ATLAS New Type of Dock? (Harbor/Port) |
- New Type of Dock? (Harbor/Port)
- Running to a free port
- Why do people love DLDX and OOF so much
- Can we get some other thing besides instant-deletion with climbing pick meshing?
- ATLAS Solved: Ship Design & Specifications
- There needs to be some tuning done to the Golden Age Ruins islands before adding to the grid they're on.
- PSA: If you care about Atlas, participate in ANY 'betas' they release to insure a smooth re-launch
- 6x Breeding, but imprint interval unchanged
- As the wipes is near us i'd like to show my best Land pvp moments in ATLAS
- Jat - possibly rethink alliance limit.
- If you're in trouble, just extinguish your forge.
- Custom Map Question: What happens if you make custom map cells bigger?
- Who will be coming back after the wipe?
- Please merge NA PvP and EU PvP after wipe.
- Potential New Player checking in
- Possible solution for the upcoming alliance limit
- Alliance/Coalition Influence Map [06.03.2019] NA PVP
- The Freelance Union company idea
- Will there be a prerelease be launched soon?
- As many people have frequently suggested, Add docking like in EVE/ARK( upload everything )
New Type of Dock? (Harbor/Port) Posted: 06 Mar 2019 07:58 AM PST Wouldn't it be nice to sail back to your base pull into port, dock, then open the ship inventory and hit the "transfer all resource to harbor" button? Supply and cargo runs just became just a tad bit nicer. I think this could be done with a modified shipwright structure. We already have small/medium/large. Same size asset but with a design that is more fitting to a harbor/loading dock. Maybe a single boat can dock at a small, two boats at a medium and up to 3 at a large? The dock itself can have a resource style chest/hut on the end or itself be a lockable/access restricted storage. The idea is to ease the transfer of goods from ship to base. It can also assist in loading a ship. We can draw a line on rather ammo/weapons would work, that is another debate and could go either way. Out of all the enjoyment Ive had in the game, farming resources, being aimbotted in the head, watching the early version of SoTD detroy my dock and ship, being swarmed by 10 sharks, 5 jelly and dozen angler trying to salvage a ship... and all the other fun things that have come and gone or been changed... unloading a boat I have to put up there with one of my least favorites. That said I think it would be a nice QoL feature, sure it can add in some RP aspects for some, it also is not something "you have to have"... but coming into harbor, docking, then transferring the cargo to the dock. To me, that would be a nice change, rather it helps people know what to unload, im sure we have all had people come to help unload a boat and they take the wrong stuff, or too much, or are lost in the boat; "Where is the box?" "Was it this?" "How much did you want?" Now they just open the storage at the dock and start transporting it. This also negates the headaches of getting on and off a boat fully loaded, the night mare of tames on boats to move them, the ladders etc... Anyway just tossing some food for thought out there. Dumb idea? Amazing? Need a napkin sketch? [link] [comments] | ||
Posted: 06 Mar 2019 09:22 AM PST Does anyone else feel like something should be done about boats running to free ports? I am in a group near a free port and guys will come into our sector start ship battles and then run to the free port when they get a little damaged. I like the pvp and I do not mind them coming to attack it is a pirate game after all, but it is really frustrating when they sink a boat or 2 and when they are in danger they run. I do not mind the running either I get that, but not to a protected zone where no one can touch them. A few time the guys would anchor and log off and come back a few hours later when we left. I do not know if there is a solution to this, but I hope one can be found. Like if your boat was damaged within 5 mins from combat you can't go in or something. [link] [comments] | ||
Why do people love DLDX and OOF so much Posted: 06 Mar 2019 10:55 AM PST Just wondering there were many groups but all i see is talk about bldx and oof people were even in the dev stream talking about them. Each reddit post always turn into something about the BDB alliance there were only two main groups in this alliance was this the only real content in the game. [link] [comments] | ||
Can we get some other thing besides instant-deletion with climbing pick meshing? Posted: 06 Mar 2019 11:43 AM PST I have died, fully geared, to climbing picks, more than players at this point. Can it just teleport us into the water at a random location on the map/edge of server? Or do anything other than instant-delete everything we have? Make us die on the edge of the cliff so we can recover our loot? Teleport us at max height and then kill us (so the body is above ground)? Can't there be a better solution to this? What did ARK do to solve this (looked it up, looks like nothing)? This is one of the main reasons I cannot justify wearing good gear - one click and you've lost everything. I am very grateful that you do at least instantly-die versus being able to actually mesh like in ARK. So thank you for at least not allowing that nonsense in the game. I'm simply asking: can a more elegant solution be found for this? [link] [comments] | ||
ATLAS Solved: Ship Design & Specifications Posted: 06 Mar 2019 11:19 AM PST What if ship designs were a little bit more rigid in exchange for specification customization through a ships design "Skill" tree? We all have seen some pretty wild and creative ship designs enabled by placing structures on ships; large rear facing gun foils, single sided monstrosities, and the like. All are created by ship designers to create and edge over and above their foe. So while fun and engaging in a sense, these creative approaches have changed the fundamentals of ship vs ship combat. Picture that ship classes and the structure design are basically unchangeable and ship experience is spent on an improved ship stat design tree. All Captaineering skill and Sail bonuses are cumulative with ship spec bonuses. Using a Brig as an example:
Some boat model designs will need tweaking to enable this. Eg the top decks of boats will need to be raised to allow gun placements to function. Combine this idea with: https://www.reddit.com/r/playatlas/comments/axctc9/dry_docking_without_shipyards/ if you are unhappy with how you have spec'd your boat you can re-drydock you boat and spend resources to re-spec. Distributing points can cost resources to represent what it would take to modify the sip to suit the intended change. This can be done while at sea by spending resources from your ships box or when returned to port at a shipyard when drydocked. [link] [comments] | ||
Posted: 05 Mar 2019 04:11 PM PST I've made posts like this before but as it stands, these islands are way too hard for anyone to even think about setting foot on. I understand monsters like the Rock Elemental and Fire Elemental are supposed to be tough to take down but as it stands, they're cannonball sponges and ballista spear eaters. There is zero incentive to farm up the Mythos through either of these monsters and it's almost impossible to work around them because the Fire Elemental can fly and aggros from a mile away and the Rock Elemental can just spawn wherever he feels like. These two alone can wipe an entire company (don't pretend like you haven't been) and overall add nothing to an already cluster f*** of an island. The Gorgon, Army of the Damned and even the Cyclops aren't so bad since you can one-shot the Cyclops with a Ballista to the eye and Carbine the others to the dome. But when you mix in all the other trash mobs like the endless supply of lions, tigers, cobras, things start to get a little hectic. It turns into a s***fest and before long, you end up swarmed by 20 of the same monster. All of this and you make swapping between melee and ranged the most tedious task by making us only able to equip one "main" weapon and however many secondary weapons. (A shovel should NOT take the same slot as a Carbine, Blunderbuss, Pike, Mace or even a Bow.) One Primary ranged weapon and one Primary melee weapon slot would be amazing to swap to and would even give PVP a change. I've never seen an endgame quite like this in a game that the developers have decided to dub an "MMO". For some reason, the trash mobs (Fire and Rock Ele, Cyclops, Gorgon) are all much harder than the bosses? Not only that, but the levels on some of the beasts are outrageous. If the Fire and Rock Ele weren't on the island, I could see rolling up with 6-7 tigers, lions and bears being a viable strategy but the way these islands are currently designed, you're basically encouraged to kite them all back to your ship and hope you have enough cannonballs/ballista spears to kill even one. These islands are downright terrible and what's worse is that they've only really been touched on a handful of times. It's why all the content for these islands revolves around unofficial servers, where you're able to claim land, build and even tame some of these monsters in order to fight a boss that... can't even hurt you inside a stone structure? Some proposed changes that might benefit these islands: 1. Lower the spawn rate of the Elementals across the entire island. If they're going to be kept this beefy, there should not be six of them in a cluster. 2. Lower the HP of the Cyclops by about 20%. They're not so bad because headshots do some amazing damage, especially with a 200%+ Carbine and it actually disables them for a while, making them take more damage. They're just sponges at this point. 3. Tone down the spawn rate of the predators (Tigers, Lions, etc) and not just the range in which they can respawn from each other. Having to fight a few here and there isn't so bad but it's when you're swarmed while fending off a Cyclops is when things start to get out of hand. 4. While this may take away from the intensity of the island, I feel like giving the Elementals an overhaul would be best. Giving them less HP, make them vulnerable to some sort of siege/explosion damage that cripples them, much like the Cyclops and his eye mechanic. These are just a couple of things that come to mind. TL;DR - Golden Age Ruins islands are trash and promotes trash gameplay in their current state. These need a rework much more desperately than PVP aspects of the game IMO. [link] [comments] | ||
PSA: If you care about Atlas, participate in ANY 'betas' they release to insure a smooth re-launch Posted: 05 Mar 2019 07:58 PM PST I I think everyone is seeing the new mega update as Launch Day 2.0. In reality they should have waited a month longer, heavily tested everything ahead of time but what's done is done. We need to help them by participating in anything they release ahead of time. Even if you might not play, just do it to actually be nice, they need the help. Really we shouldn't want any game to fail unless the people behind the scenes are incredibly greedy. I don't think these people are super greedy, I think they're very naive and aren't able to handle major obstacles as well as other studios, I think their development plan is terrible thus you get their style pre-release games. But really, there's no good alternative where you can built and sail at the same time - so if you're into this sorta game, help. Who knows, there's a chance still of a revival. I think launch day 2.0 will determine the fate of this game, I think if it flops again, the game is permamently done for. If it succeeds though, it'll show they learned their lesson. [link] [comments] | ||
6x Breeding, but imprint interval unchanged Posted: 06 Mar 2019 03:08 AM PST With the 6x breeding it's actually possible for a small group to breed tames. I worked out it'll take a bear 7h 40mins to mature. unfortunately with an unchanged 8h imprint timer it's now impossible to get an imprint on them. [link] [comments] | ||
As the wipes is near us i'd like to show my best Land pvp moments in ATLAS Posted: 06 Mar 2019 10:10 AM PST Denying the Mortar Fire. Mortar tower assault 2 vs 6 https://www.twitch.tv/mrdolphin/clip/TawdryGloriousLadiesKeyboardCat [link] [comments] | ||
Jat - possibly rethink alliance limit. Posted: 05 Mar 2019 11:52 PM PST The upcoming alliance limit is having a strange effect in that it is causing all of the large alliances to push the small/medium guilds into merging. I'm not sure this is great for the community. I have two suggestions that might alleviate this a little:
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If you're in trouble, just extinguish your forge. Posted: 06 Mar 2019 06:42 AM PST
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Custom Map Question: What happens if you make custom map cells bigger? Posted: 06 Mar 2019 06:31 AM PST The custom map maker suggests 1,440,000 uunits for cell size. What happens if that is doubled or quarupled? I would like to build a 3x3 map to get all biomes and only will have a couple islands per server cell, but I want lots of sea area so the world is about the same half the size as offical map so it would take a while to sail island cluster to island cluster. It will be low users, 20 people max so the performance should not be an issue. Just wondering has any one tried this and what where the downslides of enlarging cells. [link] [comments] | ||
Who will be coming back after the wipe? Posted: 06 Mar 2019 05:36 AM PST I will continue to play the game because I enjoy all the small excitements that the game offers like encounters with enemies and the fun fights and talks you can have. I still enjoy the game even with all the bugs. [link] [comments] | ||
Please merge NA PvP and EU PvP after wipe. Posted: 05 Mar 2019 05:17 PM PST Servers should be merged post-wipe in order to keep the game alive. [link] [comments] | ||
Potential New Player checking in Posted: 05 Mar 2019 07:43 PM PST I used to play a bunch of Ark mostly back in 2016 with a couple returns here and there. I've played a couple other survival games but nothing has quite hooked me in as much as Ark did initially. What I didn't really like about the direction of what became of Ark were all the advanced technology weapons, gear and armor. I've played on some prim plus servers but I'd like to try something else. The one survival game that I liked the most since Ark was Dark and Light which was another Ark spinoff made by a separate "Wildcard blanket" studio. That game's community has completely abandoned it. The game is still in Early Access almost two years after release and even after a big content update this past fall the servers are pretty much dead. I have always waited through the intial performance issues at the beginning launch for these types of games. It seems that Atlas is a stable enough client at this point "from the perspective of an older Ark player" Do you guys think that the player base will remain around for another year or longer? Steam shows about 3000-4000 players on when I check the community page or a server checker webpage. Even if the game settles into something like a 1000ish player base is that enough to roam around the many multiple squares of the world and still feel populated? Also I should probably mention a lot of the servers I've spent time on were unofficial some with slightly accelerated rates 2-5x, orbs, etc. Sometimes I'd play solo other times I'd join a small tribe. What's Atlas like on official/unofficial servers and can smaller companies hold their own? [link] [comments] | ||
Possible solution for the upcoming alliance limit Posted: 06 Mar 2019 02:47 AM PST I personally think the new changes to the company and alliance limit is a welcome and much needed change. The only downside is that the 4 company limit to alliance will force smaller companies to merge. I think that a significant portion of the playerbase don't want to merge into a larger company, me included. A possible solution could be to make the alliance limit work like the sails limit on ships. An alliance could only hold a certain 'company points'. A company is worth a certain amount of point based on the company size. The company size is fixed and can be increased by buying an 'upgrade certificate' at a freeport. For instance: your company starts with an ten player slot 'certificate' and is worth 0.1 alliance points. If you want to recruit more players, you have to buy a bigger player slot certificate, which will increase the alliance points of your company. You can't buy a bigger certificate if the alliance you are in is already at her max company points. This way you can allow more than 4 small companies to form an alliance and prevent mega alliances. What do you think? [link] [comments] | ||
Alliance/Coalition Influence Map [06.03.2019] NA PVP Posted: 06 Mar 2019 04:57 AM PST
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The Freelance Union company idea Posted: 05 Mar 2019 09:16 PM PST The Freelance Union (pvp) I know this is not the lfg sub but this is more so an idea that I was curious if others would be interested in. The idea/objective would be to form a company composed of very small groups and solo players to create a pact to help provide protections to other members by owning a full island and having safety in numbers. The idea would be to try and gain a nice size island to stake claim on relaunch day and everyone do their own thing but have (more) safety by having numbers. I know I cant be the only one who currently plays pve because the lack of time required to maintain on pvp isnt sufficient. I would love to play pvp but 2 hours a night just isnt possible. Yea i could ask nicely to see if a larger company would take me in knowing I wouldn't provide them with much of anything and hope that they would be okay with that or instead maybe I could find/start a group of like minded people with similar situations as myself. A group of say 75 people on one tile that all play casually would have a better chance than a group of 5 holding down their claim. We could setup a discord so members can keep other members up to speed on what happened overnight or while they are off. With more members we can try to have our 9 hour window covered by other members that are at least online. Of course we could do things together and what not but the main purpose is a collective group of casual/solo/small group players joining together for safety in numbers and a place to reside together. The plan if people were interested would be to start planning a server / island location now to be ready for relaunch day. Just curious how much interest there would be for something like this [link] [comments] | ||
Will there be a prerelease be launched soon? Posted: 05 Mar 2019 01:38 PM PST Will we get a prerelease before March 20th? For those running unofficial servers, we would like to see and understand the changes coming in before the launch. If we're forced to wait until launch date, we'll have no time to make adjustments for the players. [link] [comments] | ||
As many people have frequently suggested, Add docking like in EVE/ARK( upload everything ) Posted: 05 Mar 2019 07:30 PM PST Which pretty much means allow players to upload every single thing, boats, animals, items EVERYTHING for unlimited amount of time, allow them to keep as many boats as they want on their upload, so the need to fight for land for solo AND small groups would be more of a luxury rather than a necessity which will turn this game more into an MMO rather than hardcore survival. -You have maybe what 200+ islands? When wipe happens it will be a rush for land, what happens to the players who log on after work 5 to 8 hours after the wipe. Simple they may not really be able to find land. - Solo players and small groups will have to fall back to lawless as they follow up for a while trying to find a claim or build within a renter land. -Basically think of it this way, you have a limited number of servers ( tiles, islands) however because of that there is no limit on how many players can play the game, hence let's see a player buys your game 3 days after the wipe or a month after it? will they find land? will they be able to build? these are the questions you need to ask, AND we had this conversation in ARK as an example where you had this issue in a way hence why you added other game modes to cater to the smaller groups or solo players. (6 mans etc ) [link] [comments] |
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