations such as crew NPCs for mounting canon and controlling sails, pirate NPCs that can board the enemy ship, etc. Moreover, at the Freeport there should be NPCs roaming around like a real port city and some of them can ask players for doing quests. And it is going to be better if there're NPCs cargo ship sailing across between different Freeport or even NPCs pratol ship that can be plundered by players to get foreign materials. But for now, we have to bear with a boring long haul journey to get materials for the blueprint. I hope that this game can be better when it comes out from early access ♥ PS: Don't mind my English skill xD
  2. 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.
  3. AproposRobin

    Ship Metas

    I'm intrigued to see the new metas layed out by the general public there are 100's of design ideas specific items such as weight sails determine the ability of the ship in both a pve and pvp fashion. Increased weight and you lose speed, faster ship less weight carry and so on and so forth. What are some ideal ships you guys have come up with????
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