ATLAS Prevent Island Name changes in upcoming patch, due to font irregularities between clients. Island [][][] |
- Prevent Island Name changes in upcoming patch, due to font irregularities between clients. Island [][][]
- Hey Jat, can I ask a serious question? Why didn't you just listen to the players and try a few things first? Serious question, not looking for flame wars.
- PvP should be enabled on PvE servers 24 hours before the wipe.
- Know the signs.
- For PvE Use it or lose it claim system.
- April 2019 PVE
- [EUPVP] Brigantine PVP Highlight videos - The Crimson Covenant
- Statictics of the last 2 months ?
- Alliance/Coalition Influence Map [02.03.2019] NA PVP
- Goodbye PvS, hello PvP
- Remember when Grapeshot tried to increase discovery points value? Post-wipe is perfect timing for it!
- single player
- Moved Private Server to new PC and now can't reconnect to old characters [need help]
- Grapeshot should add a Discord Webhook service for company messages in addition to Email
- The correct Alliance (NA)
- I think it's best if you hurry up with this wipe
- Sphere of Influence - limited island claims
- Ship battle improvement
- New PvP Mega Meta?
- WOOHOOO, company and alliance limits now means that the mega-tribes are dead!!!! GJ Grapeshot!!!
- Idea for Claim Flag system to combine old and new.
- Idea about ships of the line
- Black/blank map on official server
- Hex vs square
Posted: 02 Mar 2019 02:43 AM PST One of the big changes that has been listed was the ability to change island names. I think this is a big issue in that we do not have any sort of consistency in identity + fonts. People can change steam ids, company ids on the fly. And now with the ability to change island names, it become even more of a issue since the clients and userbase uses different font sets. If half a section of the map's island is named [][][][] due to not having the font required to see what that is, and on top wouldnt understand the characters either, what exactly does that benefit? I would say remove the ability to rename Islands, leave it as is.. Also recommend the Identity problem be looked at more closely, having the ability to change company names and steam ids is problematic in my opinion. Like for steam id, why use this in the first place and not the character name / family name instead? [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 06:59 AM PST This will be hard, but I ask the community to please respect the intent of this post and not take it as an excuse to start arguments. I also asked my kids to not get in the cookie jar. The PvP community has been asking for one thing for you to try, that they believed would solve most of the issues. Disable fast travel across regions. I have seen countless requests for that feature. Their main gripe on the forums and on Reddit has been the zergs. That would have been an easy fix to try and it would have shown the community you listened and cared. The PvE community has been asking for one thing for you to try, that they believed would solve most of the issues. Put a hard cap on the number of claims per company. I have seen countless requests for that feature. Their main gripe on the forums and on Reddit has been the lack of available land. That would have been an easy fix to try and it would have shown the community that you listened and cared. Those are two fixes you could have tried first. Both of which could have been in big bold letters on the patch for March and TONS of players would have rejoiced. People sitting on the fence would have seen that and thought "Damn, those devs listen and care!" Both of those would have been a lot easier and a lot less drastic. Neither of those would have driven hordes of players away either. Please note that nowhere in this post am I trying to insult or bitch. This is honestly meant as a serious question. Why did you not at least try these simple fixes out first, that people have been asking for? [link] [comments] | ||||||||||||||||||
PvP should be enabled on PvE servers 24 hours before the wipe. Posted: 02 Mar 2019 07:14 AM PST Just for fun. PvE servers will probably almost be empty a few days before the wipe because there no point right? This could add a goal for pve players. Prepare for an absolute massacre right before the big wipe. It would be like the purge. All crime is legal. Got a big pve alliance? Now it's an all out war for the next 24 hours! Then the next day everyone is holding hands again singing kumbaya building their sea side vacation homes the next day. [link] [comments] | ||||||||||||||||||
Posted: 01 Mar 2019 08:23 PM PST
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For PvE Use it or lose it claim system. Posted: 02 Mar 2019 10:41 AM PST Hello :D, I am Lotus from Lotus :D. I am going to try to make a post that shows direction that I expected the game to have but was disappointed to find it didn't have. I bought this game and didn't know much about it except it was made by the company that made ark. So the first day was just a laggy hell of falling through the waves and all kinds of just trash. As I sailed for 12ish hours looking for an area to claim as my own I had fantasies about what I would find on islands and wondered how the game would work. I was... disappointed :(. Here is how I feel the game should work for a new player. You spawn in at the freeport. This area should be pretty safe because it's basically your tutorial zone so you learn that the printer cartridge on the right is actually your vitamins and how to replenish them. After about an hour of getting it figured out you make your first boat and sail away. Yay sailing. (I hate sailing BTW :D) now you come to your next zone... the lawless region... which should basically be a staging point to find your first actual claim area (not somewhere you live forever). So you go and encounter some lower level hostile mobs. Start to encounter the elements. Make your first box (Yay box bases) and sail away. You sail and encounter an area you can drop your claim flag at (Yay land). So now you have a patch of land to call your own. The way you maintain this land should be simple you do things on the grid. So if you are out farming trees or whatever your claim should start to gain time towards it's upkeep because you are doing things on that grid. Actions if farming or building would increase the amount of time as long as it is done on that grid. Lets say you farm up about 48 hours worth of time on your claim but you also decide you want a bigger settlement because now your buddy Bob wants to play with you and he joins your tribe. So you go and drop your second claim flag instead of having 1 flag with 48 hours you now have 2 flags with 24 hours because the time your grid has banked now gets divided by 2 and ticks down for 2 flags. This means you now need to do more work to maintain those flags. This is ok you have 2 people and bob is pretty active so you get to 72 hours in no time. Then bob goes and decides he wants to have the metal node and gems and drops 6 more flags. So now you have 8 claims at 18 hours but you need to do 8x the farm to maintain them as opposed to just the 1 flag. So you go and farm like hell for the night and go to bed with 24 hours on each flag. You wake up go to work and come back home with 10 hours on each flag. So you and Bob put up a tax bank and get your 20% tax on those gems and metal. So you and Bob farm like hell again and end up with 16 hours on each flag. This is a problem because you guys are behind where you were yesterday but you have work and need to go to sleep. So next day you get on with 2 hours left on each flag. You now realize that you can't keep those claims for the gems and metal because trying to farm that much time to maintain upkeep is too much for your 2 man crew. So you kick down to 3 flags and go to bed with 24 hours again. Your neighbors decide they want to go further from the freeport because they hear it is better farming there but it is also harder. You are sad because you like them but wonder what the bigger challenges yield in terms of reward. Over the next few days their claims run out of time and flip deleting everything they had on the land but it is now claimable for the next player to come through and work on their journey. You and Bob farm up and build your first schooner. You picked up some NPC's from a freeport and sailed to the next tile up from yours. You land in an area drop a claim and continue your journey. This new land is harder and has more aggressive creatures that are higher level. The weather is also not as friendly so you have to start wearing clothing :D. You find your old neighbors and they arn't doing too well. You and your neighbor work together and it becomes easier. After a few days of working side by side with your neighbor and talking with them you realize they are interested in going to the next area like you and Bob and merge. This merge makes it so this area is much easier and maintaining the claims is simpler when you have more hands working on it. You go to the next area and it is challenging but as a group of 8 it is much easier. The resources come at higher density but the monsters are also much stronger. Each time you guys leave a base behind you either have to go back to it and maintain the timer or let it go. So that story ended up taking a lot longer but it was to give you a feel for how I believe the game should work and not just spit out the mechanics (Which is basically what I am going to do here). So the Freeports should be easy to survive but you can't build. (middle of the map) The lawless zones should make you chilly or warm but not extreme waves. Some hostiles for you to fight but mostly neutral mobs. Your buildings desolve after a few days and that keeps the zone fresh. They should also drop basic resources like freeports. (generic great value fiber etc) (1 over from freeport) The claim zones should have tiers based on how far from the freeport you are. The monster levels increase the farther you get and the climate becomes more extreme with hot and cold and the heat/cold waves you get. The resources should also increase in density and variety . (2-3 different metals an island in the hard zone with level 60ish mobs that can't be tamed, more alphas, etc) The world should not connect North to South. (Or East to West because of how a sphere actually would work) North should be cold, South should be hot. The Polar/Volcanic region should be really hard to live in so trying to farm there regularly would make it so you don't claim as much land there because the upkeep would be too much. Also the idea is to prevent players from taking from players, neglect kills their flags. Just how I think it should work because the amount of griefing that will happen will kill this game imo. ~Lotus [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 12:06 AM PST
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[EUPVP] Brigantine PVP Highlight videos - The Crimson Covenant Posted: 02 Mar 2019 04:55 AM PST With the wipe announced, and player interest massively declining for the meantime, I thought now might be a good time to share the Brigantine PVP videos I've been making for my company. Numerous hours (100+ easily) of Naval PVP cut down into a few highlights and atmospheric moments. Volume 1 - https://youtu.be/HlvKzYyftuU Volume 2 - https://youtu.be/1YNAtXe0Te4 Volume 3 - https://youtu.be/bOr6G0MyTTU Volume 4 - https://youtu.be/pezmynyo6Tc Bonus: Griefing mega company harbours - https://youtu.be/mAgbrlYQljY (wonder if any non-bp ship has a higher KDR than this?) I hope you enjoy. The plan wasn't to share them with reddit, since a small company doesn't really want more attention on top of having to fight off a mega company and allies basically every single night for 3 weeks+, but almost all consequences are off the table now. So here we are. All footage captured by Gremlin Senpai of The Crimson Covenant. The two lessons we've learned from this are firstly, that small companies can absolutely thrive and be viable (as well as punch well above their weight) if you have dedicated players who cooperate well and don't try and live beyond your means (no, you don't need to keep claiming land beyond what you can defend). And secondly, ship-based PVP is absolutely unbelievable fun in this game, and if you haven't properly engaged in it...please do, it's incredibly well designed and an absolute riot. It makes everything else, the 4am land defences, the resource grind, the NPC farming, 100% worth it. [link] [comments] | ||||||||||||||||||
Statictics of the last 2 months ? Posted: 02 Mar 2019 09:24 AM PST Wouldn´t it be cool to see how many ships were sunk, how many pvp kills there were or just how much metal was farmed . [link] [comments] | ||||||||||||||||||
Alliance/Coalition Influence Map [02.03.2019] NA PVP Posted: 02 Mar 2019 05:11 AM PST
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Posted: 02 Mar 2019 03:35 AM PST Just like with ark, this game has become a player vs structure environment. Sure there's still PvP but on the whole, it's a lot of offline raiding, claim flag spamming and so forth. Keen to see a lot more PvP once the wipe happens. (Hopefully not just mythical headshots over and over from outa left field) If any of you played an ORP ark server you'll no what I mean. That's right, you actually get to PVP knowing the person is there to fight you. Sounds crazy right? Just a joe's opinion [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 12:49 AM PST With everyone starting over, nobody is ahead of anyone else. So, if Grapeshot increases the point value for Discoveries, or decreases the quantity needed for each level cap raise, perhaps people will feel more encouraged to explore and get back to their old level cap more easily? [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 11:48 AM PST Why doesn't "single player" in this game? Very necessary to take videos. In the new update, it should be. [link] [comments] | ||||||||||||||||||
Moved Private Server to new PC and now can't reconnect to old characters [need help] Posted: 02 Mar 2019 11:35 AM PST I posted this on PlayAtlas forums, but I figure I'll try my luck here as well. I have started a 2x2 server cluster for Atlas, but as this is too much to run on my laptop while playing I decided to fix up a PC and move the servers over. The servers successfully moved while keeping all of the saved data, but I was unable to reconnect to the server. Since our characters were no longer on the home server, I edited the servergrid.json and made the map with our bodies the home server so I could connect directly. However, when I joined it still prompted me to create a new character (I'm still playing the game with the same laptop), so I made one to see if our bodies were still there and it turns out yes they are. I am at my wits end trying to understand why it won't let me rejoin as my character. Has anybody experienced a similar issue and found a fix? [link] [comments] | ||||||||||||||||||
Grapeshot should add a Discord Webhook service for company messages in addition to Email Posted: 01 Mar 2019 04:46 PM PST In the march patch, they announced that they would be creating an Email service for Company Log messages.
This is absolutely fantastic. However, my immediate action is going to be converting these Emails into Discord messages. It would be nice to cut out the middleman and just do a Discord webhook. https://discordapp dot com/ developers/docs/resources/webhook (URL mangled because this sub's automoderator detects that as an invite link, and I reposted because no response to that issue from the mods of this subreddit) It would be nice to have a place we can just put our discord server's webhook info into and get these log messages directly to discord. [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 10:22 AM PST Friendly <> in Alliance
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I think it's best if you hurry up with this wipe Posted: 01 Mar 2019 01:37 PM PST
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Sphere of Influence - limited island claims Posted: 02 Mar 2019 08:31 AM PST Let me start by saying myself and a lot of people in my company are looking forward to the big patch. The way the flag claim system works now is absolute aidscancer and it needs to be changed. Get an old priest and a young priest, and send this abomination back from whence it came. I think almost everyone would agree it's the worst aspect of this game, and is very frustrating to work with. That is sort of the foundation for everything else you do in the game, so once that's revamped I think a lot of other issues will solve themselves or at least be easier to deal with. I like the idea of a single flag to claim an island, makes things simple, quick, and centralized. My personal idea was every company gets one claim and then you get a sphere that spans 2x2 tiles which you can build and fast travel within, hence the title. However this is basically the same thing it seems. I don't really like the idea of structure blocking enemy building. I'm not sure about the raid window timer, I haven't played anything with it, but that part I would think is way easier to change if needed than the way claims work now. My thought was that with the raid window attackers could come to an island and that's when they place a claim to be able to build a FOB or whatever they wanted. I was thinking the "attack flag" could actually be a prebuilt FOB in and of itself, a small stone structure (maybe even a 2-3 story tower) with a bed inside that costs mats to build, and then allows a small build radius in enemy territory. Maybe it takes 5-10 min to deploy, appears on the defenders map as a red circle, and the objective would be to reduce the structure to 0. Make it so there's a physical object the defenders and their allies have to destroy to stop the threat, and the attackers and their allies can repair to keep attacking. This way the war actually requires mats, and forces hoarders to contribute to the effort. The defenders would have to throw up makeshift defenses in the area, and the attackers would have to be repairing the damage to their attack claim or building cannons and mortars or whatever else is needed to siege the island. It simplifies things because all the allies involved on either side would have be concerned with is the attack claim hit points and not permissions or anything like that. Then with the way I think the war window is going to work that sets up counter plays for the off hours, or maybe X number of attacking claims on the defenders island could extend the window of attack time? Attackers would still have to keep these siege claims repaired to get the window so they would have to farm on the spot or have logistics set up to resupply. Anyways, I really think there should be an "attack claim" or some kind of dynamic system around raiding. Of course there would have to be a company limit so people couldn't spam it, or maybe there are tiered levels of war tokens that allow different numbers of attack claims. In my head I'm picturing a few different "arenas" on the defenders island that would vary by biome, where it was physically built (mountain, plains, coastline, etc...) and what the attackers were trying to hit. I saw in one of the patch notes "hard cap" under the claim revamp bulletin. I hope this means a cap on the number of islands a company can control. If the "meta" is to build, fight, get wiped, and restart than there has to be lots of free land that is either constantly rotating between ownership or laying fallow waiting for someone who needs to rebuild. I really did not like how if you went to sleep and someone took a claim they also got all your stuff. Company's need to pick where they want to live, and if they raid someone they should actually have to carry the loot back to their territory. This is the main aspect that I think could make the game more "piratey" because along the way all sorts of things could happen to that precious cargo. If there is a cap on the number of islands you can control then you wouldn't be able to own the island you attacked, so the defenders pixels would start to decay after they lost. Smash and grab to get those ill gotten gains, but then you also have to have an escape plan, and it's not just "this is mine now." If that were ever implemented there would have to be a limit where players couldn't leave and join another company more than once a day to prevent megas from having "sleeper betas" that own territory not being used, and they just shift people from the alpha to defend. Another small idea I had was some kind of PVE loot ship that spawns and has a set destination for which people could try to intercept and then either pvp for the loot or work together if they couldn't solo. That's like an extra content pipe dream and not really important, but I thought it might be a fun idea while I had peoples attention. Alright, that was my rant that will only get 6 up votes and 10 comments calling me a homeless n00b. I know whatever changes you are making are already in motion and will take some time, but I think some simple tweaks to the road map laid out could really put a shine on this diamond in the rough. That's my time, enjoy the chaos ya scurvy sea dogs! [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 08:24 AM PST Just a small suggestion, can you make it so that mounting a cannon on ships as a player gives you the same 3rd person view you get when using the wheel or podium? [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 07:24 AM PST Hello, I killed the Kraken then went to PvP to experience the other side and it's been pretty juicy. I have read the new changes to how claims work for PvE and PvP and think they are going to hurt the smaller guy more than help. Mega tribes can just break into different tribes for offense and defense. The offensive tribe will just take an island then pass it to a defensive tribe. If a defensive tribe is attacked they will just defend themselves or have one of the offensive tribes come help. The alliances will look like this Alliance A Mega offense X1 X2 and Mega Land holder X1 X2, Alliance B will be Land holder + 3 tribes allowed to live on the island. When the Land tribe has it's grid a new tribe will form. The defense tribe will make the ship parts and just give them to the offense tribe put the stuff together and the offense sails out. The players can jump from one side to the other if needed but mainly crafting players will hold the land. If the smaller tribes do not conform they die. The mentality of megas from what I can tell is if it's red sink it then sort out the logistics later. It is better to be safe than sorry. If a smaller tribe just trying to get by is hurt then what are they really going to do about it? For the Offensive tribes you alliances will look like this Offensive X1 X2 Y1 Y2 and Alliance B will be land holders of X or Y. Each island will have a governing tribe that basically watches the island for the Mega and alerts anything to them. Landholders X will take land from offensive Y and vice versa. Can't stop the land holder from claiming if the offensive team just lets it happen. Also who is going to stop the mega from taking stuff from itself? Only people that would remain on the island could but if they do that the mega just kicks them off the island with the flag and then kills them for free because the owner can do damage to anybody on the land and not take damage unless at war. I guess an argument could be made that a mega would fight another mega. That is possible but most of them have agreements in place and it's not like it would be a surprise attack they can just plan around it. If 1 mega kills another the land is still controlled by a mega. So what I wonder is where does a group of sub 20 fit in here that doesn't want to be part of a larger group? How does anybody but another mega stop this? I'm not going to claim to be all knowing about PvP but from my understanding you are allowed to exist in a territory because a mega allows it. ~Lotus [link] [comments] | ||||||||||||||||||
WOOHOOO, company and alliance limits now means that the mega-tribes are dead!!!! GJ Grapeshot!!! Posted: 01 Mar 2019 07:24 PM PST Just kidding of course, you'd have to be an idiot to believe that. Which means that Grapeshot has not effectively addressed the group size issue. They probably believe they have, but people can cooperate without the "alliance" feature. Really, what this update shows is that they have a fundamental problem understanding the importance of incentives based game design versus "box" based game design. Incentives based design is where you create real organic incentives for people to do something. An example is allowing people to destroy each other's bases incentives raiding. "Box" based game design is where you use programming constructs (such as the alliance and company features) to direct player behavior. You stick players in a box, and you hope that they will stay in the box. Players tend to not stay in the box they're put in. Players ONLY respond to incentives. So when grapeshot reduces the box size for companies and alliances, it just means that people will learn to stay in large groups without those game features. Had Grapeshot instead focused on real incentives for people to not group up, they'd have a real solution on their hands. The problem is that the incentives for grouping in the game are so incredibly strong that you'd need a really major disincentive to stop people from forming bigger and bigger groups until the game is ruled by just two. You'd need something that would itself be unpopular (players would have to hate it enough to stop grouping up) and grapeshot just doesn't have the balls to implement such a feature. Which is sad, because they're the only ones that can fix this. [link] [comments] | ||||||||||||||||||
Idea for Claim Flag system to combine old and new. Posted: 02 Mar 2019 07:16 AM PST Why not use a bit of old system and new system when it comes to claim flags. If the goal is to have meaningful PVP conflict lets design the system that promotes exactly that. Seems like Claiming the whole island as a settlement and having specific PVP hours is a good idea but allowing building anywhere for the enemy during war times is very abusable how about a combination of both. Solution:
I strongly believe this will extend the duration of each Island conflict and make it more strategic and meaningful. So do I want to keep pushing my current position or reinforce it while trying to capture another entry point? As a defender you will have options to build up defenses or to plan a counter offensive on the current positions. Any suggestions? [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 07:14 AM PST
Collect 50 Piece of Blueprint Ship of the line and exchange it for a BP Ship of the Line You can build it in large shipyard (or a special larger shipyard) with TONS of mats Every company can have only 1 ship of the line. [link] [comments] | ||||||||||||||||||
Black/blank map on official server Posted: 02 Mar 2019 05:25 AM PST So I reinstalled my OS and Atlas game on a new hard drive, and when I am in the game, there is no map. It is just black/smoky. I cannot port from beds at all, even when using the bed filter. I did a bit of research and it seems like private server people have had similar issues, but I haven't seen anyone having it on official NA pvp servers. After a bit of research, I saw that I was able to copy over a folder containing maps from my previous install to '4200418029' which seems like it's the official NA pvp server id. into the path F:\Program Files (x86)\Steam\steamapps\common\ATLAS\ShooterGame\Saved\Config\MapImagesCache I did find it odd that the folder didn't exist at all before copying it over. I would think that I'm just 'missing' map files, and the game should automatically install those. Or I could just be way off, and there's something more weird going on. Any ideas?? [link] [comments] | ||||||||||||||||||
Posted: 02 Mar 2019 05:05 AM PST I have always wondered why developers go with a square ma and you can only travel up down left right. Wouldnt a hex shape map be a better design so you can travel in all directions and reduce load into maps since you're not loading 1 map just to load into another? [link] [comments] |
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