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    Wednesday, March 27, 2019

    ATLAS RIP Atlas - Killed itself

    ATLAS RIP Atlas - Killed itself


    RIP Atlas - Killed itself

    Posted: 27 Mar 2019 06:51 AM PDT

    https://steamcharts.com/app/834910

    Slow clap for you grapeshot. Well done on killing a great concept of a game in a matter of 2 months. How does one manage to fuck up so bad that now the game is less populated than Microsoft Flight Simulator or a bad p2w yugioh mobile ported game. You guys are to blame, every person who is in power at grapeshot who has creative decisions, you are to blame for the downfall of this game.

    This game had such potential and was lucky enough to have so many big streamers playing it at the release yet you failed to deliver on so many things and put a bad taste in the mouths of 99% of your player base who kept their word and quit. You advertised a game worthy of 40,000 players yet for the first few days the game was utterly unplayable for most and for us Aussies, completely unplayable because you never gave us servers. Well done.

    Few weeks after release, constant rollbacks, constant crashing and constant lag that made the game unplayable. I also enjoyed the saga of the absurd amount of ships of the damned. I quit around this time after we lost a few ships to something that should of been hot fixed.

    My mate hosted a server and the server costs for just a 2x2 was insane. Almost 200 AU per month. I can't imagine how much Grapeshot is spending on their servers.

    That leaves me with my final thoughts and a warning to anyone still playing this game to DON'T. This game is all but dead and there are only 2 options left for them in order for them to continue.

    1. Make a paid DLC to continue hosting the servers and paying their staff
    2. Shut them down completely and stop all updates.

    This will probably happen sooner rather than later, I wish I would of refunded the game when I could, but I spent the first 2 hours trying to play the game :') GG grapeshot, maybe you'll learn from your mistakes, but I guess you should learned from ARK, which you didn't, and used the same shit game engine filled with the same bugs and unoptimization!

    submitted by /u/Shiftyuu
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    I don’t know what I expected.

    Posted: 27 Mar 2019 12:17 PM PDT

    Handling claims AND upkeep

    Posted: 26 Mar 2019 03:00 PM PDT

    So it sounds like they are committed to full-island claims. I am a great believer in tweaking planned systems rather than suggesting a complete overhaul or rollbacks to other systems, so here is my suggestion, which feels very close to what they have proposed for island claiming:

    • Each player is worth one point for the purposes of claiming islands.
    • Islands have a point value based on size, resources, or a combination of both, starting at the smallest islands being worth one point. A corporation or its members cannot claim more islands than their current, cumulative membership allows.
    • Tax/Bank upkeep for the islands that a corporation owns is directly multiplied by their current assets divided by current membership, every time the upkeep is calculated.

    So a few examples:

    1. (1/2) - Single player claims a one point island, joins, or starts a corporation with one other person. Assuming they don't claim another island, the corp only has to pay HALF the normal upkeep as long as their membership is 2.
    2. (10/5) - A corp of 10 people claim a combination of islands that equals 10 points (their max limit). 5 people leave to join another corp. The remaining members need to pay TWICE the normal upkeep on all their islands until they get more members, or voluntarily unclaim some of their islands to reduce upkeep costs.
    3. (5/25) - A corp of 5 people claim a 5-point island. They then recruit another 20 people to join their corp, but they eventually dwindle back down to 5 active members. As long as the lost players don't return to the game and switch corps, the remaining members only pay 20% of the normal upkeep for their island.

    This would add a lot of value to recruiting and retaining members, even if they eventually stop playing. But would support every playstyle from OCD soloist to super casual megacorp based purely on the amount surviving members are willing to continue contributing. More importantly, companies who overcommit during the land rush will have to self-regulate what they are willing to maintain for the long-term, and islands owned by dead corps will clean themselves up more quickly once the decay system kicks in.

    Thoughts?

    submitted by /u/Sleepinator2000
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    Final ship battle of the mega companies N3 vs. Dynasty. RIP NA PVP.

    Posted: 26 Mar 2019 10:02 PM PDT

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