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Showing results for tags 'quality of life'.
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I feel it necessary to place a limit on how far the NPC's can venture to the outside of the grid. There are too many cases of people crossing to a new grid to find whales and SotD on top of them with no chance or way to defend against it destroying everything in an instant. It makes a big part of the game pretty pointless as it is currently.
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- quality of life
- edge spawn
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Implement rails as a way to transfer resources fast. This must be a mid to late game way for enstablished companies not to waste much time getting overecumbered do the tidious resource transports from vaults to harbors, from heavy nodes( like metal farms) etc. This is a way to make logistics way easier
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currently most imprinting windows are every 8 hours alot of pople work so they always miss at least 1 of their imprints, what i suggest is increase the total time for breeding and increase the windows to 12 hours between each imprint, so for bears instead of being once every 8 hours for 40 hours do it once every 12 hours over a 48 hour time, for teir 3's its even worse as its once every 8 hours for 70 hours so do it once every 12 hours for 72 hours, this will make it easier for people to get 100 % imprints, also 6 hours for the actualy birth is pretty bad either reduce it to 1 hour like bears or increase it to 12 hours making life so much easier to time things, people do have lives outside of games and with the current timings for breeding people are having to work their lives around the game
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can we have a dock (small/med/large) for (sloop/schooner&brig/galleon) when the ship is parked inside it the items inside the cargoship racks will be emptied and sent into (name of the resource box) The dock can only empty the ship when the ship is green anchored Require: -NPC to work (minimum 1 & max 10) -golds the distance of the resource box you wanna store the stuff in will affect the time of emptying your cargoship rack
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Please give us a command to unseat all the crew with one whistle and then seat them back to same seat as they were. It's really cumbersome and boring to run from each crewmember to another to unseat them from cannons and back, especially on galleon with 58 or more crew on board.
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These are just some of my suggestions/fantasies for the game . I do not post a lot but I have the day off and Waiting around for 2x to kick in (hopefully). Creature specific looking saddles.....- also add armor to the saddles. add the hitching post and make it usable on a boat ! making the animals more of a structure when sailing More decor,(paintable) I feel like this is not a want but a need, I mean with all these great modders out there start a community event where players can choose what decor mod to add to the game, Personally I want eco's or Peachy decor. We need decor to give our bases a lived in and unique feel, making it more immersive. I know this might not seem important but it is to me I am a girl and I want options.(aka let me decorate!) make the Garden more rewarding- add alchemy-potions would be a great addition to the game. Make crafted food stack to 100. all the effort it takes to get each ingredient only to have it stack to 5 is just painful, or let them stack to 5 in player inventory but in preserving bags (or ice box) they can stack to 100. add a food that gives a buff to cold resistance-or underwater temperate to go with the waterbreathing. add a food that gives resource gathering buff. give us a use for spoiled meat other than feeding a tamed crab, let us make medicine, or use it in alchemy. oh and a multivitamin under medicine! Add a resource gathering song to the accordion. Add a Crafting speed song. Add a song that gives temperate buffs. The accordion is one of my favorite things in the game and I love watching my son play it while me and my hubby dance around him. there are a lot of land lubbers out there like myself. Ferryman- slow npc powered boat that goes from island to island in each livable grid. maybe once or twice a day. And announces what island he is at upon arrival (but have an option to turn the announcements off) each island would have a ferryman dock where they can wait to travel to the other islands. I took this part from my other post. *-New tames-* Crew- Gardener- makes sure crop plots have fertilizer, gardener also makes fertilizer when u give them thatch and poop in inventory. Pigeons- adds pigeons and pigeon posts to the game where players can send messages to ,and small items to each other at the pigeon post.) Cats-allow better vision at night and can detect nearby enemy players. *new item* hitching Post!..... O.o Dogs-Man's best friend-on follow gives a loyalty buff- Tiny /baby drakes-Small species of drakes that doesn't get big making them perfect shoulder buddies. Drakes from the cold give cold resistance, drakes from desert give heat resistance etc... (pfft we all want to be the mother of dragons... just saying)
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- quality of life
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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. I appreciate the effort it took to create target lock functionality, but it makes melee combat worse
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auto doors QOL: Automated Doors powered by Monkeys
DaemonCross posted a topic in Feedback and Suggestions
As the title states, A monkey powered door synergizes well with the ATLAS universe and would add another level of QOL thats easy to implement and has no balance (not yet!) issues and will definitely increase the appeal of the game visually and intuitively.- 2 replies
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- quality of life
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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
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- combat
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Things you can't do when toggle sprint is on, even while standing still: prone and crouch block shoot firearm attack with melee weapon special attacks with fists all of these should be available, even *while* sprinting. If necessary, make these actions cancel the sprint and sprint toggle toggle sprint key also doesn't make crew turn your sails, no benefit to this being true
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Dying because of a sudden extreme heat or cold snaps doesn't make this game more fun. It just feels like a poor design choice. Here are some legitimate reasons to change or remove this: Freeport Zones -- in the Arctic or Desert are subject to extreme weather all the time, and as a result, anyone that is unfortunate enough to begin there journey at one of these Freeports dies over and over. There is no way to progress your character fast enough to survive past the first day -- as a first impression of Atlas, this is nothing but frustration and disappointment. I know of several solid gamers that wrote off Atlas for this reason alone. Fortitude -- has to be leveled to a ridiculous degree to survive even the basic elements, which means you cannot use these attribute points to specialize your character, and expect to live. the majority of points currently go to Weight and Fortitude to even function in Atlas. Immersion breaking -- I'm in the middle of particularly intense (sea battle, beast tame, building spree, crafting session... etc,.) all of a sudden I have a broken leg, I can barely move, and my health is nearly depleted... why? It's hot/cold out!! -- This just sucks... Every single time. Early game -- Through at least level 15, and in some cases beyond, if you have not invested the majority of your attribute points in to Fortitude, you will just randomly die because of the weather. This happens WAY TO OFTEN, and discourages exploration early on. This is where those of us that played a lot of Ark have an advantage -- But I didn't come to this game just to play with my old Ark pals -- I'd like to be able to recommend this game to other friends, and not have to explain to them how to survive for more than three minutes. in ARK there were areas that you could escape extreme temperatures -- only when you CHOSE to go to the arctic or desert regions did you need to prepare, but this was a choice, and not randomly dropped on the player. In Atlas, there is no escape -- During a heatwave, no amount of swimming in the water, hiding in your house or inside your boat, or getting naked will save you -- If you don't have enough points in Fortitude, or have the ability to tame high level parrots or penguins, or make special armor <-- which doesn't even work unless your stats are high enough. YOU WILL JUST DIE!! Please consider either removing extreme weather, or tuning it to be more localized to dangerous areas that you need to prepare for. And don't get me started on Cyclones... there is already another post about that. (see forum link below) https://www.playatlas.com/index.php?/forums/topic/44310-weather-and-zcyclones/
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In order to make the game more enjoyable and playable here are some Quality of Life Improvements. 1. Remove E as a dismount from ladders. Ladder mount delay and E having a double use so painful. It is unneccessary. Just use jump. 2. Craftables should be level unlocks. Being able to play the game is hidden behind skill points. I should be able to play the game alone and craft mortars, stone structures, gun, ships and tame & ride everything at level 50. Make skill points improve quality of life for those disciplines. 3. Improve field of view and targetting while mounted to Artillery. Puckles and swivels not being able to shoot down below ~15° makes them almost useless on mountains and slopes. I don't think that is intended. Also mortars and cannons are impossible to aim out of K mode if you are shooting downhill. 4.Allow the naming of NPCs and allow NPCs to mount multi-seat tames. Or adjust following. Currently it is incredibly painful to move NPCs up ramps. Also naming NPCs would be really useful for monitoring what ship they are stationed too etc. 5. Adding a 'docking station'. Docking station will automatically pull your ship into position at a dock without the painful manuevering. Another thing. Add a key binding for changing sail direction while using NPCs. I think it is really annoying having to change rudder and sail direction seperately with shift held. If i could chose the keys that change sail direction I could manuever my ship much more effectively
- 4 replies
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Issue 1: Raw Meat It's really cumbersome trying to queue up a lot of food when the Raw Meat cooks before it can be used by the recipe queue. Could we do one of the following: Recipes now use Cooked Meat, just like they use Cooked Fish. Cooking Meat is now a Recipe and doesn't automatically cook. Cooking Pot and Grill now use the Ship Storage feature, so I can just put more meat in to compensate for the issue. Issue 2: Salted Meat Preserving Salt being both a the power source and an ingredient makes it awkward trying to store raw meat on voyages. Don't get me wrong, I super-appreciated that jerky doesn't take 30+ minutes to make like in ARK - but the downside of that is that it's consuming one salt every couple of seconds. Could we do one of the following: Salted Meat no longer uses Salt as an ingredient (still requires the Preserving Bag to be "powered", though). Salted Meat is now a recipe and doesn't automatically produce. The Larder now accepts salt to increase its spoil time or overall has a superior spoiling time - i.e. I don't need to use Preserving Bags for my food storage needs. Issue 3: Storage As someone who has a large Company to feed, I would also appreciate if the Mess Larder and/or Preserving Bin used the Ship Storage feature. Coming from ARK, I love the low max-stack limit since people have a habit of just taking one stack and then wasting a lot of food by dying/logging out with it in their inventory. However, the down-side of low max-stacks means that you easily fill a storage container with relatively little actual food value (that is to say, just storing stacks of vegetables and meat has more total food value because 100 berries or 30 meat is more nutritious than 5 recipe items). As an aside, could we get a Withdraw 1 Stack option/hotkey for containers using Ship Storage feature? Issue 4: Maintaining Equilibrium Company members, myself included, are finding it difficult to maintain vitamin equilibrium while using recipes. This is a compound issue: The amount of Food/Water that individual items provide can make it difficult to eat some of each vitamin without overeating. Vitamins intake seem to spike relatively quickly and the buff is lost almost instantly, which encourages you to eat a variety of items quickly. Food/Water takes a while to "digest" (be added to your stats) meaning that you often don't know you've overeating until too late. The amount of Vitamins gains per item seems wildly different. Solving these problems is likely not possible with a single solution, given the multiple overlapping issues. Some possible solutions: Add a grace period to the Equilibrium Buff (e.g. "You have 30 seconds to improve your vitamin balance or you will lose this buff"). Provide better information about the amount of vitamins gained (e.g. "+20 Vitamin A and +20 Vitamin B" in the tooltip). Have Vitamins be added to your stats more slowly, to match the speed of food/water intake.