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Stop reward xp for contruction.


Jemcrystal

Suggestion

Stop reward xp for contruction.

This gives the idea that larger buildings are better.  Big bases cause lag.  Instead reward exploration.  Give large clumps of extra xp for visiting caves, high mountain peaks, and discovering a new species dino.  Reward a current flow of xp when player is mounted and moving.  

Do not give experience rewards for things that cause lag.  Make players loose xp if they keep more than twenty-five dinos out uncryoed.  Have players delevel if they keep more than 100 dinos out for over a week.

Give an xp boost for wearing skins.  Give a large xp boost for being killed by something you have never been killed by before.  

Stop rewarding bad behavior.  Give players a reason to love the actual world map and each dino.  Not focus on one dino only.  Not live only to make op boss fight armies.

Large buildings with all dinos out cause server lag.

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Wha....? 

Essentially you are stating that the experience earned from crafting shouldn't exist? Because that is what it is tied too. Crafting. The crafting of building items, clothing, weapons, tools, saddles.... 

No thank you. 

Building is one of the many facets of the game, and to try and "Stop rewarding bad behavior." as you stated by removing that factor doesn't take those who play that game for that reason into consideration. Ark could loose a collection of players that way. 

And if the root of the suggestion is create less lag in the game, there are other methods to doing so. Below are just a few I have seen pop up. Some here, some on other discussion bases sites;

  • Game Optimization - An ongoing process at Ark for sure, but one that is indeed being worked on. 
  • Adding larger building pieces - Excluding the gates and the 4 tall walls (which are really the only parts of decent size), everything is an individual piece, and individual "lag" point that has to render in when you arrive to a location. Adding larger pieces to build with could possible help with the lag. The 4 tall walls were a start, and they have dramatically helped several builds on the servers I play on. 
  • Leaving dino's out in the yard - There are suggestions to alleviate some of that dino lag.
    • Breeder/Hatcheries, separate or individual items that may assist in breeding and/or raising young so they wouldn't necessarily be out in the yard. 
    • Egg Collectors, an item that could hold cryoed creatures and collect the eggs they would normally deposit when in the yard so that they could be locked away and still be productive. 
    • Disable Creature Movement, an wheel option to stop the creatures visuals when in a yard. Such as tail wagging, eating animations, etc; they would still eat - the just wouldn't be animated in doing so. 
    • Incentives for Cryopodding Creatures, Raising the experiences a creature earns when in a cryopod over being stationary in a yard. Ridden dino's would still earn more, but those cryopodded would earn more than those which are still. 
  • Adding pre-built structures - A few modders have done so. They have created some pre-built structures that players can use to create their villages, cities, bases, etc. They cut back on the little pieces needed to build each and every single building in those situations. And tend to have a few customization options at the same time. Being that they are single pieces and not made up of many - the amount of lag works differently.
  • Adding "Merging" - a way to create you own "pre-built" structure. Essentially you built it and then merge it into a singe item. The defenses and the resources needed to fix the item then is calculated based on the parts used in its construction. Those I would imagine this idea has its own limitations, most likely to size... 
  • The eventual move from Ark to Ark 2. Hopefully with better built in optimizations and a less laggy base coding.
  • Decreasing the number of items that can be placed in render.
  • Adding creatures to the list of "items in render" so that the number goes up with the numbers of creatures in the yard. 
  • Adding "Claim Flags" or "Base Territories" to the game to limit the amount of space each individual and/or tribe can use - ideas for this vary in methods of implementation.

And that is only a starter list of ideas that you can find out there that would not require the removing the experience from crafting simply to try and cut down on "laggy bases". 

That said, while I do not agree with your post, the added methods to earn experience aren't horrid. Take the attack on those who enjoy building away and the other portions could be worked into a productive suggestion as additional methods to earn some sort of experience in game. 

As is however, I personally will give this suggestion a hard pass. I don't speak for all though - so you may find someone out there that thinks the same. Good Luck.

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