That's a fair point -- other pirate games have less ships.
I think the big difference is that the Skeleton Ships in Sea of Thieves actually have skeletons that you can fight, and there's more than one way to sink them. That adds a whole lot more gameplay/immersion than just "I shoot cannons at an empty ship."
Think about it from a PvE perspective: There's currently no such thing as raiding/boarding ships in a pirate game. If you want to swashbuckle something, you have to go on land and dig up a chest. But even that combat is clunky and unsatisfying -- which is why ATLAS combat is pretty much just a sniping game: Slowly reload gun via mini-game > Shoot once > slowly reload gun via mini-game.
It would have been cool to see a really rich move-set to allow for more detailed combat. Things like rolling, grappling, execution animations, dodges, etc, could make melee combat more engaging, and make ground combat more viable.
PvE pirates with their own ships and island bases are coming and more: https://www.playatlas.com/index.php?/atlas-news/news/captains-log-34-wild-pirate-encampments-non-dedicated-mode-and-more-r171/
There was a distribution error preventing people from installing the kit. It has been resolved though.
yeah but those act like normal bins/refrigerators right (also haven't use much of s+)? if so then the meat would spoil slower than being in your inventory whereas the spoilling bin from automated ark makes things spoil a lot faster and keeps things like spoiled meat last a lot longer
The thing about a mod like automated ark is that it's designed to let you make an entire automated pipeline.
Drop off your meat and narcoberries in storage and come back to find it automatically made into narcotic, that kind of thing.
Whereas S+ is designed to make some things more convenient and not so much automate them.
I think they meant more verity, not literally more spawns everywhere.
Launching a pirate game with only like 3 pirate ships was... bold?
And I was massively disappointed when I realized that they don't even have crews. I wanted to throw a hook, swing over, and do swashbuckling battle with skeletons. But no, it's an empty shell that just magically shoots cannons without a crew.
I'm talking about more variety, not spawns. More variety means more unique meshes that cannot be batched together for drawing (performance) and cost more memory.
Also I think you are confusing ATLAS (4 ships + dinghy + raft) with Sea of Thieves (3 ships).
Sponsored Mod Program Applications
Sponsored Mod Program applications are once again OPEN! If you are interested in sponsorship for your projects, please fill out the application here: https://survivetheark.com/index.php?/modding/apply-for-sponsorship/
This will be the last application period until January so make sure to get those projects in!
New Sponsored Mods
Finally, We have three new projects joining the Sponsored Mod Program today! We have a pretty interesting range of mod types this time for creatures and a utility mod for builders!
Clockwork Creatures
Mechanical steampunk beasts are on the loose! If you are a fan of the steampunk aesthetic, check out this mod which adds a range of new creatures to the game, with more brass than ...
Sponsored Mod Program Applications
Sponsored Mod Program applications are once again OPEN! If you are interested in sponsorship for your projects, please fill out the application here: https://survivetheark.com/index.php?/modding/apply-for-sponsorship/
This will be the last application period until January so make sure to get those projects in!
New Sponsored Mods
Finally, We have three new projects joining the Sponsored Mod Program today! We have a pretty interesting range of mod types this time for creatures and a utility mod for builders!
Clockwork Creatures
Mechanical steampunk beasts are on the loose! If you are a fan of the steampunk aesthetic, check out this mod which adds a range of new creatures to the game, with more brass than ...
And Grapeshot would have you believe that many of these Changes are not possible or will take many months to do.
On the contrary, these changes are along the lines of our own plans for balance and changes and (as mentioned briefly in the Roadmap Recap post) our changes will be coming to the Live Game during Phase One. And no, they don't take long to implement. In the past, our approach was waiting to do a full pass and programming changes to improve these aspects of balance but, again, as mentioned in the Roadmap Recap post, we're now going to bring some quick and simple changes in to improve player experience in Phase 1 then loop back to do a full pass in later phases of our Roadmap.
Myself, Jat and Erik watched all of Okasen's vids a few days ago, took notes on some great ideas and discussed alternatives where we felt his proposed value changes weren't quite where we'd want it. Okasen frequently sends us valuable feedback and theorycrafting.