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Found 3 results

  1. One idea, that I can't take credit for, that a member in my company came up with was NPC Lumber yards, mines, and what not that would help companies get out of farming and more on the seas. I really like that idea. I believe that if you made it so they didn't farm like a lot, but say 10,000 a day and then people could farm more if they wanted. That would help people enjoy the game. You could make it cost a bit in gold and a number of NPCs that would give you the max number of resources. A lot of what burns people out is the farming because you gotta do so much of it. Just an idea that could really help people enjoy the seas, which is my favorite part of the game, and less the farming aspect. Thank you for listening
  2. So I know you have been adding questing and are planning to add player bounties soon but I think you could really expand on the PVE content which would give both PVP players and PVE players tons of repeatable content to do. You could easily expand on levels of difficulty, rewards, etc. So the intent to a degree as previously stated is to have Atlas be a big MMORPG similar in some ways to EVE. Most MMO’s have daily, weekly or other kinds of repeatable content to do on a regular basis. One type of content I would love to see changed is a kind of quest/bounty system that can be repeated. You could either add a menu we can access, maybe a bounty board which can be crafted or which is located on every settlement near a settlement town square or something. You can accept individual bounties, make a party and accept a group bounty or have a company level bounty. For a starting idea it would essentially be to have NPC fleets you can get a bounty to go hunt and sink for X reward. Some of the rewards can be tier based on difficulty as well as quantity etc. You could be given a bounty to chase down a merchant ship, take out Armada X of navy Y, You could also add NPC islands which are prebuilt bases which players can accept bounties to Siege. Clear the fort and get to the loot room. After a while the fort resets. As for the shipping bounties you could be given a location to go to similar to the maps. Once you approach the area you could either 1 spawn in the ships or 2 have a situation where you have to try and find them within the vicinity. The bounty can have a timer from when you start to have to get to the location. More time if it’s further away. Daily limits and reset timers after X time. After the ships spawn in or you find them a ship battle commences of varying ship types and numbers depending on what kind of bounty it is. This could be listed in the bounty. After succeeding to sink the NPC ships you could loot the shipwrecks. This also would leave open a PVP opportunity if someone happens upon you and sees you looting a freshly sunk bounty. You could instead of having SoTD allow the crew members who don’t die and sink to the bottom to be pressed into service aboard your ship, those who refuse can be executed or taken back to a Freeport and turned in for a bounty or other countless options. We are supposed to be pirates and we should be pirating merchants and navies. Sometimes we will work together and sometimes we will fight each other over what the other has. You could have Infamous NPC pirates to fight as well in addition to the bounties placed on other players. As far as what kind of loot you can really expand on it. Gold is an obvious choice. You could also have rare items that get used in additional content which gets added down the road. rare trading spices, metals, woods, blueprints, cosmetics, etc. You could also have items to collect and turn back in for different items in the Freeport. Ship customizations and all sorts of other similar things the options are endless. I really feel like this game is too heavily focused around PVP at the moment and that is going to cause the game to be very limited as to who it draws in. I think by adding non PVP content on both servers will drag in a lot more players and leave everyone with something to do. Even people who PVP enjoy PVE content. Powerstone islands are another big opportunity for content. You could add this as a bounty as well beyond just the quests to do each powerstone for the eventual kraken fight. I would also love to see the powerstone island tunnels expanded upon. You could turn the tunnels into a dungeon, find a key to open the door inside this could be the powerstone key itself or another key that gets you inside. You could fight your way through or have puzzles or really expand on this and make it a fun challenge to get to the powerstone beyond the current cobra/bat maze where you just keep trying until you get through. There could be unique rewards at the end of each one which makes unique items. There could even be multiple types which players could trade parts and pieces with each other to make said items. I really hope the Kraken is just the first kind of “end game” raid style content on the game. This again can be greatly expanded upon as the game goes on having different types of bosses to fight both at sea and on land. I am sure other people have other ideas for PVE content in the game and I think you guys really need to add more. I am really hoping that Atlas does not repeat the Ark style of PVP only content. In my opnion it’s a toxic environment for most players to enjoy. If you want this game to be an EVE style game it needs a lot more content to do beyond PVP and things everyone can enjoy. I also think the PVP server should have low risk low reward zones which players can be safe inside of and high risk high reward areas where PVP is the mainstay. I would personally like to see PVE only servers removed as there are just as many people on those servers whose main goal and purpose is to grief players who are just there to have fun just as much as there are people on PVP who live to do the same. Every MMO I have played to date has PVP on it in some way but PVE and PVP exist side by side to varying degrees. If anyone else has ideas and thoughts feel free to share and expand. Hopefully the devs can pick some of them up and run with them or maybe get inspired on similar content they already have in the works and expand upon it. TLDR; I want to see a lot more MMO style repeatable quests, bounties, dailies, weeklies, dungeon, raiding content with generic and unique rewards and to be expanded upon as development continues. Have any thoughts or ideas feel free to make a post.
  3. This post is to suggest improvements and expansion of NPC's within the game, to facilitate management of bases so that players can more freely focus specifically on what aspects of play they enjoy most. I would like to complain that NPC's do not function very well. While on a cannon, or a mounted position, they are pretty solid. Off of a position, they are crap. Ship Board Crew Assignment - We need to be able to assign crew members permanently to a ship. They should ignore all orders from anyone but the captain and officers. Deck Hands - Should be ready put out fires, and attempt to repair holes, and bail water. Marines - Should be standing ready to board enemy ships, and repel invaders. Crew Prioritization - A way to prioritize manning on the ship so certain activities could be done based on captains prerogative. Perhaps the captains priorities could be run off his computer to save server processing? Guard Guard Posts - A small building to position NPC's as an Guard/Policeman on land. Perhaps like underground water pipes they could patrol? Guard Provisions - The post should store gold and food like a larder or resource box. Capture or Kill Order - With a blackjack and manacles patrol members will try to capture not kill intruders. Which leads me to the next item... Melee 1 NPC in armor, with a pike missed 9 of 10 swings. A chicken & Sheep kept healing before NPC landed another blow. Also the NPC's would rush back for a lunge way to many times, always missing. (again maybe running the script off the Player's PC who is leading them would be best?) NPC Skills Instead of health, stamina, stomach, melee, etc. Could we possibly get Handyman, Sailor, Gunner, Marksman, Soldier and the like. The higher the level the more an NPC should cost. Harvesting Resources - This is a highly under developed area. Allow NPC's to harvest resources, when directed by a player and equipped with applicable tool. Make NPC's better than Animals when collecting resources. (Also Animals should be nerfed to hell on collection) Guild Workers - Allow specialty NPC's who are more talented to a specific task than a general NPC, they would cost more but get more done, also no training in other skills. Harvesting Building - allow the crafting of a specialty resource collection building, so that you can assign an NPC to harvest specific materials via assignment to that building. Transport System - Allow movement of goods from point A - B for automation of materials around a base. Porter- A NPC pick up goods from 1 place and deliver them to their post. The distance would be limited. Supplier - Delivers Goods to a single place. Such as a supply post, mess table, resource box, feed troughs, etc. Containers Allow for folders to limit delivery items in a box, like the bank no tax items. To simplify delivery of goods by suppliers or players. Allow a max # of resources in a resource box, based on specific item. Carry Tools Hands - Only allow 2 stacks of items up to their 70% of their weight capacity. Backpacks - Item for NPC to expand carrying capacity to 4 stacks (2 in hand and 2 in pack) and slight weight reduction (5% to 15%?). Wheel barrow - Allows for 1 stack to be delivered, but reduces weight of item by 85% and slows NPC by 20% Handcart - Allows for deliver of 8 stacks of items, weight of items are reduced by 25% and slows NPC by 10%
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