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Found 6 results

  1. Since i read they are planning to rework melee combat (and add new weapons) i just wanted to give a suggestion. Instead of having 5-6? Keys to attack a mix of mount and blade and Skyrim melee would be great. For those who don't know in m&b you use mouse to decide your attack and block directions. Down - Stab/block Up - Down swing/block Left - Right swipe/block Right - Left swipe/block But the problem with m&b pvp is you can just hold the LMB forever and attack whenever you want or spam attack and block so I thought of adding the Skyrim heavy attacks when you hold the key. So if you hold down the key instead of canceling with block or dodge you start a heavy attack which you are committed and can't cancel. You become immobile giving enemy a chance to attack you, shield bash interruptions always stunning you. Heavy attacks have a increased damage at the cost of stamina and always staggering opponent. Dodge: Its still the same back/side step, i tought of adding rolling for hide armor but decided it might be better as a feat. You can't back step stabs and down swings and you can't side step side swings, you will take damage. Timed dodges will increase your next attack speed greatly but for a reduced damage for a very short duration Block and parry: It's the same expect you also have to block up and down now. You can block heavy attacks but you will be stunned and your weapon will lose more durability. Timed blocks(parry) will change your next attack to heavy attack with increased speed for a very short duration all blocks and parries will damage weapons durability Shieldbash: Stuns enemy if used while enemy charges up for a heavy attack. Staggers enemy if used before enemy basic attacks land (like parrying with a shield) Staggering: Its a short interruption also slightly pushing you back. You take slightly increased damage while staggered. Stagger duration is lower the higher tiered your armor is Cloth common = ... = myth < Hide < common < ... < Myth < plate common < myth Basic & heavy attacks: Mouse up - Down swing / heavy down swing Can't be dodged by backs stepping / Deals increased damage and greatly increased stagger time Mouse down - stab / heavy stab Can't be dodged by back stepping, greatly reduced damage but very quick / normal damage, still faster than other heavy attacks and slows the speed if used on staggered enemy Mouse left & right - side sweep / heavy side sweep Normal attack, increased speed if used in succession on opposite sides (L,R,L,R) / increased damage, applies bleeding (does not stack but resets duration) That's it then. I'd like to hear your thoughts and please tell me if I missed to explain something So anyway i just got overexcited created account get everything off of my system and didn't really give it much of a thought on how it would work on laggy servers or how it would work on pvp since i only play single player. Good evening everyone.
  2. Whether you like it or not Atlas is a massively niche game. Even more polarizing is the fact that Ark is its biggest competition and is better in almost every key way. Basically even if you like this game you should be realistic. Low population equals low revenue which leads to less players culminating in an eventual dead game. I think the game needs a complete overhaul, trying to balance the mess that currently exists is just spraying perfume on a turd. As to what that overhaul can be is anyone’s guess but I’m going to share my ideas so that you can tell me how terrible they are. To start I’d get rid of all the lawless zones and rework freeports. You would also no longer be able to buy an island. Instead I would have four (maybe more) zones acting as player hubs equally placed in the game world. PvP and PvE would be merged into one. In these player / city hubs you would be able to do everything you currently can at freeports but with some big additions that I’ll list soon. These PvE areas would be full of fun ways to interact with other players and get quests or jobs. The bank system would be the core of the game. An infinitely sized cache where you can store all of your materials and gold from the game world. This would add a much needed sense of progression even with the devastation of getting sunk on the open sea. The stable system would allow you to house all of your creatures without needing to worry about having them around taxing servers and taking up space. You want to take a bear on your next expedition? Go to the stable and pull him out. Less time worrying about creatures and more focus on exploration. Anything you bring out with you is at risk of being lost but that’s the fun of it. Auction house, here you could trade either privately or publicly with other players for gold, materials, structures, creatures, ship BP’s, etc... The homestead, if you’ve ever played a typical mmo you probably understand what this is. It’s basically an instanced area where you have a house and neighbors etc... Eventually you would be able to buy a custom area where your company lives. From here you can do all of your breeding, building, and ship creation. Ships would now allow you to save the blueprint so if you either want to sell a model that you designed or if you get sunk all you need is the base materials to quickly rebuild and set sail again. After all this you might be wondering what the point of the game even is anymore? Fair enough I’ll do a quick rundown of my idea. Each city hub is a different faction that offers different quests, jobs, and rewards. City one will offer PvP oriented quests to hunt down trade and cargo ships and steal their loot. City two will focus on making risky voyages with more a death stranding style gameplay all while being targets of the pirates from city one. City three will be a military focused faction based around hunting down the most dangerous pirates from city one or protecting those from city two. City four would be based around exploration, taming exotic creatures, and whaling. There would be as much interplay between the factions as possible and you could access your homestead from any of the cities. The blueprint system would still be there. You could collect your materials and bring them back to your bank to make the better gear and ships. Moreover, every ship in the game world would have a leaderboard ranking based around how many player ships it has sunk. This way when you spyglass a ship you immediately know if you should be terrified or whether you may want to try collecting the bounty for sinking it. You could also still build on islands but decay timers would be reasonably short so that players wouldn’t overdo it and trash islands. In closing, I think this sets the foundation for a way more interesting game. Yes it’s more casual and will upset some in the community but overall it’s a far more accessible and FUN game. Also, the Vitamin system needs reworked/removed.
  3. Sorry for the click bait title I was thinking about something I find very interesting let me explain my idea. 1. Get rid of explosive barrels like they are now 2. Gunpowder can no longer be placed in any container or storage we currently have Instead, implement another barrel that works more like the water barrel but is filled with gunpowder instead. This barrel gets heavier the more gunpowder you fill in there. It is the only place where you can put gunpowder after you take it out from mortar & pestle. This barrel can only be carried by hand (like a penguin) and not placed in any inventory if it is filled with any amount of gunpowder. This barrel is always explosive and doesn't have to be activated so you can shoot it with any gun to let it explode. This barrel does damage based on the amount of gunpowder inside. This barrel is necessary for cannons. It as important as the ammo box container because you will need gunpowder AND cannon balls to operate a cannon. Gunpowder in this barrel spoils really fast if the barrel comes into contact with rain or with water in general. Gunpowder wouldn't be necessary to craft cannonballs but to craft other stuff that need gunpowder there must be a barrel in close range to the smithy for example. So why this change? It would make ship battles much more interesting because you need to design your ship in a way that the gunpowder doesn't get blown up too fast. It makes ship management more interesting because you need another resource. It is a high risk, high reward object that you can use to attack other ships and structures but it is very fragile of course. So if you can manage to get a full barrel dry and safe onto another ship. You deserve to make huge damage. You would need to think about the location where you store gunpowder inside your base and ship. It gives the player the opportunity to make meaningful decisions. Both for the player owning the barrels and for the player who is attacking. And to me it sounds like a nice challenge to play with these things. I know I posted a less formulated version of this in suggestions but I feel like the suggestion section is cluttered with months old up-voted threads nobody needs anymore. So here we go!
  4. It's not really a suggestion, it's a question. After the rework, the grapling hook will be one-handed and i can use other tool when i use a hook? I can accept, even with the part of piracy skill tree.
  5. Please, Oh please add an option to make the notes start on C. Its very confusing, for me, to play anything when its not in the Normal layout. Also maybe add an advanced mode where theres 2 octaves (starting on c and ending on c) but its harder to play. Also maybe a system like in Archeage where you can write your own music or transcribe something onto a music sheet which can be played an any instrument? just a suggestion but would be very nice! Example - https://archeagemmllibrary.com/elder-scrolls-v-skyrim-theme-song-dragonborn/ *music sheet* video - https://www.youtube.com/watch?v=gDwX3vhGPKw
  6. It really ****s, and need to be reworked, we lost our base to a China Guy, it couldnt be that your best is getting a base and land when your online at the right time, rework that shit totally, PVE is more annoying than PVE!!!!
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