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    Sunday, June 30, 2019

    ATLAS Eliminate Masterwork, Legendary and Mythical

    ATLAS Eliminate Masterwork, Legendary and Mythical


    Eliminate Masterwork, Legendary and Mythical

    Posted: 30 Jun 2019 11:26 AM PDT

    These upper tier blueprints cause a couple serious problems with the game:

    • "Power gap". It's exactly the old MMORPG PvP problem of "you can't fight purples while using greens". Skill goes out the window when the power gap gets too large. We don't need a bigger gap than common to journeyman. The first thing any new player to this game is going to learn is that they are garbage until they farm up legendary blueprints and get at least that level of ship.

    "But you can just go get all these things and easily make your own." Which leads us to the next problem:

    • "Mega Fortress Syndrome". It's hard to get away from this problem anyway, but the need to acquire and store 6 types of each material feed into it. I don't want to sail over to bumfuckegypt to pick up my next load of material so I'm getting as much as I can in one run and then storing it in my megafortress so nobody can steal it.

    Maybe an alternate solution is to just make all blueprints "common" with a much wider range in stats. You can get a 150% damage cannon from a common blueprint. Then the challenge is just to sail around and farm up blueprints, but once you have that, the materials can be local.

    And really, even 150% is a huge gap for a PvP game to give people. It makes the game all about the gear. Skill can only come into play when gear is equivalent and Atlas makes that as aggravating as possible.

    submitted by /u/SlamzOfPurge
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    Alliance/Coalition Influence Map [30.06.2019] NA [COLONIES] PVP

    Posted: 30 Jun 2019 09:28 AM PDT

    Rework the ghost ship

    Posted: 30 Jun 2019 07:01 AM PDT

    The ghost ship is less important after it's power stone was removed and there has never been a reason to repeat the fight.

    • Put an icon in a random grid with a countdown timer for when the ghost ship spawns

    • Have the ghost ship drop a bunch of standard loot like gold and prefab ship pieces(no blueprints but the prefabs should be high quality)

    • Have the ghost ship fire special cannonballs to make the fight harder and make killing the ghost ship he only way to get those cannonballs.( It doesnt matter what they actually do just that they are better then regular cannonballs in some scenarios and can't be mass produced maybe something like spectral cannonballs that have no collision but damage everything they pass through)

    The benefits of this changes are that the good loot will encourage players to kill the ghost ship as much as possible instead of killing it once for the buff. Another benefit is the loot and timer/icon system will encourage players to fight over the ghost ship spawn which will add a new reason for naval combat. The random location will also prevent the same group from monopolizing the ghost ship. This system will the random spawn and icon could also be expanded to add a bunch of other world bosses with different unqiue drops.

    Previous suggestions https://www.reddit.com/r/playatlas/comments/c1kxb6/an_endgame_goal_and_a_solution_for_wiping

    submitted by /u/Xanjis
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    Nail the Great Yatagarasu! - Server crash advantage - Again.. >,<

    Posted: 30 Jun 2019 01:54 AM PDT

    Super cool idea

    Posted: 29 Jun 2019 06:28 PM PDT

    what if war declarations placed a physical flag or object somewhere on the island and as soon as you declare war any items despawned get sent to the flag instead.

    submitted by /u/crunk-daddy-supreme
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    Highlight: [NAPVP][FED]War deck Patch day! - What actually happened when GS drops a patch @ the start of a Wardeck

    Posted: 29 Jun 2019 03:31 PM PDT

    Why winds should never die down in a video game

    Posted: 29 Jun 2019 02:48 PM PDT

    Top Atlas moments #3

    Posted: 29 Jun 2019 02:01 PM PDT

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