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    Friday, March 8, 2019

    ATLAS Captain's Log 23: Procedurally Generated Shipwrecks

    ATLAS Captain's Log 23: Procedurally Generated Shipwrecks


    Captain's Log 23: Procedurally Generated Shipwrecks

    Posted: 08 Mar 2019 08:55 AM PST

    See: https://www.playatlas.com/index.php?/atlas-news/records/captains-log-23-setting-a-course-r90/

    " The structural pieces (planks) will not be able to be harvested "

    Er..... why not?

    I've often wondered about ways we can get people out on ships more and riding around elephants less and always thought generating shipwrecks would be a good idea. Yes it's thousands of wood, thatch and fiber very quickly. Same as elephant + bear but there's more risk and you only get generic materials.

    I guess we don't know what's actually on the wreck. Maybe it's 50,000 of each resource. But I'm kind of expecting it to turn out to be more like flotsam or SOTD loot: oh here's a blue thatch door blueprint and 2 cannonballs and 18 gold and 1 potato. Finally I can retire.

    If I could strip the wreck, I would haul up the materials and immediately turn it into generic planks for the next pirate boat.

    submitted by /u/SlamzOfPurge
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    Serious bugs that need to be fixed asap

    Posted: 08 Mar 2019 07:56 AM PST

    I thought these bugs would be fixed by now. Not being able to rely on the servers to properly sync data is a huge issue.

    • Discovery points being lost.
    • items turning into the crafting skill icon
    • items on NPCs just disappearing
    • phantom islands(mostly just parts of islands) that your client sees, but they aren't really there
    • NPCs on aggressive getting permanently stuck in a spot for no reason
    • climbing in certain areas with climbing pick will put you in a black-out state that causes you to have to re-log(anti-meshing code?)

    submitted by /u/Mctoozle
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    Treasure maps suggestion

    Posted: 08 Mar 2019 12:32 PM PST

    I'm super stoked about the upcoming ship wreck spawns, and it got me thinking. Why don't we have treasure buried and the bottom of the sea? It makes sense. Ships get sunk and the loot sinks down till someone, say, oh, a pirate?, comes along and digs it a up. Can we get some maps that leads underwater spots? Have the sea maps spawns creatures of the damned(skeletal sharks or octopi), create underwater combat, add harpoon guns(etc)? Give more applications to the diving suit. Give more to do off island. Just an idea I thought would be cool.

    submitted by /u/vulpinecloud
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    Feedback on the communication-aspect by Grapeshot

    Posted: 08 Mar 2019 05:40 AM PST

    March 20th was the date, everyone understood it that way, some people probably even prepared for this day by taking a day of at work...

    People need to understand how game development works, even without any knowledge in coding there needs to be tolerance towards it. As a dev you sometimes encounter tasks that you think will be done in 30 minutes, just to realize that they are more complicated then that and you end up working on it for 2 days straight. It's a very unpredictable line of work.

    I do understand it. What i do not understand is the incentive to deliver exact dates and to deliver wipe announcements when you do not have the security of keeping that date. Finish the update and SIT ON IT if you have to, THEN announce a date in an appropriate timespan (like a week at max)

    I come from csgo and i played valve games since more then a decade, valve is an extreme example into the other direction: they do NOT communicate AT ALL: while having to face memes all over the internet i very rarely see any massive backlash from the community at all, when they patch they drop it from one day to the other - that's it. No words.

    I appreciate grapeshot's communication. I like the amount of it, i feel involved in the development process, but it is extremely frustrating to read about new material just to be dissapointed when these promises can not be delivered.

    Especially after one of the most catastrophic gamelaunches i have ever witnessed... Dear grapeshot: People that play RIGHT NOW are YOUR hardcore fangroup, usually a smaller portion of any game's consumers, but the loudest and most influental one, you do not want to lose us. I also want to point out that i do not come from ARK, but all i hear from my mates with ark background is that this is the usual way you do things. I hope this is not true - if you ever plan on evolving into a triple A studio - you HAVE TO get better.

    Give it some thought. Finish the patch. Let us play this fantastic game, this unpolished diamond of a game - A fresh start in a new world.

    submitted by /u/r4be_cs
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    Top 10 calculations and modern PvP adjustments

    Posted: 08 Mar 2019 12:09 AM PST

    Apparently the devs are surprised by modern PvP.
    Modern PvP went from
    How can i GAIN stuff from killing these people?

    to

    How can i make their experience miserable? (Take away stuff from these people)

    Here's some suggestions to combat that mentality from a developer perspective:

    • Ship combat:
    1. Place the ship "boundary" closer to the middle to avoid roof-plated freak-ships
    2. Cooldown of 10-15 minutes from being sunk to being salvageable (Will remove the demolish-and-drop mentality)
    3. QoL-thing, have a default "Unseat"-button and a "Seat"-button to make the group options easier to manage instead of having to:

    A) Put them on cannon

    B) Put the same NPC on another cannon (the one you want it to shift to)
    C) Press and hold N for 3 seconds to unseat

    D) Whistle passive so they don't YOLO
    E) Deselect first group, select second group
    F) Hold Right shift

    The above method is tedious and the NPCs "forget" their placement history when zoning to another grid. A general unseat/seat option would remove the need for such history.

    • Despawning items:
    1. Make it last 10 minutes pr. default dropped package (Sure, it will remove some performance, but will make the grief-mentality less viable)

    • Top 10 ranking
    1. Base it off some "Reputation"-system. Ex.

    Sloop, 2 points

    Schooner, 5 points

    Brig, 10 points

    Galleon, 20 points

    Add a multiplier based on company size, for example x0.2 pr. 10 members

    So if you sink a 100 man company's galleon, you'd gain 60 points instead of a 5 man company's Galleon, which would be default 20 points. This will incentivize combatting larger opponents and the reputation points could be used to calculate the "Top 10 companies".

    Any other ideas and discussion about the above is welcome!

    submitted by /u/Thiil
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    Should I play Pve or PvP? What are the differences?

    Posted: 08 Mar 2019 12:30 PM PST

    I've played ARK for many years on pc and ps4, but now I want to shift over to this game on pc. I know a bit about the atlas basics but I am a little confused about land claiming, taxes, etc.

    Which ones apply to PvP or PvE? Which mode is worth playing?

    I recently tried joining the PvP Kraken world and only me and another player are connected! so empty. :(

    submitted by /u/AbyssalOrca
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    Public Test Realm (Test Live) Dates? What?

    Posted: 08 Mar 2019 12:39 AM PST

    Public Test Realm (Test Live)

    This update, including the war system and claim changes, will be making its way to our Public Test Realm before it hits the entire Official Network and will be accessible for all players for both PvP and PvE. It is anticipated that Test Live will be available to play around the 20th of March and we will keep you posted should there be any more updates as the time approaches.

    Does this mean the wipe isnt going to be when they announced? Or is it legit 1 day of PTR before mass release.

    submitted by /u/SaintThor
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    Blue/Purple Treasure Maps suggestion

    Posted: 08 Mar 2019 10:53 AM PST

    If you dig out the chest it should be an item that you have to carry and have on board.

    It should contain SERIOUS LOOT (such as gold, gems, crystals, metal,..)

    To collect it you would have to have it opened in freeport.

    This way players would have incentive to make longer journeys while being in enemy territory for a good reason.

    The heavy weight after you open it would make players use the closest freeport to their home - making it possible to steal it from them along the journey. (preventing popcorning)

    submitted by /u/ezdodge
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    When You Still Have Two Weeks Before Wipe

    Posted: 08 Mar 2019 09:45 AM PST

    How valuable is gold?

    Posted: 07 Mar 2019 11:54 PM PST

    Playing on PVE and I'm not really seeing the value of gold. Maybe it's the 6x rates or the PVE reduced need for base defenses or the reduced need for top notch equipment.

    Is gold very valuable in PVP or just kinda meh?

    submitted by /u/khalnien
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    PVE Alliance Suggestion: Just make them for chat channels

    Posted: 08 Mar 2019 08:10 AM PST

    PvE Alliances under current itteration will not exist. However they are used in PvE for chat and trade. When you see a blue name, you know you can chat with them on the allaince chat.

    We used it to coordinate activities on the island, as most the companies were part of same alliance. People on other islands were not interested in asking someone on our island to move a ship that was blocking them or coordinating where to place the lighthouse.

    We used it to trade animals, the breeders would announce when a animal was ready for sale. This was system wide so we would not anoy everyone asking if they had a animal was for sale while traveling server to server. The alliance system allowed us to know who were trusted traders.

    They are used in PvE just very differently than in PvP

    submitted by /u/Raciper
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    You know what's awesome? Watching streamer offline raid our stuff and being unable to login

    Posted: 07 Mar 2019 01:42 PM PST

    Anyone else able to login?

    submitted by /u/MicIrish
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    New Captains log

    Posted: 08 Mar 2019 12:34 AM PST

    Unable to query server info for invite (help me fix it)

    Posted: 08 Mar 2019 04:51 AM PST

    yesterday steam flist was short offline and after that dont know how much time after but wasnt too long there was something like "authentification token" error message or so

    since then i have been unable to reconnect to that specific server iam playing on

    ive tried:

    • resetting modem for new ip adress

    • restarting steam

    • veryfying game files

    • normal reinstall

    • complete reinstall (deleting all leftover files) after uninstall

    • resetting, flushing dns , release and renewing ip and other cmd network commands

    if you have any additional ideas feel free to post them

    otherwise it might be steam/grapeshot and no im not banned just to exclude that eventuality but my steam id might be blocked somehow

    thanks in advance for any possible help

    //edit will update if server restart finally fixes it

    submitted by /u/thedotahota
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    What's the point of alliance limits if you can now set companies to neutral?

    Posted: 08 Mar 2019 04:40 AM PST

    What's the point? You can now have 100 neutral companies that you can fight together with, without any risk of crossfire or confusion.

    Do you really think the fact that they won't have access to in-game ally chat is a big inconvenience? In case you didn't know, there's something called Discord.

    There was already the "mouth alliance" counter to your alliance limits, which instead of making it harder, you've made it even easier with the neutral system. So just remove the cap and let it be two mega alliances again. We'll get to see for a second time whether such a system is popular or not (my guess is that the game will die again within a month after the wipe).

    I don't know why we're still bothering getting the same points across over and over again, when the devs seem to be out of touch. Personally I'm giving it a last shot after the wipe. If it's the same mess again, I'll just move on to other games.

    submitted by /u/Nicolasrmt
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    Do Not Let Players Choose the Raid Windows

    Posted: 08 Mar 2019 11:53 AM PST

    Part A. Raid Windows

    While there are definitely good reasons to let the defenders choose the raid time, there are many issues that have been brought up over the past week. So I won't focus on the downsides of it, but I would like to propose something different.

    How about instead, the devs choose the raid times. Set up the raid times in a more organized predictable fashion. Set the starting raid window times in a staggered manner based off NA/EU prime time across the map. The best method I think would be set them column based. For example, columns J and K, will start their raid window at 4pm CST (2 columns at 4, that includes all biomes, because it's when most players are on to help spread the action). L at 5, M at 6, (then 2-3 hour intervals) N at 8, O at 10, and so on, circling around to 2pm at H and 3pm at I. Keep in mind everything above can be changed or balanced around, the only main point is that most islands in the more competitive biomes are in their respective prime times.

    This accomplishes several things organically. Below are my Pros and Cons.

    Pros:

    1. Creates an active environment for everyone. Players/Companies will migrate to islands that have raid windows that best suit their schedules. Whenever you log in during your primetime/raid window, most everyone else in your area(2-3 columns left and right) is logging on, already online, or logging in soon.
    2. This soft region locks all players. As the servers are set for specific audiences(NA, EU) they will receive the most prime time slots and islands, while players who for whatever reason are playing NA but are say, in Asia, can band together, take an island (using above example they would gravitate towards columns D and E), with better raid windows, and be near other people from those time zones.
    3. There will always be PvP. Somewhere on the map, at any given point of time, is guaranteed to be in a raid-able window. If for some reason you and your friends stay up all night on Friday, and its outside of your zones normal raid windows, you can simply sail east or west and be in grids with raid-able windows.
    4. Prevents Alliance safe havens. Exploit brought up here in this subreddit, where an alliance and or companies and friends, align their islands raid windows to be in such a way they can just transport their ships and valuables right next door to a neighboring island.
    5. Prevents weird PvP consistency issues. One island is in intense PvP but don't sail too far to another island, they could be in an immunity window. This prevents neighboring islands ships from sailing to fight and then retreating to their island outside the raid window and anchoring.
    6. Easily communicable, predictable, and clear for players. Place a red tint on the Atlas map that moves right, similar to how time zone effects on maps work in the real world. Players can look at their map and easily tell which grids and islands are in raid windows and at what time. I don't know the frequency at which players were expected to be able to adjust their raid windows, but one company could dramatically alter their raid windows every other day.
    7. This is easily extensible for future content. Devs can work around or with these raid windows for events, such as a merchant ship that avoids sails right ahead of or behind raid windows. Or a ship/target that sails with the raid windows.
    8. This removes another form of griefing, where companies could actively choose raid times that would be incompatible with the enemy, avoiding fighting them using a mechanic not for its intended use.

    Cons:

    1. This could possibly create areas that are too dense, or too sparse. This can be balanced by adjusting the starting raid times and/or columns affected. You can also change how the rotations work, instead of vertically, they could be horizontal, bloom from one spot like a flower, spiral out from the center, whatever shape.
    2. This makes raid windows inflexible for players. If for some reason your company moved time zones or work schedules, you will not be able to adjust your islands window, and have to move to another island or mitigate the schedule differences.
    3. Balance with Freeports, lawless islands, and power stone islands make balancing the columns a little weird. As they are not equally/symmetrically placed around the world, for example L has 5 claimable servers, L1,L3,L10,L14,L15. While O has 11 claimable servers. This could mean moving these islands around in such a way that they can be more balanced, or making more of them claimable (60~ lawless servers is a bit much).
    4. Players may not get the biome or island they would have liked based off these predetermined raid windows.

    This is all from a game developer and a prolific Atlas player (700 hours) in PvE and PvP. Much of the above can be adjusted thicker, thinner, shorter, and longer, the main drive is organically give players agency in their experience, and make it a worthwhile experience. Please discuss below, any flaws, exploitable. This is my first post on big change proposals to Atlas as this doesn't address some of the other fundamental game design flaws, more land based objectives than sea objectives for example, and I'd love to get as much feedback as possible.

    submitted by /u/AsusWhopper
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    Just claim wiped server and need to know where I should advertise?

    Posted: 08 Mar 2019 07:55 AM PST

    I'm not seeing a lot of cluster/server advertisements and I'm thinking I must be missing a section. Don't want to spam r/playatlas if that isn't the place for it. Anyone help a sista out?

    Thanks!

    submitted by /u/RenWmn
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    ATLAS Solved: Dynamic Resource Spawn Locations

    Posted: 08 Mar 2019 07:39 AM PST

    Lets just drop the whole "this resource is mine, nah, nah, nah, nah!" thing with the walls and gates around swaths of land and the foundation spamming nonsense.

    Make resource spawns dynamic. Each island has "x" resource type. it will spawn there. When harvested it will spawn somewhere again. not necessarily the same place. Foundations only prevent spawns directly under them, (no radius)

    Yes, trees will grow in open areas inside your base. Trim your yard, or pave it.

    submitted by /u/Slyguysuperfly
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    Cpu is throttling at 100% on Atlas.. Help?

    Posted: 08 Mar 2019 02:42 AM PST

    I'm looking for anyway to stop the throttling of the cpu. My gpu is fine but because it's so heavy (100 cpu usage spikes),the frames drop when I try streaming it. It seems fine then I go back to rewatch it and it's God awful. Any tips or tricks? I've tried setting the priority of the process for atlas and obs but the change isn't too drastic. And I am already running it in low memory mode. I am running out of ideas for trying to play and stream this. I play on a rp server so it's really fun and immersive. The only flipside to this is not being able to stream it and I have a pretty decent pc. Any tips or suggestions would be highly valued as I really have been trying to optimize this game down to the .ini

    submitted by /u/Vrukkus
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    OwO Highlights Season 1

    Posted: 07 Mar 2019 10:47 PM PST

    Not happy with new PVE ruleset in Captains Log

    Posted: 08 Mar 2019 02:21 AM PST

    https://www.playatlas.com/index.php?/atlas-news/records/captains-log-23-setting-a-course-r90/

    I personally am not interested in the new version of PVE claiming discussed in the Captain's Log. I won't be coming back under these changes.

    PVE claims should not involve other players, they should just be a mechanism to provide a secure area to build.

    I can see we are just heading towards the current problems with this new system. A single player will have enough points to take a small island? Within days all land will be taken, people will find it difficult to find a spot to build and there will be the old complaints about having to pay tax to another player.

    submitted by /u/MIssWastingTime
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    Open world pvp gone?

    Posted: 08 Mar 2019 07:53 AM PST

    So from everything there last streqm mentioned it realy souded like they are pretty much killing open world open ended pvp . It almost seems like the orginaly advertised persistent world open world pvp will be gone after the wipe and update. Some of the best parts of the game was going to surprise attack someone and getting there just to have all out chaos happen insane scenarios unfold with tons of players fighting each other.. yes offlineing happend but what about yo groups that were fighting each other haveing grand un replicatable battles and events unfold infront of them.. it seems like alot of the intensity and feeling of always needing to be prepaired is going to be gone i feel like alot of people bought this game for the persitent world challange of harsh pvp and the idea death and loss where around every corner thus when you finale became capable of detering attacks and holding your own it was very very rewarding it just seems like alot of the changes in the new update are going to ruin alot of the thrill and challange of the game . And is no longer what they originally advertised im realy hopeing the changes dont turn this game into another pretend pvp game that os actauly just a pve game with set pvp areas for the carebears who only wanna pvp when it suits them any thoughts on this guys it almost makes it sounds like even players wont take damage outside the raiding and war schedules if so open world pvp is dead

    submitted by /u/deku421
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