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    Thursday, August 1, 2019

    ATLAS Played on release, how's the state of the game now?

    ATLAS Played on release, how's the state of the game now?


    Played on release, how's the state of the game now?

    Posted: 01 Aug 2019 07:55 AM PDT

    Yeah I know, you've probably seen a lotta posts like this but it's hard to go through each and every patchnote. So I'll just get right into it, how's the core gameplay? Fire arrows still OP? People still sinking ships at spawn? Any way to safely store boats when offline? Is there still No land at all where to set up cause big zerg orgs have taken up every island? Ghost ships still make up most of the ocean surface?

    How's the community? Chinese still zergfesting half the map? People still offline raiding to win?

    submitted by /u/KurtGG
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    "Connection to host timed out" This message is killing me slowly... PLEASE help :(

    Posted: 01 Aug 2019 08:38 AM PDT

    So this all started when I started playing atlas again ( about 3 days ago ) sometimes it works just fine but sometimes ( most of the time ) I can't get into any servers... it would simply give the message " timed out "... I tried adding +connect (server IP + port ) to the launch options but then it just gave the " Host pending connection timed out " ( This is an official server " Sharks Frenzy" with many people on )... it seems like the more I refresh and relaunch and keep trying, the more goes wrong... I can still see servers but I can't even see any sessions now... not even on unofficial...

    Any help would mean the world.

    submitted by /u/LazyWolfieYT
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    Global Market

    Posted: 31 Jul 2019 05:29 PM PDT

    Trading in atlas just doesn't happen very much despite being the type of game that would vastly benefit from have a robust economy. One of the reasons is because of the vast time sink that sailing in atlas presents. If I am going to have to spend 2 hours sailing to either trade resources I brought all the way(slowing me down) or harvesting the resources myself I am always going to just harvest the resources myself as it makes the trip go faster and I don't have to sacrifice my owns resources for the trade. Another reason is trading is very risky on pvp servers even with the safe trade system as I can trade you a blueprint for gold but then you can just shoot me in the head and keep the blueprint and the gold.

    A potential solution to make trading more viable on PVE and PVP is to make a global(global to the grids so each official server will have a different market) market accessible at freeports. Players can go to freeports and go to an NPC to list items for gold and can buy items in the market for gold. The advantage of having the markets located at freeports is that sailing will still be an important part of trading. If players could access the market anywhere players could effectivily transport items will no risk. Since players will have to go freeports then there will be many ships travelling to and from freeports to buy and sell goods which presents an opportunity for piracy which the current system doesn't really have as there are no real central trading points with lots of traffic.

    This solution does have an issue in that certain grids are very far from freeports so they will still have to make a long and boring sailing trip to buy or sell items. A solution for this would be designating an island in each deadzone with the potential to become a "port". If a port island is claimed then the owners are given the ability to set up a market access point that they can tax. Player ports will improve pve as players won't have to go as far in order to use the market and they will also encourage pvp for control of the very limited port capable islands.

    submitted by /u/Xanjis
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