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  • Community Crunch 159: Winter Wonderland & Dev Diary!

    Hey Survivors! Welcome to the latest edition of the Community Crunch! :Jerbhi:

    Winter Wonderland Is Returning!

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    Have you been Naughty or Nice this year? I've heard whispers from the elves and reindeer that a certain Mr. Claws may be dropping gifts for all of the good survivors this holiday season, and coal for the naughty ones too. ;) 

    We'll have more information on this in the coming weeks!

    Dev Diary!

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    This weeks diary entry is brought to you by Lead Programmer, Chris Willoughby. This weeks dev diary is about Extinction-related game balance and also about the big fixing process of Extinction since it's initial release.

    Quote

    ARK, at its core, is successful because it offers the best and most diverse survival experience that it can to each player who plays it, and the many options that we provide allows that to happen. There are many, many players that play our game over multiple platforms and each of them has a different definition of what’s most important to them, what ARK does well, and what it should do better. Early on we made a decision to offer a vast array of options, modes, maps, servers, and mods to get as close as we could to being the best survival game for everyone. This creates a major challenge when it comes to development however, as each piece of content or change is used in a large number of different ways. The many play modes are likely to be at odds with each other and are competing for the same development resources, so we have to make a number of tough decisions and pick our priorities. This can result in mechanics that feel less than ideal for your setup or bugs that only appear in certain modes. I do believe it’s better than the primary alternative - not offering or supporting these options at all.

    In this industry we need to develop and introduce new content and mechanics to keep our game interesting and relevant. When we set out to develop something with the size and scope of Extinction, we first sit down and figure out what new experiences we could bring to the table. We brainstorm far and wide, documenting and elaborating on ideas before scoring them. We try very hard to introduce features that either have broad reach and appeal across our play modes or add a high amount of depth to one. The things that resonate the most through this process are grouped together into creatures, items, or features that become the key features for the expansion. Generally when we do this we’re intentionally trying to shake up the meta to breathe new life into the game. Often times it’s hard to predict exactly how the new features will be used by players, and just how much they’ll shake things up. 

    On the other side of the coin, testing changes to a game like ARK is quite difficult. Stepping back, it’s really a numbers game. Let’s say, for example, that you have 10 QA testers, and they’re testing 50 hours a week, that’s 500 hours of testing per week. Next, let’s say that you have 3 months to fully test your changes. Multiply the 500 by 12, and you get 6,000 hours of serious, in-depth testing. That can seem like a lot, but it’s nothing compared to the amount of time that players put in. ARK averaged ~50k users for November on PC. If you multiply that by 30 days and 24 hours, you end up with a rough estimate of 36,000,000 hours of ARK played in November. That’s 6,000 times as many hours as in the example above. There were approximately 1,200,000 hours of ARK played in the first day of Extinction. There were 50,000 hours played in the first hour after release. 10 minutes after Extinction released, players had already played 10,000 hours of Extinction, eclipsing the amount of testing done by the 10 testers above. Suffice it to say that when you experience problems when playing a game just after release this is a big reason why.

    Obviously we don’t like it when our game has problems, so we focus much of our testing on critical areas and we test them over and over again and prioritize the issues we find. As you can imagine, this is a lot easier in a single player game with a fixed path through a scripted storyline. Once you start multiplying out all of the options and variables, however, it quickly becomes a monumental challenge. As illustrated above, it’s impossible to test every experience that a player is going to have in a game like ARK within a reasonable timeframe. Our volume of players means that players will always have for more time playing ARK than us. When you combine this with the fact that most of those players are playing competitively you realize that many of them are looking for a way to get a leg up on their competition. Very quickly they’re using things in ways that you didn’t intend or even think about, and it’s up to strong systems and well placed testing to make sure that they stay in a healthy place. Sometimes you experience breakdowns in one or two of the above and you have to turn around a fix as fast as possible.

    When we built the Titans, for example, we balanced them against dinos, items, each other, and bases. We wanted each of them to feel different and wanted them to have roles almost like classes in a class-based shooter. We wanted them to be somewhat slow and predictable, and ultimately squishy when faced with organized and concentrated fire. We felt very early on that they should be able to do a lot of damage to an endgame base, if left unchecked. Beyond countering this strength, we wanted to limit how fast people could tame and transfer in Titans, and make it a difficult decision to make - so we went for cooldowns on transfer and starvation. Of course, players discovered a way around starvation (kibble?!?!?!), so that broke a big piece of their cost completely. Last week we released a patch that brought this back closer to where we envisioned it, but it’s unlikely that it’s the end of balance changes to the Titans.

    Meks were built to counter Titans. Generally, the math that we used when developing the Titans and Meks was that approximately three Meks should be able to make short work of a Titan, and we set out to arm the Meks with abilities (like the rocket pack) that would allow them to take the Titans on. In this regard, our primary focus was on the defensive capabilities of the Mek. Unfortunately, in our efforts to nail the defensive-side of things we overlooked a few issues that could occur on the offensive side; especially related to base raiding. The reality is that this was a mistake. Players discovered within the first few days that they could be used to dismantle bases by bypassing most of their automated defenses. Once something like this is discovered we need to act quickly - we ask ourselves if we feel like the mechanic is overpowered. Then we ask if it fits with the design of the creature. We ask what the counter is and talk through the best way to balance it. Ideally, we’d have all of these discussions and make all of these decisions early in development. When faced with the numbers game above, however, you realize how likely it is that a few of these slip through the cracks to the final game. We work diligently to to step up and resolve the issue the best way that we can, as fast as we can.

    If I were to step back and put on an Idealistic hat, I’d want to reshape ARK such that none of these bugs ever made it through to our players. I’d want to test and retest every interaction, every spot in every map, every scenario that a player could find themselves in. The reality, however, is that it would take a very large team, a very large amount of time to develop something as broad as ARK and deliver it flawlessly. Large enough on both fronts, that the likelihood of success drops dramatically. And even then, that game would have bugs. Yes, ARK is not perfect. However, we enjoy working on a game that delivers a broad, good experience to many players over one that offers a narrow but perfect experience to only a few or takes ten years to make. We strive to minimize the number of problems. We pride ourselves on recognizing and resolving them as fast as possible. As we continue to work on Extinction issues, long standing issues, previous promises, and whatever is next for ARK (stay tuned!), we’ll continue to approach it from that perspective. Our job is to provide the best experience we can to the highest number of players we can reach, as fast as we can. Sometimes there will be bumps in the road, but they’re a necessary part of making the things we make at the scale that we make them. We think it’s worth it.

    PC Patch Tomorrow!

    Tomorrow at 10am PST there will be a PC patch. There will also be another post tomorrow here on the community forums going over some of the changes coming up and things currently being worked on by our development team.

    Mod Community Updates!

    Hello, fellow modders. You'll be happy to know we have a manual devkit update ready that includes all of the extinction content!

    https://forums.unrealengine.com/development-discussion/modding/ark-survival-evolved/62293-12-2-ark-dev-kit-v287-1-is-now-on-google-drive

    I also have a new tutorial ready for you, this time we're finally going to get started on some graphs for this mod. Specifically how to convert our tamed creatures into the sentry crystals that will be used elsewhere by the mod.

     

    Fanart of the Week!

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    Ark Survival Evolved Carbonemys Wallpaper by Malabar!

    Evolution Event!

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    Survivors on all platforms will be receiving a special Evolution Event perk this weekend! It will be active from Friday the 7th of December at 1 PM EST until Monday the 10th of December at 3 PM EST. All Official Servers across each platform will be undergoing this evolutionary change which includes:

    2x Harvesting Rates
    2x Taming Rates
    2x EXP Rates

    That's it for this post guys! As always if you’ve got anything to share you can find us at:

    Twitter: twitter.com/survivetheark
    Facebook: facebook.com/survivetheark
    Reddit: reddit.com/r/playark
    Instagram: instagram.com/survivetheark
    Twitch: twitch.tv/survivetheark
    Steam: steamcommunity.com/app/346110
    Youtube: youtube.com/survivetheark

    All the best,
    Studio Wildcard

    Edited by Jen


    • Like 7
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    14 hours ago, MadTurninator said:

    extinction is broken on the xbox . bad graphics major render issues constant dcing . orbital drops above blue and you get 5fps and lag out . artifacts not spawning and the tek replicator being learnt from drops and you cant make it . that's just a small handful  of bugs . stopping adding new stuff and fix what you release 

    I have the same graphical issues and others on the server I play on have it too. They really need to optimize extinction.

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    14 hours ago, BERSERK3R said:

    So basically what Chris is trying to say "WILDCARD DEVTEAM diched the project before its even finished, started working on another hyped game, and let you SIT THERE ALONE to fix SOME bugs and then drop mic leaving us with a game that's broken, while the modding community knows how to fix and polish the game (S+, Builders Improvements, etc).

    Oh and what about Jen and that other "CM"?

    "Buy on switch, buy on your phone, look at this poster"....and "Ladies and gentlement S+ will be implemented"

    Instead we got....Extinction with made the game even worse, and even AFFECT other vanilla features and maps.

    Just say "Wildcard ditched the community, and ran away with the money".

    Pretty much lol

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    14 hours ago, jammyjade said:

    basic bugs that you should have tested as core functionality are just passed off as bugs that slip through? your q an a has always been woefully inadequate, it's also hard to defend what you do with development when you literally throw the shortest dev time at projects possible yet hype it up as great things, if you really can't afford more testers ( that should be a team of a hundred considering the 12 million players that bought your game and made you over 200 million dollars in first year alone) then dont release as full dlc, slap beta on it an be up front with the community your meant to service, the ones you know who majority paid for a season pass then waited a year for a broken buggy imbalanced mess, not one word of sorry for also not just delivering a broken dlc but also further breaking core gameplay and game modes on console? what justification is that? scorched earth was meant to be your method of testing how well future dlcs would integrate into the game, that was lies too! at some point despite your good intentions to service vast groups you need to look at the core of your game an realise you alienate more then you drag in by constantly glossing over bugs and issues with such contriteness 3 dlc's on multiple updates an yet again you still cant take ownership an instead blame it on players playing the game an finding bugs FIX YOUR GAME!

    You summed that up pretty well lol 

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    Oh yes, great, Christmas event.

    Many of us can't even play on Xbox or play anywhere for the last 2 weeks, so much good events do us.

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    I play cross-play on Win10 with my girlfriend on Xbox. I find it hard to imagine that there were any hours put into this version of the game for testing. Within 10 minutes I found insane graphical glitches. But none of them compare to the fact that the game WILL NOT SAVE progress on any map anymore. Several hours of play just vanished. 

    How could something as simple as game saving get passed QA? How did a glitch this bad get into a release?

     

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    Thank you Jen.  Always look forward to your weekly community crunch. :)

     

    I love this game you guys have made and been extremely happy with extinction thus far.

    • Facepalm 1

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    Even back in the 90's when Blizzard (they were about the size you, "Studio" Wildcard, are now) games were seriously crippled by bugs upon bugs, they still took every step possible to make what they had better, not just a quick fix. 

    Your first priority as a Game Developing Company, should be to listen, interact, and act upon what the player/fan base, and not just with the cool, shiny and amazing things like picture contests. this also means you need to talk with us about the dark and dirty things about game development, The Bugs (that your game is currently riddled with), Poor Optimization, and yes even the old game mechanics that need tweaking/updating, going through and moving that 1 drop that is ever so slightly out of reach because it is behind an invisible barrier.

    your player/fan base would not have cared if Aberration and extinction have been pushed back 2,3, even 4 years each if it meant that the CORE game mechanics were being consistently debugged and optimized, getting everything to work as intended ALL the time and getting Optimization done so people can actually play a game is SIGNIFICANTLY more important to all of us than getting new, flashy things to play when the game just isn't ready for it.

    Just making a work around for something is not a solution (referring to the Phoenix occasionally bugging and not wanting to act like a campfire or forge, and just having to upload and download to fix it). there need to be as near permanent fixes from the start.

     

    All in all Chris, we do not want excuses, we are not your main QA Testers. Yes, we will find things that the Dev team misses, it is inevitable. but unless you are going to some how pay all 50k players who test for you, you need to straighten up your entire Development team, from the Coders and artists, to the QA guys and Director of the company. otherwise ALL FUTURE GAMES from this company will fail just as bad as Ark is failing right now. you all still have a chance to turn this game around and actually make it a great game. I suggest you take the advise of all the Heavy Criticism from this player community, it WILL make you guys better, and more importantly, it will make your GAMES Better.

    Edited by SiCKxZenithx
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    Yeah Chris, your big wordy explanation is good and all but having a wild dino that is designed to do the thing that your Code of Conduct specifically prohibits and letting it get through to release and then letting it continue to be that way for a month is garbage tier QA.  You're already in a position of never being able to sell another game to me again unless you get things fixed, it's literally the only reason I even know any of your names.  Maybe you could fix things up and redeem yourselves though.  By the way, pushing code to live on a Saturday afternoon is dumb when your customers' use of your product is at peak levels during that time.

    Edited by BoxBoxBox

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    Hm, for example, after the Friday's patch, if you played with a mek for 3 minutes you would have realized it is completely broken now. So I don't know about that numbers game, testing and all...

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    3 hours ago, JakaVodlan said:

    Oh come on how can you say it like that they worked realy hard with extinktion and it is a great expansion you ungratefull b****

    Uhm, this is sarcasm right....

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    10 hours ago, HighFlyer15 said:

    What different universe post did you read?! He literally did not blame the players. He said it's impossible to find as many bugs/glitches as players encounter since players put in 6000 times more playtime than any testers.

    I already knew his clear post wouldn't be able to reach the most insane cases, you, and it didn't. You read what you wanted to read and ignored the rest.

    Don't call someone insane just because you can't see through obvious bs!

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    1 hour ago, SiCKxZenithx said:

    Even back in the 90's when Blizzard (they were about the size you, "Studio" Wildcard, are now) games were seriously crippled by bugs upon bugs, they still took every step possible to make what they had better, not just a quick fix. 

    Your first priority as a Game Developing Company, should be to listen, interact, and act upon what the player/fan base, and not just with the cool, shiny and amazing things like picture contests. this also means you need to talk with us about the dark and dirty things about game development, The Bugs (that your game is currently riddled with), Poor Optimization, and yes even the old game mechanics that need tweaking/updating, going through and moving that 1 drop that is ever so slightly out of reach because it is behind an invisible barrier.

    your player/fan base would not have cared if Aberration and extinction have been pushed back 2,3, even 4 years each if it meant that the CORE game mechanics were being consistently debugged and optimized, getting everything to work as intended ALL the time and getting Optimization done so people can actually play a game is SIGNIFICANTLY more important to all of us than getting new, flashy things to play when the game just isn't ready for it.

    Just making a work around for something is not a solution (referring to the Phoenix occasionally bugging and not wanting to act like a campfire or forge, and just having to upload and download to fix it). there need to be as near permanent fixes from the start.

     

    All in all Chris, we do not want excuses, we are not your main QA Testers. Yes, we will find things that the Dev team misses, it is inevitable. but unless you are going to some how pay all 50k players who test for you, you need to straighten up your entire Development team, from the Coders and artists, to the QA guys and Director of the company. otherwise ALL FUTURE GAMES from this company will fail just as bad as Ark is failing right now. you all still have a chance to turn this game around and actually make it a great game. I suggest you take the advise of all the Heavy Criticism from this player community, it WILL make you guys better, and more importantly, it will make your GAMES Better.

    Or ID Software, a group of a handfull amateur programmers who made one of the best engines in human history, so don't talk (refering to Wildcard/Chris) "not enough manpower, not enough money", its a bullpoop excuse, and eventually no one is to blame yeah right...

    Wildcard focusses on especially kids, or a generation that doesnt know about quality control yet, or a history of development of producs and especially games.
    Which is fine, however that takes responsibility, integrity,support, and most of all QUALITY, its like selling drugs to kids and say "but it makes them smile" so whats the deal?

    Edited by BERSERK3R

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    Everyone who's saying this is a great expansion, you need to see exactly how easy it is to wipe a base with a pile of regular level corrupted dinos.  Once you piss one guy off, you're done building at ground level.  Even if you're building at an unreachable level on the top of a building in the city they can still drag groups of pteranodons (which due to their aggro mechanic are super easy to get groups of 6-8 of) up to your base and do damage when you're offline.

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    As someone who did a great many years (20+) of software testing for a major software company I strongly disagree you cannot do better with that many people or other methods of software testing.  You definitely need to hire some SDET level folks to automate and get some basic regression testing done that'd catch a lot of things sooner and help remove the many hours needed for someone to manually playtest all the things.  Automation definitely won't catch all of the issues but it'd definitely give your testers more time to play and find those bugs only found during play testing.

    That and give your players a better method of reporting issues and getting feedback on those issues.  Heck if you're going to rely on the folks who bought and paid for your game then listen to them.

    I've given this same info before and other software testing advice in the past so I'm certain this will be just as ignored by anyone on the management team who makes the decisions on where to put the effort.

    What makes me more sad is I came back here after MANY months of not playing just to see what is happening and to see if I might have an interest in playing again and I see the same nonsense spouted off here again about how you cannot test better.

    EDIT:  And just to clarify, I know for certain that the devs care and the software testers care, I've chatted with several of them so I know they care.  Where the disconnect comes from is very likely management who's deciding what is important and this is one area that they've put low on the list as per what the dev said and what could be done here to resolve this.

    Edited by mleii
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    This is a really well written post I can understand how hard it can be to predict what players decide to do with the building blocks you give them. Keep up the good work and ignore that ignorant poops that give you a hard time every minute of every day

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    2 hours ago, revjiggs said:

    This is a really well written post I can understand how hard it can be to predict what players decide to do with the building blocks you give them. Keep up the good work and ignore that ignorant poops that give you a hard time every minute of every day

    Yes, all us poops complaining about updates that are useless to us since we literally can't even load the game we paid for since extinction came out are just ignorant. Nevermind that they don't even acknowledge there's a problem let alone address it.

    Lucky you getting to play with your building blocks, that must mean everything is going a-okay for the rest of us too, even though we can only see them via stream and YouTube.

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    So, what nerfs will be made to titans or type of defense brought in to deal with these things? Mega tribes can easily drop 10 titans of each kind when they're raiding a server, so only defense is having one alive yourself.

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    On 12/4/2018 at 1:42 AM, jammyjade said:

    basic bugs that you should have tested as core functionality are just passed off as bugs that slip through? your q an a has always been woefully inadequate, it's also hard to defend what you do with development when you literally throw the shortest dev time at projects possible yet hype it up as great things, if you really can't afford more testers ( that should be a team of a hundred considering the 12 million players that bought your game and made you over 200 million dollars in first year alone) then dont release as full dlc, slap beta on it an be up front with the community your meant to service, the ones you know who majority paid for a season pass then waited a year for a broken buggy imbalanced mess, not one word of sorry for also not just delivering a broken dlc but also further breaking core gameplay and game modes on console? what justification is that? scorched earth was meant to be your method of testing how well future dlcs would integrate into the game, that was lies too! at some point despite your good intentions to service vast groups you need to look at the core of your game an realise you alienate more then you drag in by constantly glossing over bugs and issues with such contriteness 3 dlc's on multiple updates an yet again you still cant take ownership an instead blame it on players playing the game an finding bugs FIX YOUR GAME!

    It shows how you have never worked in the software industry before. Its not that simple I work in the industry and yea its annoying but its the way it is, 

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    10 hours ago, valicetra said:

    Yes, all us poops complaining about updates that are useless to us since we literally can't even load the game we paid for since extinction came out are just ignorant. Nevermind that they don't even acknowledge there's a problem let alone address it.

    Lucky you getting to play with your building blocks, that must mean everything is going a-okay for the rest of us too, even though we can only see them via stream and YouTube.

    awww poor you do you want a cookie ? go get a better pc scrub

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    Quote

    might i ask what is so "Special" about an evolution even that u do every weekend?

     

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    Oh wow... what is there to say. It sounds lika same poor excuses, but I don´t want to blame you. You had very big issues, you let the community down sometimes, but we are still here. You hear and you feel the outrage on your forum. You read it probably everyday. We are not your Enemies, we are your community, we are here because we love this game and if all what you are saying is true, you love the game aswell.  And because the testing thing, im pretty sure, there would be lots of people that would love to help you, some may do it without wanting to get payed. At least i would do it for free in my freetime. Pls listen to the community, start updating the game on a regular base maybe. Riot is doing it with LoL. We want to help you guys, because we love the game as much as you do. I´ll probably stay a fan of this game and i want to help you, so pls give us or me the chance to help you.

    Greetings FreezeGoD

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    i know you have read all these comment or at least hope so. yesterday you released the patch for picking up structures in 30 secs after it was placed.

    Obviously we don’t like it when our game has problems, so we focus much of our testing on critical areas and we test them over and over again and prioritize the issues we find. As you can imagine, this is a lot easier in a single player game with a fixed path through a scripted storyline

    ^^^^

    single player 

    come on guys have you not learned from the past at all what some high ping and several  people trying to pick it up at the same time will do. Think about this people are already abusing this way of duping you guys need to test stuff out alot better than you are doing literally breaking your game yourself. 

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    First of all I love Ark! I've had the base game since it first came out and bought the season pass during the uh.. *cough* unfortunate PR fumble regarding the 2 week countdown that wasn't Extinction. ;) But even though a lot of the comments on everything you guys post seem to be mostly negative, bitchy complaints, I wanted to let everyone at WC know that your game is great, it's amazing! It's a multi-map large open world, crafting/building survival game filled to the brim with a huge variety of creatures on the land, sea and sky that are all very unique in appearance, animation and function. This game is a HUGE undertaking and I think of lot of people just get focused on the negative instead of on the fact that this game is such a large scale project. I think people just can't understand how many difficulties you guys have to put up with because they literally don't have any actual game development knowledge or experience to use as a basis. I certainly don't, but at least I can be mature enough to try to comprehend what kind of difficulty you guys run into during development rather than bitch/moan all the time.

    So just know that despite all the negative noise you guys hear every time you come out with a patch that fixes things or new content to let us play with, there are FAR more players who love this game and continue to play it because it's awesome & fun. Even the people who whine on every post you put out probably have hundreds and hundreds of hours put into the game because they know it's still great fun to come back too no matter what issues or bugs they might have found that you guys haven't had a chance to catch yet.

    So 10/10 please continue doing what you guys are doing best! 

     

    P.S. Can't wait for the christmas event! I'm planning a Secret Santa event on my server and even used a GG Fizz Christmas Tree Youtube design to build a huge tree with colorful lights inside! I'm super excited for the decorations I'll be able to use once the event is released! ❤️

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    #GIVEUSOLDARKBACK

    fuk this pokemon-powerrangers-halo broken poop

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    Wrrrrrrrong.  This isn't an "everyone gets gold medals" situation.  People who provide a service based on a pre-payment should be required to answer for problems they cause that are above the norm among their peers.  You don't get it because you play a private server.  People who play official are getting wiped by a single player with a pteranodon, through no fault of their own.  We're expected to defend against corrupted with plant X that gets broken from one hit by a low level corrupted pteranodon, not to mention that we're forced to replace turrets that we need to defend against players with plant X that can be destroyed from out of range with fire arrows.  We spent a couple weeks getting wiped by meks that require 15 minutes of farming to make.  People were able to remove literally thousands of man hours with 15 minutes of work.  Extinction launched with meteor showers coming down and killing tames in safe zones, element veins were released and just obliterated people's entire bases.  The titans require the equivalent of the work it takes to build a 4x4 stone base and they can be used to completely clean out an entire Extinction server and then taken to another server and clean that one out too, plus how much time went by during which people were healing them due to an exploit?  These aren't just a few bugs, these are major untested balance issues.  It's like they took design notes from a 6 year old playing with plastic dinosaurs and robots.  Don't tell us we should expect a few bugs and testing is hard and the devs are doing all they can, these are stupid decisions that were actively made.

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